Exemple #1
0
        static void Main(string[] args)
        {
            KDTree tree = new KDTree(2);

            Random r=new Random();

            for(int i=0;i<2000000;i++)
            {
                double x=r.NextDouble();
                double y=r.NextDouble();

                double[] d = {x,y};

                tree.insert(d,x.ToString()+","+y.ToString());
            }

            double[] target={0.2,0.3};
            int k=4;
            Object[] result = tree.nearest(target,k);

            foreach (string s in result)
            {
                Console.WriteLine(s);
            }
        }
Exemple #2
0
 // Returns an array of all the objects in a KDTree.
 static Object[] allInKDTree(ref KDTree kd)
 {
     double[] low = new double[3];
     double[] high = new double[3];
     for (int i = 0; i < 3; ++i) {
         low[i] = Double.NegativeInfinity;
         high[i] = Double.PositiveInfinity;
     }
     return kd.range(low, high);
 }
Exemple #3
0
        public List<Node> Compute(int startX, int startY, int endX, int endY, int attemps, float stepSize, float playerMaxHp, float playerSpeed, float playerDps, Cell[][][] matrix, bool smooth = false)
        {
            // Initialization
            tree = new KDTree (3);
            deathPaths = new List<List<Node>> ();
            nodeMatrix = matrix;

            //Start and ending node
            Node start = GetNode (0, startX, startY);
            start.visited = true;
            start.parent = null;
            start.playerhp = playerMaxHp;
            foreach (Enemy e in enemies) {
                start.enemyhp.Add (e, e.maxHealth);
            }

            // Prepare start and end node
            Node end = GetNode (0, endX, endY);
            tree.insert (start.GetArray (), start);

            // Prepare the variables
            Node nodeVisiting = null;
            Node nodeTheClosestTo = null;

            float tan = playerSpeed / 1;
            angle = 90f - Mathf.Atan (tan) * Mathf.Rad2Deg;

            /*Distribution algorithm
             * List<Distribution.Pair> pairs = new List<Distribution.Pair> ();

            for (int x = 0; x < matrix[0].Length; x++)
                for (int y = 0; y < matrix[0].Length; y++)
                    if (((Cell)matrix [0] [x] [y]).waypoint)
                        pairs.Add (new Distribution.Pair (x, y));

            pairs.Add (new Distribution.Pair (end.x, end.y));

            Distribution rd = new Distribution(matrix[0].Length, pairs.ToArray());*/

            DDA dda = new DDA (tileSizeX, tileSizeZ, nodeMatrix [0].Length, nodeMatrix [0] [0].Length);
            //RRT algo
            for (int i = 0; i <= attemps; i++) {

                //Get random point
                int rt = Random.Range (1, nodeMatrix.Length);
                int rx = Random.Range (0, nodeMatrix [rt].Length);
                int ry = Random.Range (0, nodeMatrix [rt] [rx].Length);
                //Distribution.Pair p = rd.NextRandom();
                //int rx = p.x, ry = p.y;
                nodeVisiting = GetNode (rt, rx, ry);
                if (nodeVisiting.visited || nodeVisiting.cell.blocked) {
                    i--;
                    continue;
                }

                nodeTheClosestTo = (Node)tree.nearest (new double[] {rx, rt, ry});

                // Skip downwards movement
                if (nodeTheClosestTo.t > nodeVisiting.t)
                    continue;

                // Skip if player is dead
                if (nodeTheClosestTo.playerhp <= 0)
                    continue;

                // Only add if we are going in ANGLE degrees or higher
                Vector3 p1 = nodeVisiting.GetVector3 ();
                Vector3 p2 = nodeTheClosestTo.GetVector3 ();
                Vector3 pd = p1 - p2;
                if (Vector3.Angle (pd, new Vector3 (pd.x, 0f, pd.z)) < angle) {
                    continue;
                }

                // And we have line of sight
                if (nodeVisiting.cell.blocked) {
                    continue;
                }

