private void ExtendPathAlongInEdges(VertexEntry bestEntry, IEnumerable <VisibilityEdge> edges, Direction preferredBendDir)
 {
     foreach (var edge in edges)
     {
         ExtendPathAlongEdge(bestEntry, edge, true, preferredBendDir);
     }
 }
Esempio n. 2
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        private void EnqueueEntry(VertexEntry bestEntry, VisibilityVertexRectilinear neigVer, double length, int numberOfBends, double cost)
        {
            var entry = new VertexEntry(neigVer, bestEntry, length, numberOfBends, cost);

            neigVer.SetVertexEntry(entry);
            this.queue.Enqueue(entry, entry.Cost);
        }
Esempio n. 3
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        private void ExtendPathAlongEdge(VertexEntry bestEntry, VisibilityEdge edge, bool isInEdges, Directions preferredBendDir)
        {
            if (!IsPassable(edge))
            {
                return;
            }

            // This is after the initial source vertex so PreviousEntry won't be null.
            var neigVer = (VisibilityVertexRectilinear)(isInEdges ? edge.Source : edge.Target);

            if (neigVer == bestEntry.PreviousVertex)
            {
                // For multistage paths, the source may be a waypoint outside the graph boundaries that is collinear
                // with both the previous and next points in the path; in that case it may have only one degree.
                // For other cases, we just ignore it and the path will be abandoned.
                if ((bestEntry.Vertex.Degree > 1) || (bestEntry.Vertex != this.Source))
                {
                    return;
                }
                this.ExtendPathToNeighborVertex(bestEntry, neigVer, edge.Weight);
                return;
            }

            // Enqueue in reverse order of preference per comments on NextNeighbor class.
            var neigDir      = CompassVector.PureDirectionFromPointToPoint(bestEntry.Vertex.Point, neigVer.Point);
            var nextNeighbor = this.nextNeighbors[2];

            if (neigDir != bestEntry.Direction)
            {
                nextNeighbor = this.nextNeighbors[(neigDir == preferredBendDir) ? 1 : 0];
            }
            Debug.Assert(nextNeighbor.Vertex == null, "bend neighbor already exists");
            nextNeighbor.Set(neigVer, edge.Weight);
        }
Esempio n. 4
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        private void TestShowAllPaths(VisibilityVertex source, VertexEntry mostRecentlyExtendedPath)
        {
// ReSharper restore UnusedMember.Local
            var edges = GetAllEdgesTest(source).Select(e => (ICurve)(new LineSegment(e.SourcePoint, e.TargetPoint))).
                        Select(c => new DebugCurve(c));
            var q  = queue.Select(ent => CurveFactory.CreateDiamond(2, 2, ent.Vertex.Point)).Select(c => new DebugCurve(c));
            var so = new[] {
                new DebugCurve(1, "brown", new Ellipse(3, 3, source.Point)),
                new DebugCurve(1, "purple", CurveFactory.CreateDiamond(4, 4, Target.Point)),
                new DebugCurve(1, "red", CurveFactory.CreateDiamond(6, 6, mostRecentlyExtendedPath.Vertex.Point))
            };

            var pathEdges  = new List <DebugCurve>();
            var newEntries = new List <VertexEntry>();
            var count      = this.visitedVertices.Count;

            for (int ii = 0; ii < count; ++ii)
            {
                var vertex = this.visitedVertices[ii];
                if (vertex.VertexEntries == null)
                {
                    continue;  // this is the source vertex
                }
                foreach (var entry in vertex.VertexEntries)
                {
                    if (entry == null)
                    {
                        continue;
                    }

                    var color = "green";
                    if (entry.PreviousEntry == mostRecentlyExtendedPath)
                    {
                        newEntries.Add(entry);
                        color = "red";
                    }
                    else if (!entry.IsClosed)
                    {
                        color = "yellow";
                    }

                    pathEdges.Add(new DebugCurve(2, color, new LineSegment(entry.PreviousVertex.Point, vertex.Point)));
                }
            }
            Console.WriteLine("entry {0} seq = {1} len = {2} nbend = {3} ccost = {4} hcost = {5} iters = {6}/{7}", mostRecentlyExtendedPath,
                              this.lastDequeueTimestamp,
                              mostRecentlyExtendedPath.Length, mostRecentlyExtendedPath.NumberOfBends,
                              this.CombinedCost(mostRecentlyExtendedPath.Length, mostRecentlyExtendedPath.NumberOfBends),
                              this.HeuristicDistanceFromVertexToTarget(mostRecentlyExtendedPath.Vertex.Point, mostRecentlyExtendedPath.Direction),
                              this.currentIterations, totalIterations);
            foreach (var newEntry in newEntries)
            {
                Console.WriteLine("   newEntry {0} len = {1} nbend = {2} ccost = {3} hcost = {4}", newEntry,
                                  newEntry.Length, newEntry.NumberOfBends,
                                  this.CombinedCost(newEntry.Length, newEntry.NumberOfBends),
                                  this.HeuristicDistanceFromVertexToTarget(newEntry.Vertex.Point, newEntry.Direction));
            }
            DevTraceDisplay(edges.Concat(q).Concat(so).Concat(pathEdges));
        }
Esempio n. 5
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 internal void SetVertexEntry(VertexEntry entry)
 {
     if (this.VertexEntries == null)
     {
         this.VertexEntries = new VertexEntry[4];
     }
     this.VertexEntries[CompassVector.ToIndex(entry.Direction)] = entry;
 }
Esempio n. 6
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        void DevTraceShowAllPartialPaths(VisibilityVertex source, VertexEntry mostRecentlyExtendedPath)
        {
#if DEVTRACE
            if (ssstTrace.IsLevel(3))
            {
                this.TestShowAllPaths(source, mostRecentlyExtendedPath);
            }
#endif // DEVTRACE
        }
Esempio n. 7
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        private void ExtendPathAlongOutEdges(VertexEntry bestEntry, RbTree <VisibilityEdge> edges, Directions preferredBendDir)
        {
            // Avoid GetEnumerator overhead.
            var outEdgeNode = edges.IsEmpty() ? null : edges.TreeMinimum();

            for (; outEdgeNode != null; outEdgeNode = edges.Next(outEdgeNode))
            {
                ExtendPathAlongEdge(bestEntry, outEdgeNode.Item, false, preferredBendDir);
            }
        }
Esempio n. 8
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        private void ExtendPathAlongInEdges(VertexEntry bestEntry, List <VisibilityEdge> edges, Directions preferredBendDir)
        {
            // Iteration is faster than foreach and much faster than .Where.
            int count = edges.Count;

