public static List <GraphNode> CreateMazePath()
        {
            GraphNode cell1 = new GraphNode(1);
            GraphNode cell2 = new GraphNode(2);
            GraphNode cell3 = new GraphNode(3);
            GraphNode cell4 = new GraphNode(4);
            GraphNode cell5 = new GraphNode(5);
            GraphNode cell6 = new GraphNode(6);
            GraphNode cell7 = new GraphNode(7);
            GraphNode cell8 = new GraphNode(8);
            GraphNode cell9 = new GraphNode(9);

            cell1.AddEdge(2);
            cell2.AddEdge(3);
            cell2.AddEdge(1);
            cell3.AddEdge(8);
            cell3.AddEdge(4);
            cell8.AddEdge(3);
            cell4.AddEdge(3);
            cell4.AddEdge(7);
            cell4.AddEdge(5);
            cell5.AddEdge(4);
            cell5.AddEdge(6);
            cell6.AddEdge(5);
            cell6.AddEdge(7);
            cell6.AddEdge(9);
            cell9.AddEdge(6);
            cell9.SetEnd(true);
            return(new List <GraphNode> {
                cell1, cell2, cell3, cell4, cell5, cell6, cell7, cell8, cell9
            });
        }
Exemple #2
0
        private List <int> Solution1()
        {
            Graph g = new Graph();

            GraphNode n1 = new GraphNode(1);
            GraphNode n2 = new GraphNode(2);
            GraphNode n3 = new GraphNode(3);
            GraphNode n4 = new GraphNode(4);
            GraphNode n5 = new GraphNode(5);
            GraphNode n6 = new GraphNode(6);
            GraphNode n7 = new GraphNode(7);
            GraphNode n8 = new GraphNode(8);

            n1.AddEdge(n2);
            n1.AddEdge(n3);
            n1.AddEdge(n8);

            n2.AddEdge(n7);

            n3.AddEdge(n4);
            n3.AddEdge(n5);

            n7.AddEdge(n6);
            n7.AddEdge(n8);

            n4.AddEdge(n5);


            g.GraphNodes.Add(n2);
            g.GraphNodes.Add(n1);
            g.GraphNodes.Add(n3);
            g.GraphNodes.Add(n4);
            g.GraphNodes.Add(n5);
            g.GraphNodes.Add(n6);
            g.GraphNodes.Add(n7);
            g.GraphNodes.Add(n8);

            g.Run();

            return(g.Results);
        }
Exemple #3
0
        private Graph2D CreateFullDigraph(FPseudoRandom random)
        {
            Graph2D graph = new Graph2D(this.row, this.col);

            for (int i = 1; i < this.row - 1; i++)
            {
                for (int j = 1; j < this.col - 1; j++)
                {
                    int       cur  = i * this.col + j;
                    GraphNode node = graph[cur];
                    if (j < this.col - 2)
                    {
                        node.AddEdge(cur, cur + 1, random.NextFloat());
                    }
                    if (j > 1)
                    {
                        node.AddEdge(cur, cur - 1, random.NextFloat());
                    }
                }
            }
            for (int i = 1; i < this.col - 1; i++)
            {
                for (int j = 1; j < this.row - 1; j++)
                {
                    int       cur  = j * this.col + i;
                    GraphNode node = graph[cur];
                    if (j < this.row - 2)
                    {
                        node.AddEdge(cur, cur + this.col, random.NextFloat());
                    }
                    if (j > 1)
                    {
                        node.AddEdge(cur, cur - this.col, random.NextFloat());
                    }
                }
            }
            return(graph);
        }
Exemple #4
0
        private static Graph BuildGraph(int[][] roads, int[] machines)
        {
            Graph         g          = new Graph();
            HashSet <int> machineSet = new HashSet <int>(machines);

            foreach (int[] road in roads)
            {
                GraphNode source = g.AddNode(road[0], machineSet.Contains(road[0]));
                GraphNode target = g.AddNode(road[1], machineSet.Contains(road[1]));
                int       weight = road[2];
                source.AddEdge(target.id, weight);
                target.AddEdge(source.id, weight);
            }
            return(g);
        }
    public void AddNode(Vector3 neighborPoint, ref GraphNode currentNode, ref Queue<GraphNode> q )
    {
        RaycastHit hitInfo;
        Vector3 rayDirection = Vector3.zero;
        #if USE_XZ
        rayDirection = new Vector3(0, -1, 0);
        #else
        rayDirection = new Vector3(0, 0, 1);
        #endif //USE_XZ
        int layerMask = 1 << 8;
        layerMask = ~layerMask;
        if ( Physics.Raycast(neighborPoint, rayDirection, out hitInfo, Mathf.Infinity, layerMask) )
        {
            if (hitInfo.transform.tag == "Ground")
            {
                GraphNode newNode = new GraphNode(mNumOfNodes, hitInfo.point); // make a new node for this point
                GraphEdge newEdge = new GraphEdge(currentNode.GetIndex(), newNode.GetIndex()); // creat a new edge

                int index = 0;
                bool nodeFound = false;
                while ( !nodeFound && index <= mNumOfNodes )
                {
                    //Debug.Log (index + " out of " + NavigationGraph.Length + " thinks there's only" + mNumOfNodes);
                    nodeFound = ( NavigationGraph[index] == hitInfo.point );

                    ++index;
                }

                if ( !nodeFound ) // if we have not found this node before, add it
                {
                    Nodes.Add(newNode);
                    NavigationGraph[mNumOfNodes] = hitInfo.point;
                    ++mNumOfNodes;

                    q.Enqueue(newNode);
                }
                else
                {
                    newEdge.SetToIndex(index-1);
                }

                // If the raycast hit then we will always want to add the edge, since we want edges
                // in both directions and there won't ever be duplicates.

                // check if there is a clear path to add an edge
                Vector3 heightOffset = Vector3.zero;
        #if USE_XZ
                heightOffset = new Vector3(0, 0.5f, 0);
        #else
                heightOffset = new Vector3(0, 0, -0.5f);
        #endif // USE_XZ
                if ( !Physics.Linecast(currentNode.GetPosition() + heightOffset, newNode.GetPosition() + heightOffset, out hitInfo, layerMask) )
                {
                    Edges.Add(newEdge);
                    currentNode.AddEdge(newEdge);
                }
            }
        }
    }