                // Check for all alive enemies
                List<Cell[][][]> seenList = new List<Cell[][][]> ();
                foreach (Enemy e in enemies) {
                    if (nodeTheClosestTo.enemyhp [e] > 0)
                        seenList.Add (e.seenCells);
                }

                Node hit = dda.Los3D (nodeMatrix, nodeTheClosestTo, nodeVisiting, seenList.ToArray ());

                if (hit != null) {
                    if (hit.cell.blocked || (!simulateCombat && hit.cell.seen && !hit.cell.safe)) // Collision with obstacle, ignore. If we don't simulate combat, ignore collision with enemy
                        continue;
                    else {
                        // Which enemy has seen me?
                        Enemy toFight = null;
                        foreach (Enemy e in enemies) {
                            if (e.seenCells [hit.t] [hit.x] [hit.y] != null && nodeTheClosestTo.enemyhp [e] > 0)
                                toFight = e;
                        }

                        // Solve the time
                        float timef = nodeTheClosestTo.enemyhp [toFight] / (playerDps * stepSize);
                        int timeT = Mathf.CeilToInt (timef);

                        // Search for more enemies
                        List<object> more = new List<object> ();
                        foreach (Enemy e2 in enemies) {
                            if (toFight != e2)
                                for (int t = hit.t; t < hit.t + timeT; t++)
                                    if (e2.seenCells [t] [hit.x] [hit.y] != null && nodeTheClosestTo.enemyhp [e2] > 0) {
                                        Tuple<Enemy, int> whenSeen = new Tuple<Enemy, int> (e2, t);
                                        more.Add (whenSeen);
                                        break; // Skip this enemy
                                    }
                        }

                        // Did another enemy saw the player while he was fighting?
                        if (more.Count > 0) {

                            // Who dies when
                            List<object> dyingAt = new List<object> ();

                            // First, save when the first fight starts
                            Node firstFight = NewNode (hit.t, hit.x, hit.y);
                            firstFight.parent = nodeTheClosestTo;

                            // Then when the first guy dies
                            Tuple<Enemy, int> death = new Tuple<Enemy, int> (toFight, firstFight.t + timeT);
                            dyingAt.Add (death);

                            // And proccess the other stuff
                            copy (nodeTheClosestTo, firstFight);
                            firstFight.fighting.Add (toFight);

                            // Navigation node
                            Node lastNode = firstFight;

                            // Solve for all enemies joining the fight
                            foreach (object o in more) {
                                Tuple<Enemy, int> joined = (Tuple<Enemy, int>)o;

                                // Calculate dying time
                                timef = timef + lastNode.enemyhp [joined.First] / (playerDps * stepSize);
                                timeT = Mathf.CeilToInt (timef);
                                death = new Tuple<Enemy, int> (joined.First, timeT + hit.t);
                                dyingAt.Add (death);

                                // Create the node structure
                                Node startingFight = NewNode (joined.Second, hit.x, hit.y);

                                // Add to fighting list
                                copy (lastNode, startingFight);
                                startingFight.fighting.Add (joined.First);

                                // Correct parenting
                                startingFight.parent = lastNode;
                                lastNode = startingFight;
                            }

                            // Solve for all deaths
                            foreach (object o in dyingAt) {

                                Tuple<Enemy, int> dead = (Tuple<Enemy, int>)o;
                                Node travel = lastNode;
                                bool didDie = false;
                                while (!didDie && travel.parent != null) {

                                    // Does this guy dies between two nodes?
                                    if (dead.Second > travel.parent.t && dead.Second < travel.t) {

                                        // Add the node
                                        Node adding = NewNode (dead.Second + hit.t, hit.x, hit.y);
                                        adding.fighting = new List<Enemy> ();
                                        adding.fighting.AddRange (travel.parent.fighting);

                                        // And remove the dead people
                                        adding.fighting.Remove (dead.First);
                                        adding.died = dead.First;

                                        Node remove = lastNode;

                                        // Including from nodes deeper in the tree
                                        while (remove != travel.parent) {
                                            remove.fighting.Remove (dead.First);
                                            remove = remove.parent;
                                        }