            for (int ii = 0; ii < count; ++ii)
            {
                var edge = edges[ii];
                ExtendPathAlongEdge(bestEntry, edge, true, preferredBendDir);
            }
        }
Esempio n. 9
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        private void UpdateEntryToNeighborVertexIfNeeded(VertexEntry bestEntry, VertexEntry neigEntry, double weight)
        {
            int    numberOfBends;
            double length;
            var    dirToNeighbor = GetLengthAndNumberOfBendsToNeighborVertex(bestEntry, neigEntry.Vertex, weight, out numberOfBends, out length);

            if (CombinedCost(length, numberOfBends) < CombinedCost(neigEntry.Length, neigEntry.NumberOfBends))
            {
                var newCost = this.TotalCostFromSourceToVertex(length, numberOfBends) + HeuristicDistanceFromVertexToTarget(neigEntry.Vertex.Point, dirToNeighbor);
                neigEntry.ResetEntry(bestEntry, length, numberOfBends, newCost);
                queue.DecreasePriority(neigEntry, newCost);
            }
        }
Esempio n. 10
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        private static Directions GetLengthAndNumberOfBendsToNeighborVertex(VertexEntry prevEntry,
                                                                            VisibilityVertex vertex, double weight, out int numberOfBends, out double length)
        {
            length = prevEntry.Length + ManhattanDistance(prevEntry.Vertex.Point, vertex.Point) * weight;
            Directions directionToVertex = CompassVector.PureDirectionFromPointToPoint(prevEntry.Vertex.Point, vertex.Point);

            numberOfBends = prevEntry.NumberOfBends;
            if (prevEntry.Direction != Directions.None && directionToVertex != prevEntry.Direction)
            {
                numberOfBends++;
            }
            return(directionToVertex);
        }
Esempio n. 11
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        private void DevTraceShowPath(VisibilityVertex source, VertexEntry lastEntry)
        {
#if DEVTRACE
            if (ssstTrace.IsLevel(1))
            {
                var pathPoints = RestorePath(lastEntry);
                if (pathPoints != null)
                {
                    this.TestShowPath(source, pathPoints, lastEntry.Cost, lastEntry.Length, lastEntry.NumberOfBends);
                    return;
                }
                System.Diagnostics.Debug.WriteLine("path abandoned; iters = {0}/{1}", this.currentIterations, totalIterations);
            }
#endif // DEVTRACE
        }
Esempio n. 12
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        private void CreateAndEnqueueEntryToNeighborVertex(VertexEntry bestEntry, VisibilityVertexRectilinear neigVer, double weight)
        {
            int    numberOfBends;
            double length;
            var    dirToNeighbor = GetLengthAndNumberOfBendsToNeighborVertex(bestEntry, neigVer, weight, out numberOfBends, out length);
            var    cost          = this.TotalCostFromSourceToVertex(length, numberOfBends) + HeuristicDistanceFromVertexToTarget(neigVer.Point, dirToNeighbor);

            if (cost < this.upperBoundOnCost)
            {
                if (neigVer.VertexEntries == null)
                {
                    this.visitedVertices.Add(neigVer);
                }
                EnqueueEntry(bestEntry, neigVer, length, numberOfBends, cost);
            }
        }
        internal void ResetEntry(VertexEntry prevEntry, double length, int numberOfBends, double cost) {
            // A new prevEntry using the same previous vertex but a different entry to that vertex is valid here;
            // e.g. we could have prevEntry from S, which in turn had a prevEntry from E, replaced by prevEntry from
            // S which has a prevEntry from S.
#if DEBUG
            if (this.PreviousEntry != null) {
                Debug.Assert(this.PreviousEntry.Vertex == prevEntry.Vertex, "Inconsistent prevEntry vertex");
                Debug.Assert(this.PreviousEntry.Direction != prevEntry.Direction, "Duplicate prevEntry direction");
                Debug.Assert(this.Direction == CompassVector.PureDirectionFromPointToPoint(this.PreviousEntry.Vertex.Point, this.Vertex.Point),
                        "Inconsistent entryDir");
            }
#endif // DEBUG
            this.PreviousEntry = prevEntry;
            this.Length = length;
            this.NumberOfBends = numberOfBends;
            this.Cost = cost;
        }
Esempio n. 14
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        private void QueueReversedEntryToNeighborVertexIfNeeded(VertexEntry bestEntry, VertexEntry entryFromNeighbor, double weight)
        {
            // If we have a lower-cost path from bestEntry to entryFromNeighbor.PreviousVertex than the cost of entryFromNeighbor,
            // or bestEntry has degree 1 (it is a dead-end), enqueue a path in the opposite direction (entryFromNeighbor will probably
            // never be extended from this point).
            int    numberOfBends;
            double length;
            var    neigVer       = entryFromNeighbor.PreviousVertex;
            var    dirToNeighbor = GetLengthAndNumberOfBendsToNeighborVertex(bestEntry, neigVer, weight, out numberOfBends, out length);

            if ((CombinedCost(length, numberOfBends) < CombinedCost(entryFromNeighbor.Length, entryFromNeighbor.NumberOfBends)) ||
                (bestEntry.Vertex.Degree == 1))
            {
                var cost = this.TotalCostFromSourceToVertex(length, numberOfBends) + HeuristicDistanceFromVertexToTarget(neigVer.Point, dirToNeighbor);
                EnqueueEntry(bestEntry, neigVer, length, numberOfBends, cost);
            }
        }
Esempio n. 15
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        private void EnqueueInitialVerticesFromSource(double cost)
        {
            var bestEntry = new VertexEntry(this.Source, null, 0, 0, cost)
            {
                IsClosed = true
            };

