Exemple #1
0
        //public List<int> mazeList = new List<int>();

        public void MakeMaze(int _y, int _x)
        {
            m_iRowDimensions = _y;
            m_iColDimensions = _x;
            m_iMaze          = new int[m_iRowDimensions * m_iColDimensions];

            //row is Y, col is X   int[Y,X] [i,j] [row,col]
            vec2 pot = new vec2();

            mf.yt.triggerDistanceOffset += 3;
            mf.turn.BuildTurnLines();

            for (int i = 0; i < mf.self.m_iRowDimensions; i++)
            {
                for (int j = 0; j < mf.self.m_iColDimensions; j++)
                {
                    pot.easting  = (j * 2) + (int)mf.minFieldX;
                    pot.northing = (i * 2) + (int)mf.minFieldY;
                    if (!mf.turn.PointInsideWorkArea(pot))
                    {
                        m_iMaze[(i * m_iColDimensions) + j] = 1;
                    }
                    else
                    {
                        m_iMaze[(i * m_iColDimensions) + j] = 0;
                    }
                }
            }

            mf.yt.triggerDistanceOffset -= 3;
            mf.turn.BuildTurnLines();

            Maze = new CMazePath(m_iRowDimensions, m_iColDimensions, m_iMaze);
        }
Exemple #2
0
        public List <vec3> SearchForPath(vec3 start, vec3 stop)
        {
            CMazePath maze = new CMazePath(mazeRowYDim, mazeColXDim, mazeArr);

            List <vec3> mazeList = maze.Search((int)((start.northing - mf.minFieldY) / mf.mazeGrid.mazeScale),
                                               (int)((start.easting - mf.minFieldX) / mf.mazeGrid.mazeScale),
                                               (int)((stop.northing - mf.minFieldY) / mf.mazeGrid.mazeScale),
                                               (int)((stop.easting - mf.minFieldX) / mf.mazeGrid.mazeScale));

            if (mazeList == null)
            {
                return(mazeList);
            }

            //we find our way back, we want to go forward, so reverse the list
            mazeList.Reverse();

            int cnt = mazeList.Count;

            if (cnt < 3)
            {
                mazeList.Clear();
                return(mazeList);
            }

            //the temp array
            vec3[] arr2 = new vec3[cnt];

            mazeList.CopyTo(arr2);
            mazeList.Clear();

            for (int h = 0; h < cnt; h++)
            {
                arr2[h].easting  = (arr2[h].easting * mazeScale) + mf.minFieldX;
                arr2[h].northing = (arr2[h].northing * mazeScale) + mf.minFieldY;
                mazeList.Add(arr2[h]);
            }

            //fill in the gaps
            for (int i = 0; i < cnt; i++)
            {
                int j = i + 1;
                if (j == cnt)
                {
                    j = i;
                }
                double distance = glm.Distance(mazeList[i], mazeList[j]);
                if (distance > 2)
                {
                    vec3 pointB = new vec3((mazeList[i].easting + mazeList[j].easting) / 2.0,
                                           (mazeList[i].northing + mazeList[j].northing) / 2.0, 0);

                    mazeList.Insert(j, pointB);
                    cnt = mazeList.Count;
                    i--; //go back to original point again
                }
            }

            cnt = mazeList.Count;

            //the temp array
            vec3[] arr = new vec3[cnt];

            //how many samples
            int smPts = mazeScale;

            //read the points before and after the setpoint
            for (int s = 0; s < smPts; s++)
            {
                arr[s].easting  = mazeList[s].easting;
                arr[s].northing = mazeList[s].northing;
                arr[s].heading  = mazeList[s].heading;
            }

            for (int s = cnt - smPts; s < cnt; s++)
            {
                arr[s].easting  = mazeList[s].easting;
                arr[s].northing = mazeList[s].northing;
                arr[s].heading  = mazeList[s].heading;
            }

            //average them - center weighted average
            for (int i = smPts; i < cnt - smPts; i++)
            {
                for (int j = -smPts; j < smPts; j++)
                {
                    arr[i].easting  += mazeList[j + i].easting;
                    arr[i].northing += mazeList[j + i].northing;
                }
                arr[i].easting  /= (smPts * 2);
                arr[i].northing /= (smPts * 2);
                arr[i].heading   = mazeList[i].heading;
            }

            //clear the list and reload with calc headings - first and last droppped
            mazeList.Clear();

            for (int i = mazeScale; i < cnt - mazeScale; i++)
            {
                vec3 pt3 = arr[i];
                pt3.heading = Math.Atan2(arr[i + 1].easting - arr[i].easting, arr[i + 1].northing - arr[i].northing);
                if (pt3.heading < 0)
                {
                    pt3.heading += glm.twoPI;
                }
                mazeList.Add(pt3);
            }

            return(mazeList);
        }