                                        // Reparent the nodes
                                        adding.parent = travel.parent;
                                        travel.parent = adding;
                                        didDie = true;
                                    }

                                    travel = travel.parent;
                                }
                                if (!didDie) {
                                    // The guy didn't die between, that means he's farthest away than lastNode
                                    Node adding = NewNode (dead.Second, hit.x, hit.y);
                                    copy (lastNode, adding);
                                    adding.fighting.Remove (dead.First);
                                    adding.enemyhp [dead.First] = 0;
                                    adding.died = dead.First;
                                    adding.parent = lastNode;

                                    // This is the new lastNode
                                    lastNode = adding;
                                }
                            }

                            // Grab the first node with fighting
                            Node first = lastNode;
                            while (first.parent != nodeTheClosestTo)
                                first = first.parent;

                            while (first != lastNode) {

                                Node navigate = lastNode;
                                // And grab the node just after the first
                                while (navigate.parent != first)
                                    navigate = navigate.parent;

                                // Copy the damage already applied
                                navigate.playerhp = first.playerhp;

                                // And deal more damage
                                foreach (Enemy dmgDealer in first.fighting)
                                    navigate.playerhp -= (navigate.t - first.t) * dmgDealer.dps * stepSize;

                                // Goto next node
                                first = navigate;

                            }
                            // Make the tree structure
                            nodeVisiting = lastNode;
                        } else {
                            // Only one enemy has seen me
                            Node toAdd = NewNode (hit.t, hit.x, hit.y);
                            nodeVisiting = NewNode (hit.t + timeT, hit.x, hit.y);

                            nodeVisiting.parent = toAdd;
                            toAdd.parent = nodeTheClosestTo;

                            copy (nodeTheClosestTo, toAdd);
                            toAdd.fighting.Add (toFight);

                            copy (nodeTheClosestTo, nodeVisiting);
                            nodeVisiting.playerhp = toAdd.playerhp - timef * toFight.dps * stepSize;
                            nodeVisiting.enemyhp [toFight] = 0;
                            nodeVisiting.died = toFight;
                        }
                    }
                } else {
                    // Nobody has seen me
                    nodeVisiting.parent = nodeTheClosestTo;
                    copy (nodeTheClosestTo, nodeVisiting);
                }

                try {
                    tree.insert (nodeVisiting.GetArray (), nodeVisiting);
                } catch (KeyDuplicateException) {
                }

                nodeVisiting.visited = true;

                // Add the path to the death paths list
                if (nodeVisiting.playerhp <= 0) {
                    Node playerDeath = nodeVisiting;
                    while (playerDeath.parent.playerhp <= 0)
                        playerDeath = playerDeath.parent;

                    deathPaths.Add (ReturnPath (playerDeath, smooth));
                }

                // Attemp to connect to the end node
                if (nodeVisiting.playerhp > 0) {
                    // Compute minimum time to reach the end node
                    p1 = nodeVisiting.GetVector3 ();
                    p2 = end.GetVector3 ();
                    p2.y = p1.y;
                    float dist = Vector3.Distance (p1, p2);

                    float t = dist * Mathf.Tan (angle);
                    pd = p2;
                    pd.y += t;

                    if (pd.y <= nodeMatrix.GetLength (0)) {
                        Node endNode = GetNode ((int)pd.y, (int)pd.x, (int)pd.z);
                        // Try connecting

                        seenList = new List<Cell[][][]> ();
                        foreach (Enemy e in enemies) {
                            if (nodeTheClosestTo.enemyhp [e] > 0)
                                seenList.Add (e.seenCells);
                        }

                        hit = dda.Los3D (nodeMatrix, nodeVisiting, endNode, seenList.ToArray ());

                        // To simplify things, only connect if player isn't seen or collides with an obstacle
                        if (hit == null) {
                            endNode.parent = nodeVisiting;
                            copy (endNode.parent, endNode);
                            List<Node> done = ReturnPath (endNode, smooth);
                            //UpdateNodeMatrix (done);
                            return done;
                        }
                    }

                    if (nodeVisiting.playerhp < playerMaxHp)
                        // Health pack solving
                        foreach (HealthPack pack in packs) {
                            if (!nodeVisiting.picked.Contains(pack)) {
                                // Compute minimum time to reach the pack
                                p1 = nodeVisiting.GetVector3 ();
                                p2 = new Vector3(pack.posX, p1.y, pack.posZ);
                                dist = Vector3.Distance (p1, p2);