            // This routine is only called once so don't worry about optimizing foreach.where
            foreach (var edge in this.Source.OutEdges.Where(IsPassable))
            {
                this.ExtendPathToNeighborVertex(bestEntry, (VisibilityVertexRectilinear)edge.Target, edge.Weight);
            }
            foreach (var edge in this.Source.InEdges.Where(IsPassable))
            {
                this.ExtendPathToNeighborVertex(bestEntry, (VisibilityVertexRectilinear)edge.Source, edge.Weight);
            }
        }
Esempio n. 16
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        private void ExtendPathToNeighborVertex(VertexEntry bestEntry, VisibilityVertexRectilinear neigVer, double weight)
        {
            var dirToNeighbor = CompassVector.PureDirectionFromPointToPoint(bestEntry.Vertex.Point, neigVer.Point);

            var neigEntry = (neigVer.VertexEntries != null) ? neigVer.VertexEntries[CompassVector.ToIndex(dirToNeighbor)] : null;

            if (neigEntry == null)
            {
                if (!this.CreateAndEnqueueReversedEntryToNeighborVertex(bestEntry, neigVer, weight))
                {
                    this.CreateAndEnqueueEntryToNeighborVertex(bestEntry, neigVer, weight);
                }
            }
            else if (!neigEntry.IsClosed)
            {
                this.UpdateEntryToNeighborVertexIfNeeded(bestEntry, neigEntry, weight);
            }
        }
        internal void ResetEntry(VertexEntry prevEntry, double length, int numberOfBends, double cost)
        {
            // A new prevEntry using the same previous vertex but a different entry to that vertex is valid here;
            // e.g. we could have prevEntry from S, which in turn had a prevEntry from E, replaced by prevEntry from
            // S which has a prevEntry from S.
#if TEST_MSAGL
            if (this.PreviousEntry != null)
            {
                Debug.Assert(this.PreviousEntry.Vertex == prevEntry.Vertex, "Inconsistent prevEntry vertex");
                Debug.Assert(this.PreviousEntry.Direction != prevEntry.Direction, "Duplicate prevEntry direction");
                Debug.Assert(this.Direction == CompassVector.PureDirectionFromPointToPoint(this.PreviousEntry.Vertex.Point, this.Vertex.Point),
                             "Inconsistent entryDir");
            }
#endif // TEST_MSAGL
            this.PreviousEntry = prevEntry;
            this.Length        = length;
            this.NumberOfBends = numberOfBends;
            this.Cost          = cost;
        }
Esempio n. 18
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        internal static IEnumerable <Point> RestorePath(ref VertexEntry entry, VisibilityVertex firstVertexInStage)
        {
            if (entry == null)
            {
                return(null);
            }

            var        list = new List <Point>();
            bool       skippedCollinearEntry = false;
            Directions lastEntryDir          = Directions.None;

            while (true)
            {
                // Reduce unnecessary AxisEdge creations in Nudger by including only bend points, not points in the middle of a segment.
                if (lastEntryDir == entry.Direction)
                {
                    skippedCollinearEntry = true;
                }
                else
                {
                    skippedCollinearEntry = false;
                    list.Add(entry.Vertex.Point);
                    lastEntryDir = entry.Direction;
                }

                var previousEntry = entry.PreviousEntry;
                if ((previousEntry == null) || (entry.Vertex == firstVertexInStage))
                {
                    break;
                }

                entry = previousEntry;
            }
            if (skippedCollinearEntry)
            {
                list.Add(entry.Vertex.Point);
            }

            list.Reverse();
            return(list);
        }
        private bool InitPath(VertexEntry[] sourceVertexEntries, VisibilityVertexRectilinear source, VisibilityVertexRectilinear target) {
            if ((source == target) || !InitEntryDirectionsAtTarget(target)) {
                return false;
            }
            this.Target = target;
            this.Source = source;
            double cost = this.TotalCostFromSourceToVertex(0, 0) + HeuristicDistanceFromVertexToTarget(source.Point, Directions. None);
            if (cost >= this.upperBoundOnCost) {
                return false;
            }

            // This path starts lower than upperBoundOnCost, so create our structures and process it.
            this.queue = new GenericBinaryHeapPriorityQueueWithTimestamp<VertexEntry>();
            this.visitedVertices = new List<VisibilityVertexRectilinear> { source };

            if (sourceVertexEntries == null) {
                EnqueueInitialVerticesFromSource(cost);
            } else {
                EnqueueInitialVerticesFromSourceEntries(sourceVertexEntries);
            }
            return this.queue.Count > 0;
        }
Esempio n. 20
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 private static void UpdateTargetEntriesForEachDirection(VertexEntry[] targetVertexEntries, VertexEntry[] tempTargetEntries,
                                                         ref double bestCost, ref VertexEntry bestEntry)
 {
     for (int ii = 0; ii < tempTargetEntries.Length; ++ii)
     {
         var tempEntry = tempTargetEntries[ii];
         if (tempEntry == null)
         {
             continue;
         }
         if ((targetVertexEntries[ii] == null) || (tempEntry.Cost < targetVertexEntries[ii].Cost))
         {
             targetVertexEntries[ii] = tempEntry;
             if (tempEntry.Cost < bestCost)
             {
                 // This does not have the ratio tiebreaker because the individual stage path is only used as a success indicator.
                 bestCost  = tempEntry.Cost;
                 bestEntry = tempEntry;
             }
         }
     }
     return;
 }
Esempio n. 21
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 private bool CreateAndEnqueueReversedEntryToNeighborVertex(VertexEntry bestEntry, VisibilityVertexRectilinear neigVer, double weight)
 {
     // VertexEntries is null for the initial source. Otherwise, if there is already a path into bestEntry's vertex
     // from neigVer, we're turning back on the path; therefore we have already enqueued the neighbors of neigVer.
     // However, the path cost includes both path length to the current point and the lookahead; this means that we
     // may now be coming into the neigVer from the opposite side with an equal score to the previous entry, but
     // the new path may be going toward the target while the old one (from neigVer to bestEntry) went away from
     // the target.  So, if we score better going in the opposite direction, enqueue bestEntry->neigVer; ignore
     // neigVer->bestEntry as it probably won't be extended again.
     if (bestEntry.Vertex.VertexEntries != null)
     {
         var dirFromNeighbor   = CompassVector.PureDirectionFromPointToPoint(neigVer.Point, bestEntry.Vertex.Point);
         var entryFromNeighbor = bestEntry.Vertex.VertexEntries[CompassVector.ToIndex(dirFromNeighbor)];
         if (entryFromNeighbor != null)
         {
             Debug.Assert(entryFromNeighbor.PreviousVertex == neigVer, "mismatch in turnback PreviousEntry");
             Debug.Assert(entryFromNeighbor.PreviousEntry.IsClosed, "turnback PreviousEntry should be closed");
             this.QueueReversedEntryToNeighborVertexIfNeeded(bestEntry, entryFromNeighbor, weight);
             return(true);
         }
     }
     return(false);
 }
        private void DevTraceShowPath(VisibilityVertex source, VertexEntry lastEntry) {
#if DEVTRACE
            if (ssstTrace.IsLevel(1)) {
                var pathPoints = RestorePath(lastEntry);
                if (pathPoints != null) {
                    this.TestShowPath(source, pathPoints, lastEntry.Cost, lastEntry.Length, lastEntry.NumberOfBends);
                    return;
                }
                Console.WriteLine("path abandoned; iters = {0}/{1}", this.currentIterations, totalIterations);
            }
#endif // DEVTRACE
        }
 private bool CreateAndEnqueueReversedEntryToNeighborVertex(VertexEntry bestEntry, VisibilityVertexRectilinear neigVer, double weight) {
     // VertexEntries is null for the initial source. Otherwise, if there is already a path into bestEntry's vertex
     // from neigVer, we're turning back on the path; therefore we have already enqueued the neighbors of neigVer.
     // However, the path cost includes both path length to the current point and the lookahead; this means that we
     // may now be coming into the neigVer from the opposite side with an equal score to the previous entry, but
     // the new path may be going toward the target while the old one (from neigVer to bestEntry) went away from
     // the target.  So, if we score better going in the opposite direction, enqueue bestEntry->neigVer; ignore
     // neigVer->bestEntry as it probably won't be extended again.
     if (bestEntry.Vertex.VertexEntries != null) {
         var dirFromNeighbor = CompassVector.PureDirectionFromPointToPoint(neigVer.Point, bestEntry.Vertex.Point);
         var entryFromNeighbor = bestEntry.Vertex.VertexEntries[CompassVector.ToIndex(dirFromNeighbor)];
         if (entryFromNeighbor != null) {
             Debug.Assert(entryFromNeighbor.PreviousVertex == neigVer, "mismatch in turnback PreviousEntry");
             Debug.Assert(entryFromNeighbor.PreviousEntry.IsClosed, "turnback PreviousEntry should be closed");
             this.QueueReversedEntryToNeighborVertexIfNeeded(bestEntry, entryFromNeighbor, weight);
             return true;
         }
     }
     return false;
 }
 private void EnqueueInitialVerticesFromSourceEntries(VertexEntry[] sourceEntries) {
     foreach (var entry in sourceEntries) {
         if (entry != null) {
             this.queue.Enqueue(entry, entry.Cost);
         }
     }
 }
        private void ExtendPathAlongEdge(VertexEntry bestEntry, VisibilityEdge edge, bool isInEdges, Directions preferredBendDir) {
            if (!IsPassable(edge)) {
                return;
            }

