Esempio n. 1
0
 private static void UF_ReleaseASGridData(ASGridData data)
 {
     if (data != null)
     {
         s_GridDataPool.Release(data);
     }
 }
Esempio n. 2
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        private static ASGridData UF_AcquireASGridData()
        {
            ASGridData data = s_GridDataPool.Get();

            if (data == null)
            {
                data = new ASGridData();
            }
            return(data);
        }
Esempio n. 3
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        static bool UF_Contains(List <ASGridData> list, ASGridData target)
        {
            int index = list.Count - 1;

            for (int k = index; k > -1; k--)
            {
                if (list [k] == target)
                {
                    return(true);
                }
            }
            return(false);
        }
Esempio n. 4
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        /// <summary>
        /// 获取两个节点之间的距离
        /// </summary>
        static int UF_GetDistanceNodes(ASGridData a, ASGridData b)
        {
            /// 对角线估价法
            int cntX = Math.Abs(a.X - b.X);
            int cntY = Math.Abs(a.Y - b.Y);

            return(cntX > cntY ? 14 * cntY + 10 * (cntX - cntY) : 14 * cntX + 10 * (cntY - cntX));


            ////几何估价法
            //int dx = a.X - b.X;
            //int dy = a.Y - b.Y;
            //return (int)(Math.Sqrt(dx * dx + dy * dy) * 10);

            //// 曼哈顿估价法
            //return Math.Abs(a.X - b.X) * 10 + Math.Abs(a.Y + b.Y) * 10;
        }
Esempio n. 5
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        /// <summary>
        /// 生成路径
        /// </summary>
        static void UF_GeneratePath(ASGridData startNode, ASGridData endNode, List <ASGridData> outGrids)
        {
            outGrids.Clear();
            if (endNode != null)
            {
                ASGridData temp = endNode;
                while (temp != startNode)
                {
                    outGrids.Add(temp);
                    temp = temp.parent;
                }

                outGrids.Add(startNode);
                // 反转路径
                outGrids.Reverse();
            }
        }
Esempio n. 6
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        //检查邻居节点合法性
        //*0
        //0*
        //斜方向
        static private bool UF_CheckNeibourhoodValid(ASGrid asGrid, ASGridData a, ASGridData b)
        {
            int minX   = a.X < b.X ? a.X : b.X;
            int minY   = a.Y < b.Y ? a.Y : b.Y;
            int vCount = 0;
            int width  = asGrid.width - 1;
            int height = asGrid.height - 1;

            for (int k = 0; k < 2; k++)
            {
                for (int i = 0; i < 2; i++)
                {
                    if (asGrid.UF_GetState(Math.Min(minX + i, width), Math.Min(minY + k, height)) == 0)
                    {
                        vCount++;
                    }
                }
            }

            return(vCount >= 3);
        }
Esempio n. 7
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        /// <summary>
        /// 查找线路
        /// </summary>
        /// <returns>如果没有线路 则返回null </returns>
        static public void UF_FindingPath(ASGrid asGrid, int startX, int startY, int endX, int endY, List <ASGridData> outGrids)
        {
            int width  = asGrid.width;
            int height = asGrid.height;



            m_LOpen.Clear();
            m_LClose.Clear();

            ASGridData startNode = asGrid.UF_GetData(startX, startY);

            ASGridData endNode = asGrid.UF_GetData(endX, endY);

            if (startNode == null || endNode == null)
            {
                return;
            }

            m_LOpen.Add(startNode);

            while (m_LOpen.Count > 0)
            {
                ASGridData curNode = m_LOpen[0];

                for (int i = 0, max = m_LOpen.Count; i < max; i++)
                {
                    if (m_LOpen[i].fCost <= curNode.fCost &&
                        m_LOpen[i].hCost < curNode.hCost)
                    {
                        curNode = m_LOpen[i];
                    }
                }

                m_LOpen.Remove(curNode);
                m_LClose.Add(curNode);

                // 找到的目标节点
                if (curNode == endNode)
                {
                    UF_GeneratePath(startNode, endNode, outGrids);
                    return;
                }

                //未有邻近点,生产并记录
                if (curNode.Neibourhood == null)
                {
                    curNode.UF_GenNeibourhood(width, height);
                }


                // 判断周围节点,选择一个最优的节点GenNeibourhood
                for (int k = 0; k < curNode.Neibourhood.Length; k++)
                {
                    ASGridData tempGrid = asGrid[curNode.Neibourhood [k]];
                    // 如果是墙或者已经在关闭列表中
                    if (!UF_CanPass(tempGrid.State) || m_LClose.Contains(tempGrid))
                    {
                        continue;
                    }

                    //判断斜方向邻居点,共享点必须为可行走区域
                    if (!UF_CheckNeibourhoodValid(asGrid, curNode, tempGrid))
                    {
                        continue;
                    }

                    // 计算当前相领节点现开始节点距离
                    int newCost = curNode.gCost + UF_GetDistanceNodes(curNode, tempGrid);
                    // 如果距离更小,或者原来不在开始列表中
                    if (newCost < tempGrid.gCost || !UF_Contains(m_LOpen, tempGrid))
                    {
                        // 更新与开始节点的距离
                        tempGrid.gCost = newCost;
                        // 更新与终点的距离
                        tempGrid.hCost = UF_GetDistanceNodes(tempGrid, endNode);
                        // 更新父节点为当前选定的节点
                        tempGrid.parent = curNode;
                        // 如果节点是新加入的,将它加入打开列表中
                        if (!UF_Contains(m_LOpen, tempGrid))
                        {
                            m_LOpen.Add(tempGrid);
                        }
                    }
                }
            }
            return;
        }