                                t = dist * Mathf.Tan (angle);
                                pd = p2;
                                pd.y += t;

                                if (pd.y <= nodeMatrix.GetLength (0)) {
                                    // TODO If the node is already on the Tree, things may break!
                                    // but we need to add it to the tree and retrieve from it to make it a possible path!
                                    Node packNode = GetNode ((int)pd.y, (int)pd.x, (int)pd.z);

                                    // Try connecting
                                    seenList = new List<Cell[][][]> ();
                                    foreach (Enemy e in enemies) {
                                        if (nodeVisiting.enemyhp [e] > 0)
                                            seenList.Add (e.seenCells);
                                    }

                                    hit = dda.Los3D (nodeMatrix, nodeVisiting, packNode, seenList.ToArray ());

                                    // To simplify things, only connect if player isn't seen or collides with an obstacle
                                    if (hit == null) {
                                        packNode.parent = nodeVisiting;
                                        copy (packNode.parent, packNode);
                                        packNode.picked.Add(pack);
                                        packNode.playerhp = playerMaxHp;
                                        try {
                                            tree.insert(packNode.GetArray(), packNode);
                                        } catch (KeyDuplicateException) {
                                        }
                                    }
                                }
                            }
                        }
                }

                //Might be adding the neighboor as a the goal
                if (nodeVisiting.x == end.x & nodeVisiting.y == end.y) {
                    //Debug.Log ("Done2");
                    List<Node> done = ReturnPath (nodeVisiting, smooth);
                    //UpdateNodeMatrix (done);
                    return done;

                }
            }

            return new List<Node> ();
        }
Exemple #4
0
        public List<Node> Compute(int startX, int startY, int endX, int endY, int attemps, float speed, Cell[][][] matrix, bool smooth = false)
        {
            // Initialization
            tree = new KDTree (3);
            explored = new List<Node> ();
            nodeMatrix = matrix;

            //Start and ending node
            Node start = GetNode (0, startX, startY);
            start.visited = true;
            start.parent = null;

            // Prepare start and end node
            Node end = GetNode (0, endX, endY);
            tree.insert (start.GetArray (), start);
            explored.Add (start);

            // Prepare the variables
            Node nodeVisiting = null;
            Node nodeTheClosestTo = null;

            float tan = speed / 1;
            angle = 90f - Mathf.Atan (tan) * Mathf.Rad2Deg;

            List<Distribution.Pair> pairs = new List<Distribution.Pair> ();

            for (int x = 0; x < matrix[0].Length; x++)
                for (int y = 0; y < matrix[0].Length; y++)
                    if (((Cell)matrix [0] [x] [y]).waypoint)
                        pairs.Add (new Distribution.Pair (x, y));

            pairs.Add (new Distribution.Pair (end.x, end.y));

            //Distribution rd = new Distribution(matrix[0].Length, pairs.ToArray());

            //RRT algo
            for (int i = 0; i <= attemps; i++) {

                //Get random point
                int rt = Random.Range (1, nodeMatrix.Length);
                //Distribution.Pair p = rd.NextRandom();
                int rx = Random.Range (0, nodeMatrix [rt].Length);
                int ry = Random.Range (0, nodeMatrix [rt] [rx].Length);
                //int rx = p.x, ry = p.y;
                nodeVisiting = GetNode (rt, rx, ry);
                if (nodeVisiting.visited || nodeVisiting.cell.blocked) {
                    i--;
                    continue;
                }

                explored.Add (nodeVisiting);

                nodeTheClosestTo = (Node)tree.nearest (new double[] {rx, rt, ry});

                // Skip downwards movement
                if (nodeTheClosestTo.t > nodeVisiting.t)
                    continue;