            // This is after the initial source vertex so PreviousEntry won't be null.
            var neigVer = (VisibilityVertexRectilinear)(isInEdges ? edge.Source : edge.Target);
            if (neigVer == bestEntry.PreviousVertex) {
                // For multistage paths, the source may be a waypoint outside the graph boundaries that is collinear
                // with both the previous and next points in the path; in that case it may have only one degree.
                // For other cases, we just ignore it and the path will be abandoned.
                if ((bestEntry.Vertex.Degree > 1) || (bestEntry.Vertex != this.Source)) {
                    return;
                }
                this.ExtendPathToNeighborVertex(bestEntry, neigVer, edge.Weight);
                return;
            }

            // Enqueue in reverse order of preference per comments on NextNeighbor class.
            var neigDir = CompassVector.PureDirectionFromPointToPoint(bestEntry.Vertex.Point, neigVer.Point);
            var nextNeighbor = this.nextNeighbors[2];
            if (neigDir != bestEntry.Direction) {
                nextNeighbor = this.nextNeighbors[(neigDir == preferredBendDir) ? 1 : 0];
            }
            Debug.Assert(nextNeighbor.Vertex == null, "bend neighbor already exists");
            nextNeighbor.Set(neigVer, edge.Weight);
        }
 private void ExtendPathAlongInEdges(VertexEntry bestEntry, List<VisibilityEdge> edges, Directions preferredBendDir) {
     // Iteration is faster than foreach and much faster than .Where.
     int count = edges.Count;
     for (int ii = 0; ii < count; ++ii) {
         var edge = edges[ii];
         ExtendPathAlongEdge(bestEntry, edge, true, preferredBendDir);
     }
 }
 private static Directions GetLengthAndNumberOfBendsToNeighborVertex(VertexEntry prevEntry, 
             VisibilityVertex vertex, double weight, out int numberOfBends, out double length) {
     length = prevEntry.Length + ManhattanDistance(prevEntry.Vertex.Point, vertex.Point)*weight;
     Directions directionToVertex = CompassVector.PureDirectionFromPointToPoint(prevEntry.Vertex.Point, vertex.Point);
     numberOfBends = prevEntry.NumberOfBends;
     if (prevEntry.Direction != Directions. None && directionToVertex != prevEntry.Direction) {
         numberOfBends++;
     }
     return directionToVertex;
 }
 private void CreateAndEnqueueEntryToNeighborVertex(VertexEntry bestEntry, VisibilityVertexRectilinear neigVer, double weight) {
     int numberOfBends;
     double length;
     var dirToNeighbor = GetLengthAndNumberOfBendsToNeighborVertex(bestEntry, neigVer, weight, out numberOfBends, out length);
     var cost = this.TotalCostFromSourceToVertex(length, numberOfBends) + HeuristicDistanceFromVertexToTarget(neigVer.Point, dirToNeighbor);
     if (cost < this.upperBoundOnCost) {
         if (neigVer.VertexEntries == null) {
             this.visitedVertices.Add(neigVer);
         }
         EnqueueEntry(bestEntry, neigVer, length, numberOfBends, cost);
     }
 }
        private static IEnumerable <IEnumerable <Point> > RestorePathStages(List <WaypointEntry> waypointEntries, VertexEntry lastEntry)
        {
            // Back up to restore the path stages back to each waypoint.
            var paths = new List <IEnumerable <Point> >();

            waypointEntries.Reverse();
            foreach (var waypointEntry in waypointEntries)
            {
                paths.Add(SsstRectilinearPath.RestorePath(ref lastEntry, waypointEntry.waypointVector[0]));
            }

