/// <summary> /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="outputPath">Return path.</param> public static bool FindPath(GridNode _startNode, GridNode _endNode, FastList <GridNode> _outputPath, int _unitSize = 1) { startNode = _startNode; endNode = _endNode; outputPath = _outputPath; unitSize = _unitSize; #region Broadphase and Preperation if (endNode.Unwalkable) { return(false); } if (startNode.Unwalkable) { return(false); } outputPath.FastClear(); if (System.Object.ReferenceEquals(startNode, endNode)) { outputPath.Add(endNode); return(true); } GridHeap.FastClear(); GridClosedSet.FastClear(); #endregion #region AStar Algorithm GridHeap.Add(startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; GridNode.PrepareUnpassableCheck(unitSize); //Prepare Unpassable check optimizations while (GridHeap.Count > 0) { currentNode = GridHeap.RemoveFirst(); #if false Gizmos.DrawCube(currentNode.WorldPos.ToVector3(), Vector3.one); #endif GridClosedSet.Add(currentNode); if (currentNode.gridIndex == endNode.gridIndex) { //Retraces the path then outputs it into outputPath //Also Simplifies the path DestinationReached(); return(true); } /* * for (i = 0; i < 8; i++) { * neighbor = currentNode.NeighborNodes [i]; * if (CheckNeighborInvalid ()) { * //continue; * //microoptimization... continue is more expensive than letting the loop pass at the end * } else { * //0-3 = sides, 4-7 = diagonals * if (i < 4) { * newMovementCostToNeighbor = currentNode.gCost + 100; * } else { * if (i == 4) { * if (!GridManager.UseDiagonalConnections) * break; * } * newMovementCostToNeighbor = currentNode.gCost + 141; * } * * AnalyzeNode(); * } * } */ hasInvalidEdge = false; for (int i = 0; i < 4; i++) { neighbor = currentNode.NeighborNodes[i]; if (CheckNeighborInvalid()) { hasInvalidEdge = true; } else { newMovementCostToNeighbor = currentNode.gCost + 100; AnalyzeNode(); } } if (hasInvalidEdge) { const int maxCornerObstructions = 1; #region inlining diagonals neighbor = currentNode.NeighborNodes[4]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(0, 1) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[5]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(0, 2) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[6]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(3, 1) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[7]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(3, 2) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } #endregion } else { //no need for specific stuff when edges are all valid for (int i = 4; i < 8; i++) { neighbor = currentNode.NeighborNodes[i]; if (CheckNeighborInvalid()) { } else { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } } } #endregion return(false); }
/// <summary> /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="outputPath">Return path.</param> public static bool FindPath(GridNode startNode, GridNode endNode, FastList <GridNode> outputPath) { #region Broadphase and Preperation if (endNode.Unwalkable) { return(false); } if (startNode.Unwalkable) { return(false); } outputPath.FastClear(); if (System.Object.ReferenceEquals(startNode, endNode)) { outputPath.Add(endNode); return(true); } System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch(); sw.Start(); GridHeap.FastClear(); GridClosedSet.FastClear(); #endregion #region AStar Algorithm GridHeap.Add(startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; while (GridHeap.Count > 0) { currentNode = GridHeap.RemoveFirst(); GridClosedSet.Add(currentNode); if (currentNode.gridIndex == endNode.gridIndex) { //Retraces the path then outputs it into outputPath //Also Simplifies the path outputPath.FastClear(); TracePath.FastClear(); currentNode = endNode; StartNodeIndex = startNode.gridIndex; while (currentNode.gridIndex != StartNodeIndex) { TracePath.Add(currentNode); oldNode = currentNode; currentNode = currentNode.parent; } oldNode = startNode; currentNode = TracePath [TracePath.Count - 1]; oldX = currentNode.gridX - oldNode.gridX; oldY = currentNode.gridY - oldNode.gridY; for (i = TracePath.Count - 2; i >= 0; i--) { oldNode = currentNode; currentNode = TracePath.innerArray [i]; newX = currentNode.gridX - oldNode.gridX; newY = currentNode.gridY - oldNode.gridY; if (newX != oldX || newY != oldY) { outputPath.Add(oldNode); oldX = newX; oldY = newY; } //outputPath.Add (currentNode); } outputPath.Add(endNode); return(true); } for (i = 0; i < 8; i++) { neighbor = currentNode.NeighborNodes [i]; if (neighbor == null || neighbor.Unwalkable || GridClosedSet.Contains(neighbor)) { continue; } newMovementCostToNeighbor = currentNode.gCost + (GridNode.IsNeighborDiagnal [i] ? 141 : 100); if (!GridHeap.Contains(neighbor)) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.Add(neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.UpdateItem(neighbor); } } } #endregion return(false); }