                // Only add if we are going in ANGLE degrees or higher
                Vector3 p1 = nodeVisiting.GetVector3 ();
                Vector3 p2 = nodeTheClosestTo.GetVector3 ();
                Vector3 pd = p1 - p2;
                if (Vector3.Angle (pd, new Vector3 (pd.x, 0f, pd.z)) < angle) {
                    continue;
                }

                // And we have line of sight
                if ((nodeVisiting.cell.seen && !nodeVisiting.cell.safe) || Extra.Collision.CheckCollision (nodeVisiting, nodeTheClosestTo, this, SpaceState.Editor, true))
                    continue;

                try {
                    tree.insert (nodeVisiting.GetArray (), nodeVisiting);
                } catch (KeyDuplicateException) {
                }

                nodeVisiting.parent = nodeTheClosestTo;
                nodeVisiting.visited = true;

                // Attemp to connect to the end node
                if (Random.Range (0, 1000) > 0) {
                    p1 = nodeVisiting.GetVector3 ();
                    p2 = end.GetVector3 ();
                    p2.y = p1.y;
                    float dist = Vector3.Distance (p1, p2);

                    float t = dist * Mathf.Tan (angle);
                    pd = p2;
                    pd.y += t;

                    if (pd.y <= nodeMatrix.GetLength (0)) {
                        Node endNode = GetNode ((int)pd.y, (int)pd.x, (int)pd.z);
                        if (!Extra.Collision.CheckCollision (nodeVisiting, endNode, this, SpaceState.Editor, true)) {
                            //Debug.Log ("Done3");
                            endNode.parent = nodeVisiting;
                            return ReturnPath (endNode, smooth);
                        }
                    }
                }

                //Might be adding the neighboor as a the goal
                if (nodeVisiting.x == end.x & nodeVisiting.y == end.y) {
                    //Debug.Log ("Done2");
                    return ReturnPath (nodeVisiting, smooth);

                }
            }

            return new List<Node> ();
        }
        public bool FindPath(ref RRTNode originalRoot, Vector2 goalPoint, List<Polygon> obstacles, out RRTNode goal)
        {
            RRTNode root = new RRTNode(originalRoot.State);
            double distance = goalPoint.DistanceTo(root.State.Pose.ToVector2());
            randomSampleRadius = distance + 15.0;
            timeStep = rand.NextDouble();
            //vSigma = rand.NextDouble() * 5.0;
            numSlice = (int)Math.Round(timeStep / 0.2);
            //if (distance < 2)
            //  timeStep = 0.3;
            //else if (distance > 4)
            //  timeStep = 1.0;
            //else
            //  timeStep = 0.5;

            //numSlice = (int)Math.Round(timeStep / 0.1);
            Stopwatch randomGenerationTimer = new Stopwatch();
            Stopwatch extendingTimer = new Stopwatch();
            Stopwatch closestSearchTimer = new Stopwatch();
            List<Double> randomTime = new List<double>();
            List<Double> extendingTime = new List<double>();
            List<Double> closestSearchTime = new List<double>();
            bool foundPath = false;
            goal = null; //not found yet!
            //RRT is divided into the following steps:
            //0) assume the root node is the first node
            //1) randomly select a sample point in space centered around our robot within some fixed distance. Every 20th can be the goal.
            //2) select the closest node to the sampled point in the existing tree based on xy distance
            //3) generate a control input that drives towards the sample point also biased with our initial control inputs
            //3a)   -Biasing Details:
            //		Select Velocity: Normal Distribution with mean = closest node velocity and sigma = SigmaVelocity
            //		Select Turn Rate:
            //			Apply the following heuristic:  mean = (atan2(yf-yi,xf-xi) - thetaInit)/(delT)
            //																			sigma = SigmaTurnRate
            //4) Divide the total RRT timestep into smaller sub-steps
            //4a) calculate the trajectory at one substep given the control inputs and closest node initial conditions
            //4b) check at each the linear path between the initial and simulation end does not intersect a polygon
            //4c) if intersects, terminate and go to 1.
            //4d) if not intersects
            //4da) if last substep, add the results of this simulation to the closest node as a child
            //4db) else simulate the next subtime step by going to 4a
            //5) Check if the new node added is within some tolerance of the goal node. If so, mark node as goal and you're done! Else, Goto 1.