            // Add the first stage.
            paths.Add(SsstRectilinearPath.RestorePath(lastEntry));
            paths.Reverse();
            return(paths);
        }
 private static void UpdateTargetEntriesForEachDirection(VertexEntry[] targetVertexEntries, VertexEntry[] tempTargetEntries,
                     ref double bestCost, ref VertexEntry bestEntry) {
     for (int ii = 0; ii < tempTargetEntries.Length; ++ii) {
         var tempEntry = tempTargetEntries[ii];
         if (tempEntry == null) {
             continue;
         }
         if ((targetVertexEntries[ii] == null) || (tempEntry.Cost < targetVertexEntries[ii].Cost)) {
             targetVertexEntries[ii] = tempEntry;
             if (tempEntry.Cost < bestCost) {
                 // This does not have the ratio tiebreaker because the individual stage path is only used as a success indicator.
                 bestCost = tempEntry.Cost;
                 bestEntry = tempEntry;
             }
         }
     }
     return;
 }
 private bool GetLastPathStage(WaypointEntry sourceWaypointEntry, IEnumerable <VisibilityVertex> targets, out VertexEntry lastEntry)
 {
     // Final stage: no need to get separate entries to the targets.  And because we send null for the
     // target entry vector, this will return the final vertexEntry of the path.
     lastEntry = this.GetPathStage(sourceWaypointEntry.entryVector, sourceWaypointEntry.waypointVector, null, targets);
     return(lastEntry != null);
 }
Esempio n. 32
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/// <summary>
        /// Route a single stage of a possibly multi-stage (due to waypoints) path.
        /// </summary>
        /// <param name="sourceVertexEntries">The VertexEntry array that was in the source vertex if it was the target of a prior stage.</param>
        /// <param name="sources">The enumeration of source vertices; must be only one if sourceVertexEntries is non-null.</param>
        /// <param name="targets">The enumeration of target vertex entries; must be only one if targetVertexEntries is non-null.</param>
        /// <param name="targetVertexEntries">The VertexEntry array that is in the target at the end of the stage.</param>
        private VertexEntry GetPathStage(VertexEntry[] sourceVertexEntries, IEnumerable <VisibilityVertex> sources,
                                         VertexEntry[] targetVertexEntries, IEnumerable <VisibilityVertex> targets)
        {
            var         ssstCalculator = new SsstRectilinearPath();
            VertexEntry bestEntry      = null;

            // This contains the best (lowest) path cost after normalizing origins to the center of the sources
            // and targets.  This is used to avoid selecting a vertex pair whose path has more bends than another pair of
            // vertices, but the bend penalty didn't total enough to offset the additional length between the "better" pair.
            // This also plays the role of an upper bound on the path length; if a path cost is greater than adjustedMinCost
            // then we stop exploring it, which saves considerable time after low-cost paths have been found.
            double bestCost          = double.MaxValue / ScanSegment.OverlappedWeight;
            double bestPathCostRatio = double.PositiveInfinity;

            // Calculate the bend penalty multiplier.  This is a percentage of the distance between the source and target,
            // so that we have the same relative importance if we have objects of about size 20 that are about 100 apart
            // as for objects of about size 200 that are about 1000 apart.
            Point sourceCenter = Barycenter(sources);
            Point targetCenter = Barycenter(targets);
            var   distance     = SsstRectilinearPath.ManhattanDistance(sourceCenter, targetCenter);

            ssstCalculator.BendsImportance = Math.Max(0.001, distance * (this.bendPenaltyAsAPercentageOfDistance * 0.01));

            // We'll normalize by adding (a proportion of) the distance (only; not bends) from the current endpoints to
            // their centers. This is similar to routeToCenter, but routing multiple paths like this means we'll always
            // get at least a tie for the best vertex pair, whereas routeToCenter can introduce extraneous bends
            // if the sources/targets are not collinear with the center (such as an E-R diagram).
            // interiorLengthAdjustment is a way to decrease the cost adjustment slightly to allow a bend if it saves moving
            // a certain proportion of the distance parallel to the object before turning to it.
            var interiorLengthAdjustment = ssstCalculator.LengthImportance;

            // VertexEntries for the current pass of the current stage, if multistage.
            var tempTargetEntries = (targetVertexEntries != null) ? this.currentPassTargetEntries : null;

            // Process closest pairs first, so we can skip longer ones (jump out of SsstRectilinear sooner, often immediately).
            // This means that we'll be consistent on tiebreaking for equal scores with differing bend counts (the shorter
            // path will win).  In overlapped graphs the shortest path may have more higher-weight edges.
            foreach (var pair in
                     from VisibilityVertexRectilinear source in sources
                     from VisibilityVertexRectilinear target in targets
                     orderby SsstRectilinearPath.ManhattanDistance(source.Point, target.Point)
                     select new { sourceV = source, targetV = target })
            {
                var source = pair.sourceV;
                var target = pair.targetV;
                if (PointComparer.Equal(source.Point, target.Point))
                {
                    continue;
                }
                var sourceCostAdjustment = SsstRectilinearPath.ManhattanDistance(source.Point, sourceCenter) * interiorLengthAdjustment;
                var targetCostAdjustment = SsstRectilinearPath.ManhattanDistance(target.Point, targetCenter) * interiorLengthAdjustment;

                var adjustedBestCost = bestCost;
                if (targetVertexEntries != null)
                {
                    Array.Clear(tempTargetEntries, 0, tempTargetEntries.Length);
                    adjustedBestCost = ssstCalculator.MultistageAdjustedCostBound(bestCost);
                }
                VertexEntry lastEntry = ssstCalculator.GetPathWithCost(sourceVertexEntries, source, sourceCostAdjustment,
                                                                       tempTargetEntries, target, targetCostAdjustment,
                                                                       adjustedBestCost);
                if (tempTargetEntries != null)
                {
                    UpdateTargetEntriesForEachDirection(targetVertexEntries, tempTargetEntries, ref bestCost, ref bestEntry);
                    continue;
                }

