Esempio n. 1
0
        public static List <NavMeshNode> FindPath(NavMeshNode StartNode, NavMeshNode EndNode, Vector2 NavMeshSize)
        {
            //Initialize the Open and Closed sets
            ClosedSet = new List <NavMeshNode>();
            OpenSet   = new List <NavMeshNode>();
            OpenSet.Add(StartNode);
            //Reset nodes CameFrom references in preperation for finding our new pathway
            NavMeshDictionary.ResetPathfinding();
            //Cost of travelling from the start node to the start node is 0
            StartNode.GScore = 0;
            //The FScore for the starting node should be completely heuristic
            StartNode.FScore = Vector3.Distance(StartNode.NodeLocation, EndNode.NodeLocation);

            //Iterate over the OpenSet until there are no more nodes left to evaluate
            while (OpenSet.Count > 0)
            {
                //The current node each time will be the node in OpenSet with the lowest FScore
                NavMeshNode CurrentNode = GetCurrentNode(OpenSet);

                //If this is the end node then the path is ready
                if (CurrentNode == EndNode)
                {
                    //When the path is found, we start at the end node, and keep following back each nodes CameFrom reference, until we end up at the start node
                    List <NavMeshNode> FinishedPath = new List <NavMeshNode>();
                    FinishedPath.Add(EndNode);
                    NavMeshNode PathNode = EndNode;
                    while (PathNode != StartNode)
                    {
                        PathNode = PathNode.CameFrom;
                        FinishedPath.Add(PathNode);
                    }
                    FinishedPath.Add(StartNode);
                    FinishedPath.Reverse();
                    return(FinishedPath);
                }

                //Move the current node over to the closed set
                OpenSet.Remove(CurrentNode);
                ClosedSet.Add(CurrentNode);

                //Find all of the current nodes neighbours
                List <NavMeshNode> CurrentNeighbours = NavMeshDictionary.GetNeighbours(CurrentNode, new Vector2(9, 9), true);
                for (int i = 0; i < CurrentNeighbours.Count; i++)
                {
                    //Check through all of them
                    NavMeshNode CurrentNeighbour = CurrentNeighbours[i];

                    //Ignore neighbours in the closed set as they have already been evaluated
                    if (ClosedSet.Contains(CurrentNeighbour))
                    {
                        continue;
                    }

                    //Calculate the distance from start to this neighbour
                    float TentativeGScore = CurrentNode.GScore + Vector3.Distance(CurrentNode.NodeLocation, CurrentNeighbour.NodeLocation);

                    //Add all newly discovered nodes into the open set
                    if (!OpenSet.Contains(CurrentNeighbour))
                    {
                        OpenSet.Add(CurrentNeighbour);
                    }
                    //make sure this node isnt more expensive to travel from
                    else if (TentativeGScore >= CurrentNeighbour.GScore)
                    {
                        continue;
                    }

                    //If we get this far the current neighbour has been found to be the cheapest node to travel from
                    CurrentNeighbour.CameFrom = CurrentNode;
                    CurrentNeighbour.GScore   = TentativeGScore;
                    CurrentNeighbour.FScore   = CurrentNeighbour.GScore + Vector3.Distance(CurrentNeighbour.NodeLocation, EndNode.NodeLocation);
                }
            }

            return(new List <NavMeshNode>());
        }
Esempio n. 2
0
        //public ServerEntity WaypointTest;

        public WorldSimulator(WorldRenderer game)
        {
            Game           = game;
            parallelLooper = new ParallelLooper();
            if (Environment.ProcessorCount > 1)
            {
                for (int i = 0; i < Environment.ProcessorCount; i++)
                {
                    parallelLooper.AddThread();
                }
            }
            Globals.space             = new Space(parallelLooper);
            game.Camera.LockedUp      = Vector3.Up;
            game.Camera.ViewDirection = new Vector3(0, -1.5f, 1);
            game.Camera.Position      = new Vector3(-19.55f, 39.25f, -10.35f);
            ServerCamera = new FreeCamera(100, game.Camera, game);

            //Add some force of gravity to the simulation
            Globals.space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0);


            //Load the world terrain mesh data
            Vector3[] TerrainVertices;
            int[]     TerrainIndices;
            Model     TerrainCollision = Globals.game.Content.Load <Model>("LowDetailTerrain");

            ModelDataExtractor.GetVerticesAndIndicesFromModel(TerrainCollision, out TerrainVertices, out TerrainIndices);
            StaticMesh TerrainMesh = new StaticMesh(TerrainVertices, TerrainIndices, new AffineTransform(new Vector3(0, 0, 0)));

            Globals.TerrainVerts = TerrainVertices;
            Globals.TerrainInds  = TerrainIndices;
            Globals.space.Add(TerrainMesh);
            Globals.game.ModelDrawer.Add(TerrainMesh);

            //Create a new mesh node object for each unique location in the navigation mesh
            for (int i = 0; i < Globals.TerrainVerts.Length; i++)
            {
                //Dont create mesh nodes at locations already been used
                if (!NavMeshNodes.IsLocationAvailable(Globals.TerrainVerts[i]))
                {
                    continue;
                }

                //Add a new mesh node object to every other space in the terrain verts that we find to be available
                NavMeshNodes.AddNode(new NavMeshNode(Globals.TerrainVerts[i]));
            }

            //Now sort all of the mesh nodes into a dictionary sorted by their index in the level
            //Start with the first column of mesh nodes
            for (int i = 1; i < 10; i++)
            {
                Vector2     MeshIndex     = new Vector2(i, 1);
                int         MeshNodeIndex = (i - 1) * 2;
                NavMeshNode MeshNode      = NavMeshNodes.MeshNodes[MeshNodeIndex];
                NavMeshDictionary.AddNode(MeshNode, MeshIndex);
            }
            //Then the second column of mesh nodes
            int CurrentNodeIndex = 1;

            for (int i = 1; i < 10; i++)
            {
                Vector2 MeshIndex = new Vector2(i, 2);
                int     NodeIndex = CurrentNodeIndex;
                CurrentNodeIndex += 2;
                NavMeshNode MeshNode = NavMeshNodes.MeshNodes[NodeIndex];
                MeshNode.NodeIndex = MeshIndex;
                NavMeshDictionary.AddNode(MeshNode, MeshIndex);
            }
            //Add the other remaining columns
            int ListIndex = 18;

            for (int Column = 3; Column < 10; Column++)
            {
                for (int j = 1; j < 10; j++)
                {
                    Vector2     MeshIndex = new Vector2(j, Column);
                    NavMeshNode MeshNode  = NavMeshNodes.MeshNodes[ListIndex];
                    MeshNode.NodeIndex = MeshIndex;
                    ListIndex++;
                    NavMeshDictionary.AddNode(MeshNode, MeshIndex);
                }
            }

            //Add two game entities into the scene, the first entity will pathfind its way to the 2nd entity
            PrincessFox    = new GameEntity(new Vector3(-17.74f, 2.15f, 10.54f));
            PrincessTarget = new GameEntity(new Vector3(-41.17f, 0.89f, 24.15f));
            //Figure out which node each of these entities is closest two, these will be the ends of the pathway
            NavMeshNode StartNode = NavMeshDictionary.MeshDictionary[new Vector2(3, 4)];
            NavMeshNode EndNode   = NavMeshDictionary.MeshDictionary[new Vector2(7, 8)];

            //Find our pathway between the two entities
            List <NavMeshNode> NodePath = AStarSearch.FindPath(StartNode, EndNode, new Vector2(9, 9));
            //Now assign this path to the princess fox entity and have her navigate along to reach her target
        }