            //----------------------------------------------------------------------------------------------------------------------------------//
            // Declare variables
            int sampleCount = 0; // counter for sample to be biased every 20th time
            int iterationCount = 0; // counter for termination
            kdTree = new KDTree(2);
            kdTree.insert(RRTNode.ToKey(root.State.Pose.x, root.State.Pose.y), root);
            // 0) assume root note is the first node
            while (!foundPath)
            //for (int i = 0; i < 1000; i++)
            {
                //--- Termination ---//
                iterationCount++;
                if (iterationCount > terminationCount)
                {

                    Console.WriteLine("//-----------------------------------------------------------------------//");
                    Console.WriteLine("Random generation average time: " + (randomTime.Sum() / randomTime.Count) + " ms | total time: " + randomTime.Sum() + " | iteration: " + randomTime.Count);
                    Console.WriteLine("Searching closest node average time: " + (closestSearchTime.Sum() / closestSearchTime.Count) + " ms | total time: " + closestSearchTime.Sum() + " | iteration: " + closestSearchTime.Count);
                    Console.WriteLine("Extending average time: " + (extendingTime.Sum() / extendingTime.Count) + " ms | total time: " + extendingTime.Sum() + " | iteration: " + extendingTime.Count);
                    // Benchmark output
                    Console.WriteLine("|--Simulation average time: " + (simulationTime.Sum() / simulationTime.Count) + " ms | total time: " + simulationTime.Sum() + " | iteration: " + simulationTime.Count);
                    Console.WriteLine("|--Obstacle checking average time: " + (obstacleTime.Sum() / obstacleTime.Count) + " ms | total time: " + obstacleTime.Sum() + " | iteration: " + obstacleTime.Count);
                    Console.WriteLine("//-----------------------------------------------------------------------//");
                    simulationTime.Clear();
                    obstacleTime.Clear();
                    return false;
                }
                //-------------------//

                // 1) randomly select a sample point in space centered around our robot within some fixed distance.
                int actualNumNodesToExtend = numNodesToExtend;
                Vector2 samplePoint;
                if (sampleCount < goalPointSamplingRate)
                {
                    if (rand.NextDouble() > chanceToSampleRoot)
                    {
                        randomGenerationTimer.Start();
                        //double randomX = root.State.Pose.x + (rand.NextDouble() - .5) * randomSampleRadius * 2.0;
                        //double randomY = root.State.Pose.y + (rand.NextDouble() - .5) * randomSampleRadius * 2.0;
                        double randomX = goalPoint.X + (rand.NextDouble() - .5) * randomSampleRadius * 2.0;
                        double randomY = goalPoint.Y + (rand.NextDouble() - .5) * randomSampleRadius * 2.0;
                        samplePoint = new Vector2(randomX, randomY);
                        randomTime.Add(randomGenerationTimer.ElapsedMilliseconds);
                        randomGenerationTimer.Reset();
                    }
                    else
                    {
                        samplePoint = root.Point;
                        actualNumNodesToExtend = 1;
                    }
                    sampleCount++;
                }
                else
                {
                    samplePoint = goalPoint;
                    sampleCount = 0;
                }
                closestSearchTimer.Start();
                // 2) select the closest node to the sampled point in the existing tree based on xy distance
                //List<RRTNode> closestNodes = root.FindNClosestNodeInTree(samplePoint, actualNumNodesToExtend);
                List<RRTNode> closestNodes = root.FindNClosestNodeInTreeKDTREE(3, samplePoint, kdTree);
                closestSearchTime.Add(closestSearchTimer.ElapsedMilliseconds);
                closestSearchTimer.Reset();

                extendingTimer.Start();
                foreach (RRTNode closeNode in closestNodes)
                {
                    RRTNode newNode = ExtendNode(ref goalPoint, obstacles, ref goal, ref foundPath, ref samplePoint, closeNode, rand);
                    if (newNode != null) kdTree.insert(RRTNode.ToKey(newNode.State.Pose.x, newNode.State.Pose.y), newNode);
                }
                extendingTime.Add(extendingTimer.ElapsedMilliseconds);
                extendingTimer.Reset();
            }