                // This is the final (or only) stage. Break ties by picking the lowest ratio of cost to ManhattanDistance between the endpoints.
                if (lastEntry == null)
                {
                    continue;
                }
                var costRatio = lastEntry.Cost / SsstRectilinearPath.ManhattanDistance(source.Point, target.Point);
                if ((lastEntry.Cost < bestCost) || ApproximateComparer.Close(lastEntry.Cost, bestCost) && (costRatio < bestPathCostRatio))
                {
                    bestCost          = lastEntry.Cost;
                    bestEntry         = lastEntry;
                    bestPathCostRatio = lastEntry.Cost / SsstRectilinearPath.ManhattanDistance(source.Point, target.Point);
                }
            }
            return(bestEntry);
        }
 /// <summary>
 /// A class that records an entry from a specific direction for a vertex.
 /// </summary>
 /// <param name="vertex">Vertex that this VertexEntry enters</param>
 /// <param name="prevEntry">The previous VertexEntry along this path; null for a path source</param>
 /// <param name="length">Length of the path up to this vertex</param>
 /// <param name="numberOfBends">Number of bends in the path up to this vertex</param>
 /// <param name="cost">Cost of the path up to this vertex</param>
 internal VertexEntry(VisibilityVertexRectilinear vertex, VertexEntry prevEntry, double length, int numberOfBends, double cost) {
     this.Vertex = vertex;
     this.Direction = (prevEntry != null) ? CompassVector.PureDirectionFromPointToPoint(prevEntry.Vertex.Point, vertex.Point) : Directions. None;
     this.ResetEntry(prevEntry, length, numberOfBends, cost);
 }
 /// <summary>
 /// A class that records an entry from a specific direction for a vertex.
 /// </summary>
 /// <param name="vertex">Vertex that this VertexEntry enters</param>
 /// <param name="prevEntry">The previous VertexEntry along this path; null for a path source</param>
 /// <param name="length">Length of the path up to this vertex</param>
 /// <param name="numberOfBends">Number of bends in the path up to this vertex</param>
 /// <param name="cost">Cost of the path up to this vertex</param>
 internal VertexEntry(VisibilityVertexRectilinear vertex, VertexEntry prevEntry, double length, int numberOfBends, double cost)
 {
     this.Vertex    = vertex;
     this.Direction = (prevEntry != null) ? CompassVector.PureDirectionFromPointToPoint(prevEntry.Vertex.Point, vertex.Point) : Directions.None;
     this.ResetEntry(prevEntry, length, numberOfBends, cost);
 }
 private void UpdateEntryToNeighborVertexIfNeeded(VertexEntry bestEntry, VertexEntry neigEntry, double weight) {
     int numberOfBends;
     double length;
     var dirToNeighbor = GetLengthAndNumberOfBendsToNeighborVertex(bestEntry, neigEntry.Vertex, weight, out numberOfBends, out length);
     if (CombinedCost(length, numberOfBends) < CombinedCost(neigEntry.Length, neigEntry.NumberOfBends)) {
         var newCost = this.TotalCostFromSourceToVertex(length, numberOfBends) + HeuristicDistanceFromVertexToTarget(neigEntry.Vertex.Point, dirToNeighbor);
         neigEntry.ResetEntry(bestEntry, length, numberOfBends, newCost);
         queue.DecreasePriority(neigEntry, newCost);
     }
 }
 internal void SetVertexEntry(VertexEntry entry) {
     if (this.VertexEntries == null) {
         this.VertexEntries = new VertexEntry[4];
     }
     this.VertexEntries[CompassVector.ToIndex(entry.Direction)] = entry;
 }
 private void EnqueueEntry(VertexEntry bestEntry, VisibilityVertexRectilinear neigVer, double length, int numberOfBends, double cost) {
     var entry = new VertexEntry(neigVer, bestEntry, length, numberOfBends, cost);
     neigVer.SetVertexEntry(entry);
     this.queue.Enqueue(entry, entry.Cost);
 }
        private static IEnumerable<IEnumerable<Point>> RestorePathStages(List<WaypointEntry> waypointEntries, VertexEntry lastEntry) {
            // Back up to restore the path stages back to each waypoint.
            var paths = new List<IEnumerable<Point>>();
            waypointEntries.Reverse();
            foreach (var waypointEntry in waypointEntries) {
                paths.Add(SsstRectilinearPath.RestorePath(ref lastEntry, waypointEntry.waypointVector[0]));
            }

            // Add the first stage.
            paths.Add(SsstRectilinearPath.RestorePath(lastEntry));
            paths.Reverse();
            return paths;
        }
        internal VertexEntry GetPathWithCost(VertexEntry[] sourceVertexEntries, VisibilityVertexRectilinear source, double adjustmentToSourceCost,
                                             VertexEntry[] targetVertexEntries, VisibilityVertexRectilinear target, double adjustmentToTargetCost, 
                                             double priorBestCost) {
            this.upperBoundOnCost = priorBestCost;
            this.sourceCostAdjustment = adjustmentToSourceCost;
            this.targetCostAdjustment = adjustmentToTargetCost;

            DevTracePrintSourceAndTarget(source, target);
            if (!InitPath(sourceVertexEntries, source, target)) {
                this.DevTraceShowPath(source, null);
                return null;
            }
#if TEST_MSAGL
            this.DevTraceShowAllPartialPaths(source, queue.Peek());
#endif // TEST_MSAGL

            while (queue.Count > 0) {
                this.TestPreDequeue();
                var bestEntry = queue.Dequeue();
                var bestVertex = bestEntry.Vertex;
                if (bestVertex == Target) {
                    this.DevTraceShowPath(source, bestEntry);
                    if (targetVertexEntries == null) {
                        Cleanup();
                        return bestEntry;
                    }

                    // We'll never get a duplicate entry direction here; we either relaxed the cost via UpdateEntryToNeighborIfNeeded
                    // before we dequeued it, or it was closed.  So, we simply remove the direction from the valid target entry directions
                    // and if we get to none, we're done.  We return a null path until the final stage.
                    this.EntryDirectionsToTarget &= ~bestEntry.Direction;
                    if (this.EntryDirectionsToTarget == Directions. None) {
                        this.Target.VertexEntries.CopyTo(targetVertexEntries, 0); 
                        Cleanup();
                        return null;
                    }
                    this.upperBoundOnCost = Math.Min(this.MultistageAdjustedCostBound(bestEntry.Cost), this.upperBoundOnCost);
                    continue;
                }

                // It's safe to close this after removing it from the queue.  Any updateEntryIfNeeded that changes it must come
                // while it is still on the queue; it is removed from the queue only if it has the lowest cost path, and we have
                // no negative path weights, so any other path that might try to extend to it after this cannot have a lower cost.
                bestEntry.IsClosed = true;

                // PerfNote: Array.ForEach is optimized, but don't use .Where.
                foreach (var bendNeighbor in this.nextNeighbors) {
                    bendNeighbor.Clear();
                }
                var preferredBendDir = Right(bestEntry.Direction);
                this.ExtendPathAlongInEdges(bestEntry, bestVertex.InEdges, preferredBendDir);
                this.ExtendPathAlongOutEdges(bestEntry, bestVertex.OutEdges, preferredBendDir);
                foreach (var bendNeighbor in this.nextNeighbors) {
                    if (bendNeighbor.Vertex != null) {
                        this.ExtendPathToNeighborVertex(bestEntry, bendNeighbor.Vertex, bendNeighbor.Weight);
                    }
                }
                this.DevTraceShowAllPartialPaths(source, bestEntry);
            }