/// <summary> /// Finds a path and outputs it to <c>OutputPath</c>. Note: OutputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="OutputPath">Return path.</param> public static bool FindPath(GridNode startNode, GridNode endNode, FastList <GridNode> OutputPath) { #region Broadphase and Preperation if (endNode.Unwalkable) { return(false); } if (startNode.Unwalkable) { return(false); } if (true) { #region Obstruction Test //Tests if there is a direct path. If there is, no need to run AStar. x0 = startNode.gridX; y0 = startNode.gridY; x1 = endNode.gridX; y1 = endNode.gridY; if (y1 > y0) { compare1 = y1 - y0; } else { compare1 = y0 - y1; } if (x1 > x0) { compare2 = x1 - x0; } else { compare2 = x0 - x1; } steep = compare1 > compare2; if (steep) { t = x0; // swap x0 and y0 x0 = y0; y0 = t; t = x1; // swap x1 and y1 x1 = y1; y1 = t; } if (x0 > x1) { t = x0; // swap x0 and x1 x0 = x1; x1 = t; t = y0; // swap y0 and y1 y0 = y1; y1 = t; } dx = x1 - x0; dy = (y1 - y0); if (dy < 0) { dy = -dy; } error = dx / 2; ystep = (y0 < y1) ? 1 : -1; y = y0; for (x = x0; x <= x1; x++) { retX = (steep ? y : x); retY = (steep ? x : y); if (GridManager.Grid [retX * GridManager.NodeCount + retY].Unwalkable) { break; } else if (x == x1) { OutputPath.FastClear(); OutputPath.Add(startNode); OutputPath.Add(endNode); return(true); } error = error - dy; if (error < 0) { y += ystep; error += dx; } } #endregion } GridHeap.FastClear(); GridClosedSet.FastClear(); #endregion #region AStar Algorithm GridHeap.Add(startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; while (GridHeap.Count > 0) { currentNode = GridHeap.RemoveFirst(); GridClosedSet.Add(currentNode); if (currentNode.gridIndex == endNode.gridIndex) { OutputPath.FastClear(); //Retraces the path then outputs it into OutputPath //Also Simplifies the path oldNode = endNode; currentNode = endNode.parent; oldX = int.MaxValue; oldY = int.MaxValue; StartNodeIndex = startNode.gridIndex; //if (!endNode.Obstructed) OutputPath.Add (endNode); while (oldNode.gridIndex != StartNodeIndex) { newX = currentNode.gridX - oldNode.gridX; newY = currentNode.gridY - oldNode.gridY; if ((newX != oldX || newY != oldY)) { OutputPath.Add(oldNode); oldX = newX; oldY = newY; } oldNode = currentNode; currentNode = currentNode.parent; } OutputPath.Add(startNode); OutputPath.Reverse(); return(true); } for (i = 0; i < 8; i++) { neighbor = currentNode.NeighborNodes [i]; if (neighbor == null || neighbor.Unwalkable || GridClosedSet.Contains(neighbor)) { continue; } newMovementCostToNeighbor = currentNode.gCost + (currentNode.NeighborDiagnal [i] ? 141 : 100); if (!GridHeap.Contains(neighbor)) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeurustic(); neighbor.parent = currentNode; GridHeap.Add(neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeurustic(); neighbor.parent = currentNode; GridHeap.UpdateItem(neighbor); } } } #endregion return(false); }
/// <summary> /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="outputPath">Return path.</param> public static bool FindPath(GridNode _startNode, GridNode _endNode, FastList <GridNode> _outputPath, int _unitSize = 1) { startNode = _startNode; endNode = _endNode; outputPath = _outputPath; unitSize = _unitSize; #region Broadphase and Preperation if (endNode.Unwalkable) { return(false); } if (startNode.Unwalkable) { return(false); } outputPath.FastClear(); if (System.Object.ReferenceEquals(startNode, endNode)) { outputPath.Add(endNode); return(true); } GridHeap.FastClear(); GridClosedSet.FastClear(); #endregion #region AStar Algorithm GridHeap.Add(startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; GridNode.PrepareUnpassableCheck(unitSize); //Prepare Unpassable check optimizations while (GridHeap.Count > 0) { currentNode = GridHeap.RemoveFirst(); GridClosedSet.Add(currentNode); if (currentNode.gridIndex == endNode.gridIndex) { //Retraces the path then outputs it into outputPath //Also Simplifies the path DestinationReached(); return(true); } for (i = 0; i < 8; i++) { neighbor = currentNode.NeighborNodes [i]; if (neighbor.IsNull() || currentNode.Unpassable() || GridClosedSet.Contains(neighbor)) { continue; } //0-3 = sides, 4-7 = diagonals if (i < 4) { newMovementCostToNeighbor = currentNode.gCost + 100; } else { if (i == 4) { if (!GridManager.UseDiagonalConnections) { break; } } newMovementCostToNeighbor = currentNode.gCost + 141; } if (!GridHeap.Contains(neighbor)) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.Add(neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.UpdateItem(neighbor); } } } #endregion return(false); }