            Console.WriteLine("//-----------------------------------------------------------------------//");
            Console.WriteLine("Random generation average time: " + (randomTime.Sum() / randomTime.Count) + " ms | total time: " + randomTime.Sum() + " | iteration: " + randomTime.Count);
            Console.WriteLine("Searching closest node average time: " + (closestSearchTime.Sum() / closestSearchTime.Count) + " ms | total time: " + closestSearchTime.Sum() + " | iteration: " + closestSearchTime.Count);
            Console.WriteLine("Extending average time: " + (extendingTime.Sum() / extendingTime.Count) + " ms | total time: " + extendingTime.Sum() + " | iteration: " + extendingTime.Count);
            // Benchmark output
            Console.WriteLine("|--Simulation average time: " + (simulationTime.Sum() / simulationTime.Count) + " ms | total time: " + simulationTime.Sum() + " | iteration: " + simulationTime.Count);
            Console.WriteLine("|--Obstacle checking average time: " + (obstacleTime.Sum() / obstacleTime.Count) + " ms | total time: " + obstacleTime.Sum() + " | iteration: " + obstacleTime.Count);
            Console.WriteLine("//-----------------------------------------------------------------------//");
            simulationTime.Clear();
            obstacleTime.Clear();

            return true;
        }
 public List<RRTNode> FindNClosestNodeInTreeKDTREE(int n, Vector2 target, KDTree kdTree)
 {
     int modulus = 3;
     Object[] objectList = kdTree.nearest(ToKey(target.X, target.Y), Math.Min(n * modulus, (int)Math.Ceiling((double)kdTree.Count)));
     List<RRTNode> listToReturn = new List<RRTNode>();
     for (int i = 0; i < objectList.Length; i += modulus)
     {
         listToReturn.Add(objectList[i] as RRTNode);
     }
     return listToReturn;
 }
Exemple #7
0
 // Rebuild a KDTree by taking every item and inserting it into a new
 // tree. Takes a reference so it can try to garbage collect the old
 // tree before the new one is built.
 static void rebuildKDTree(ref KDTree kd)
 {
     Object[] objs = allInKDTree(ref kd);
     objs.Shuffle();
     Console.Out.WriteLine("Rebuilding KD tree with " + objs.Length + " items");
     kd = new KDTree();
     GC.Collect();
     for (int i = 0; i < objs.Length; ++i) {
         kd.insert(((ColorLocation)objs[i]).Location, objs[i]);
     }
 }
Exemple #8
0
        // Build a KDTree of all the possible colors, indexed by location in the
        // chosen color space. When fewer than 8 bits per pixel are used, the
        // low order bits are skipped within each channel.
        static KDTree buildKDTreeOfColors(int bitsPerChannel, ColorSpace cs)
        {
            int colorsPerChannel = 1 << bitsPerChannel;
            int shift = 8 - bitsPerChannel;

            ColorLocation[] colors = new ColorLocation[colorsPerChannel * colorsPerChannel * colorsPerChannel];
            int colorIndex = 0;
            for (int r = 0; r < colorsPerChannel; ++r) {
                for (int g = 0; g < colorsPerChannel; ++g) {
                    for (int b = 0; b < colorsPerChannel; ++b) {
                        ColorLocation c = new ColorLocation((byte)(r << shift),
                                              (byte)(g << shift),
                                              (byte)(b << shift),
                                              cs);
                        colors[colorIndex] = c;
                        colorIndex++;
                    }
                }
            }
            colors.Shuffle();
            KDTree kd = new KDTree();
            for (int i = 0; i < colors.Length; ++i) {
                ColorLocation c = colors[i];
                kd.insert(c.Location, c);
            }
            colors = null;
            return kd;
        }
Exemple #9
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 public PointsManager()
 {
     kd = new KDTree(3);
 }