            // Either there is no path to the target, or we have abandoned the path due to exceeding priorBestCost.
            if ((targetVertexEntries != null) && (this.Target.VertexEntries != null)) {
                this.Target.VertexEntries.CopyTo(targetVertexEntries, 0);
            }
            this.DevTraceShowPath(source, null);
            Cleanup();
            return null;
        }
 private bool GetLastPathStage(WaypointEntry sourceWaypointEntry, IEnumerable<VisibilityVertex> targets, out VertexEntry lastEntry) {
     // Final stage: no need to get separate entries to the targets.  And because we send null for the
     // target entry vector, this will return the final vertexEntry of the path.
     lastEntry = this.GetPathStage(sourceWaypointEntry.entryVector, sourceWaypointEntry.waypointVector, null, targets);
     return lastEntry != null;
 }
 private void ExtendPathAlongOutEdges(VertexEntry bestEntry, RbTree<VisibilityEdge> edges, Directions preferredBendDir) {
     // Avoid GetEnumerator overhead.
     var outEdgeNode = edges.IsEmpty() ? null : edges.TreeMinimum();
     for (; outEdgeNode != null; outEdgeNode = edges.Next(outEdgeNode)) {
         ExtendPathAlongEdge(bestEntry, outEdgeNode.Item, false, preferredBendDir);
     }
 }
 internal static IEnumerable<Point> RestorePath(VertexEntry entry) {
     return RestorePath(ref entry, null);
 }
        private void EnqueueInitialVerticesFromSource(double cost) {
            var bestEntry = new VertexEntry(this.Source, null, 0, 0, cost) {
                IsClosed = true
            };

            // This routine is only called once so don't worry about optimizing foreach.where
            foreach (var edge in this.Source.OutEdges.Where(IsPassable)) {
                this.ExtendPathToNeighborVertex(bestEntry, (VisibilityVertexRectilinear)edge.Target, edge.Weight);
            }
            foreach (var edge in this.Source.InEdges.Where(IsPassable)) {
                this.ExtendPathToNeighborVertex(bestEntry, (VisibilityVertexRectilinear)edge.Source, edge.Weight);
            }
        }
        internal static IEnumerable<Point> RestorePath(ref VertexEntry entry, VisibilityVertex firstVertexInStage) {
            if (entry == null) {
                return null;
            }
            var list = new List<Point>();
            bool skippedCollinearEntry = false;
            Directions lastEntryDir = Directions. None;
            while (true) {
                // Reduce unnecessary AxisEdge creations in Nudger by including only bend points, not points in the middle of a segment.
                if (lastEntryDir == entry.Direction) {
                    skippedCollinearEntry = true;
                } else {
                    skippedCollinearEntry = false;
                    list.Add(entry.Vertex.Point);
                    lastEntryDir = entry.Direction;
                }

                var previousEntry = entry.PreviousEntry;
                if ((previousEntry == null) || (entry.Vertex == firstVertexInStage)) {
                    break;
                }
                entry = previousEntry;
            }
            if (skippedCollinearEntry) {
                list.Add(entry.Vertex.Point);
            }
            list.Reverse();
            return list;
        }
        private void ExtendPathToNeighborVertex(VertexEntry bestEntry, VisibilityVertexRectilinear neigVer, double weight) {
            var dirToNeighbor = CompassVector.PureDirectionFromPointToPoint(bestEntry.Vertex.Point, neigVer.Point);

            var neigEntry = (neigVer.VertexEntries != null) ? neigVer.VertexEntries[CompassVector.ToIndex(dirToNeighbor)] : null;
            if (neigEntry == null) {
                if (!this.CreateAndEnqueueReversedEntryToNeighborVertex(bestEntry, neigVer, weight)) {
                    this.CreateAndEnqueueEntryToNeighborVertex(bestEntry, neigVer, weight);
                }
            } else if (!neigEntry.IsClosed) {
                this.UpdateEntryToNeighborVertexIfNeeded(bestEntry, neigEntry, weight);
            }
        }
        private void TestShowAllPaths(VisibilityVertex source, VertexEntry mostRecentlyExtendedPath) {
// ReSharper restore UnusedMember.Local
            var edges = GetAllEdgesTest(source).Select(e => (ICurve) (new LineSegment(e.SourcePoint, e.TargetPoint))).
                        Select(c => new DebugCurve(c));
            var q = queue.Select(ent => CurveFactory.CreateDiamond(2, 2, ent.Vertex.Point)).Select(c => new DebugCurve(c));
            var so = new[] {
                              new DebugCurve(1, "brown", new Ellipse(3, 3, source.Point)),
                              new DebugCurve(1, "purple", CurveFactory.CreateDiamond(4, 4, Target.Point)),
                              new DebugCurve(1, "red", CurveFactory.CreateDiamond(6, 6, mostRecentlyExtendedPath.Vertex.Point))
                          };

            var pathEdges = new List<DebugCurve>();
            var newEntries = new List<VertexEntry>();
            var count = this.visitedVertices.Count;
            for (int ii = 0; ii < count; ++ii) {
                var vertex = this.visitedVertices[ii];
                if (vertex.VertexEntries == null) {
                    continue;   // this is the source vertex
                }
                foreach (var entry in vertex.VertexEntries) {
                    if (entry == null) {
                        continue;
                    }
                    var color = "green";
                    if (entry.PreviousEntry == mostRecentlyExtendedPath) {
                        newEntries.Add(entry);
                        color = "red";
                    } else if (!entry.IsClosed) {
                        color = "yellow";
                    }
                    pathEdges.Add(new DebugCurve(2, color, new LineSegment(entry.PreviousVertex.Point, vertex.Point)));
                }
            }
            Console.WriteLine("entry {0} seq = {1} len = {2} nbend = {3} ccost = {4} hcost = {5} iters = {6}/{7}", mostRecentlyExtendedPath,
                             this.lastDequeueTimestamp,
                             mostRecentlyExtendedPath.Length, mostRecentlyExtendedPath.NumberOfBends,
                             this.CombinedCost(mostRecentlyExtendedPath.Length, mostRecentlyExtendedPath.NumberOfBends),
                             this.HeuristicDistanceFromVertexToTarget(mostRecentlyExtendedPath.Vertex.Point, mostRecentlyExtendedPath.Direction),
                             this.currentIterations, totalIterations);
            foreach (var newEntry in newEntries) {
                Console.WriteLine("   newEntry {0} len = {1} nbend = {2} ccost = {3} hcost = {4}", newEntry,
                                 newEntry.Length, newEntry.NumberOfBends,
                                 this.CombinedCost(newEntry.Length, newEntry.NumberOfBends),
                                 this.HeuristicDistanceFromVertexToTarget(newEntry.Vertex.Point, newEntry.Direction));
            }
            DevTraceDisplay(edges.Concat(q).Concat(so).Concat(pathEdges));
        }
        void DevTraceShowAllPartialPaths(VisibilityVertex source, VertexEntry mostRecentlyExtendedPath) { 
#if DEVTRACE
            if (ssstTrace.IsLevel(3))
            {
                this.TestShowAllPaths(source, mostRecentlyExtendedPath);
            }
#endif // DEVTRACE
        }
 private void QueueReversedEntryToNeighborVertexIfNeeded(VertexEntry bestEntry, VertexEntry entryFromNeighbor, double weight) {
     // If we have a lower-cost path from bestEntry to entryFromNeighbor.PreviousVertex than the cost of entryFromNeighbor,
     // or bestEntry has degree 1 (it is a dead-end), enqueue a path in the opposite direction (entryFromNeighbor will probably
     // never be extended from this point).
     int numberOfBends;
     double length;
     var neigVer = entryFromNeighbor.PreviousVertex;
     var dirToNeighbor = GetLengthAndNumberOfBendsToNeighborVertex(bestEntry, neigVer, weight, out numberOfBends, out length);
     if ((CombinedCost(length, numberOfBends) < CombinedCost(entryFromNeighbor.Length, entryFromNeighbor.NumberOfBends))
             || (bestEntry.Vertex.Degree == 1)) {
         var cost = this.TotalCostFromSourceToVertex(length, numberOfBends) + HeuristicDistanceFromVertexToTarget(neigVer.Point, dirToNeighbor);
         EnqueueEntry(bestEntry, neigVer, length, numberOfBends, cost);
     }
 }
        /// <summary>
        /// Route a single stage of a possibly multi-stage (due to waypoints) path.
        /// </summary>
        /// <param name="sourceVertexEntries">The VertexEntry array that was in the source vertex if it was the target of a prior stage.</param>
        /// <param name="sources">The enumeration of source vertices; must be only one if sourceVertexEntries is non-null.</param>
        /// <param name="targets">The enumeration of target vertex entries; must be only one if targetVertexEntries is non-null.</param>
        /// <param name="targetVertexEntries">The VertexEntry array that is in the target at the end of the stage.</param>
        private VertexEntry GetPathStage(VertexEntry[] sourceVertexEntries, IEnumerable<VisibilityVertex> sources,
                                                VertexEntry[] targetVertexEntries, IEnumerable<VisibilityVertex> targets) {
            var ssstCalculator = new SsstRectilinearPath();
            VertexEntry bestEntry = null;

            // This contains the best (lowest) path cost after normalizing origins to the center of the sources
            // and targets.  This is used to avoid selecting a vertex pair whose path has more bends than another pair of
            // vertices, but the bend penalty didn't total enough to offset the additional length between the "better" pair.
            // This also plays the role of an upper bound on the path length; if a path cost is greater than adjustedMinCost 
            // then we stop exploring it, which saves considerable time after low-cost paths have been found.
            double bestCost = double.MaxValue / ScanSegment.OverlappedWeight;
            double bestPathCostRatio = double.PositiveInfinity;

            // Calculate the bend penalty multiplier.  This is a percentage of the distance between the source and target,
            // so that we have the same relative importance if we have objects of about size 20 that are about 100 apart
            // as for objects of about size 200 that are about 1000 apart.
            Point sourceCenter = GetBarycenterOfUniquePortLocations(sources);
            Point targetCenter = GetBarycenterOfUniquePortLocations(targets);
            var distance = SsstRectilinearPath.ManhattanDistance(sourceCenter, targetCenter);
            ssstCalculator.BendsImportance = Math.Max(0.001, distance * (this.bendPenaltyAsAPercentageOfDistance * 0.01));

            // We'll normalize by adding (a proportion of) the distance (only; not bends) from the current endpoints to
            // their centers. This is similar to routeToCenter, but routing multiple paths like this means we'll always
            // get at least a tie for the best vertex pair, whereas routeToCenter can introduce extraneous bends
            // if the sources/targets are not collinear with the center (such as an E-R diagram).
            // interiorLengthAdjustment is a way to decrease the cost adjustment slightly to allow a bend if it saves moving
            // a certain proportion of the distance parallel to the object before turning to it.
            var interiorLengthAdjustment = ssstCalculator.LengthImportance;

            // VertexEntries for the current pass of the current stage, if multistage.
            var tempTargetEntries = (targetVertexEntries != null) ? this.currentPassTargetEntries : null;

            // Process closest pairs first, so we can skip longer ones (jump out of SsstRectilinear sooner, often immediately).
            // This means that we'll be consistent on tiebreaking for equal scores with differing bend counts (the shorter
            // path will win).  In overlapped graphs the shortest path may have more higher-weight edges. 
            foreach (var pair in
                    from VisibilityVertexRectilinear source in sources
                    from VisibilityVertexRectilinear target in targets
                    orderby SsstRectilinearPath.ManhattanDistance(source.Point, target.Point)
                    select new { sourceV = source, targetV = target }) {
                var source = pair.sourceV;
                var target = pair.targetV;
                if (PointComparer.Equal(source.Point, target.Point)) {
                    continue;
                }
                var sourceCostAdjustment = SsstRectilinearPath.ManhattanDistance(source.Point, sourceCenter) * interiorLengthAdjustment;
                var targetCostAdjustment = SsstRectilinearPath.ManhattanDistance(target.Point, targetCenter) * interiorLengthAdjustment;

                var adjustedBestCost = bestCost;
                if (targetVertexEntries != null) {
                    Array.Clear(tempTargetEntries, 0, tempTargetEntries.Length);
                    adjustedBestCost = ssstCalculator.MultistageAdjustedCostBound(bestCost);
                }
                VertexEntry lastEntry = ssstCalculator.GetPathWithCost(sourceVertexEntries, source, sourceCostAdjustment,
                                                                        tempTargetEntries, target, targetCostAdjustment, 
                                                                        adjustedBestCost);
                if (tempTargetEntries != null) {
                    UpdateTargetEntriesForEachDirection(targetVertexEntries, tempTargetEntries, ref bestCost, ref bestEntry);
                    continue;
                }

                // This is the final (or only) stage. Break ties by picking the lowest ratio of cost to ManhattanDistance between the endpoints.
                if (lastEntry == null) {
                    continue;
                }
                var costRatio = lastEntry.Cost / SsstRectilinearPath.ManhattanDistance(source.Point, target.Point);
                if ((lastEntry.Cost < bestCost) || ApproximateComparer.Close(lastEntry.Cost, bestCost) && (costRatio < bestPathCostRatio)) {
                    bestCost = lastEntry.Cost;
                    bestEntry = lastEntry;
                    bestPathCostRatio = lastEntry.Cost / SsstRectilinearPath.ManhattanDistance(source.Point, target.Point);
                }
            }
            return bestEntry;
        }
Esempio n. 50
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 internal static IEnumerable <Point> RestorePath(VertexEntry entry)
 {
     return(RestorePath(ref entry, null));
 }