コード例 #1
0
 public void Add(aNode node)
 {
     node.HeapIndex          = currentItemcount;
     nodes[currentItemcount] = node;
     SortUp(node);
     currentItemcount++;
 }
コード例 #2
0
    //Manage Disconnecting
    void Disconnect()
    {
        Debug.Log("Disconnected.");
        AudioManager.Instance.PlayClip(disconnectSound, AudioManager.Instance.GetChannel("SFX"));

        node.outputs.Remove(outNode);
        aNode s = outNode.GetComponent <aNode>();

        s.sendingSignal = false;
        if (!s.GetComponent <aDAW>())
        {
            //Make sure s is not powered anymore
            s.inputs.Remove(node.gameObject);
            if (s.inputs.Count == 0)
            {
                s.isPowered = false;
            }
        }
        else
        {
            while (s.GetComponent <aDAW>().signalObjs.Contains(node.signalObject))
            {
                s.connectionRenderers.RemoveAt(s.GetComponent <aDAW>().signalObjs.IndexOf(node.signalObject));
                s.GetComponent <aDAW>().signalObjs.Remove(node.signalObject);
            }
            //Make sure s is not powered anymore
            s.inputs.Remove(node.gameObject);
            if (s.inputs.Count == 0)
            {
                s.isPowered = false;
            }
        }
    }
コード例 #3
0
    private void SortDown(aNode node)
    {
        while (true)
        {
            int childIndexLeft  = node.HeapIndex * 2 + 1;
            int childIndexRight = node.HeapIndex * 2 + 2;
            int swapIndex       = 0;

            if (childIndexLeft < currentItemcount)
            {
                swapIndex = childIndexLeft;
                if (childIndexRight < currentItemcount && nodes[childIndexLeft].CompareTo(nodes[childIndexRight]) < 0) // if he has a child on the right and the child on the right has a higher priority
                {
                    swapIndex = childIndexRight;
                }

                if (node.CompareTo(nodes[swapIndex]) < 0)
                {
                    Swap(node, nodes[swapIndex]);
                }
                else // right place = exit
                {
                    break;
                }
            }

            else // no more childs = exit
            {
                break;
            }
        }
    }
コード例 #4
0
ファイル: AStarImp.cs プロジェクト: josefpaij/AStarImp
 // Constructor
 public AStar(World w, aNode start, aNode goal)
 {
     openList = new OpenList<aNode>();
     closedList = new ArrayList();
     startNode = start;
     goalNode = goal;
     thisWorld = w;
 }
コード例 #5
0
    private void Swap(aNode a, aNode b)
    {
        nodes[a.HeapIndex] = b;
        nodes[b.HeapIndex] = a;

        int indexSwap = a.HeapIndex;

        a.HeapIndex = b.HeapIndex;
        b.HeapIndex = indexSwap;
    }
コード例 #6
0
    public aNode RemoveFirst()
    {
        aNode firstNode = nodes[0];

        currentItemcount--;

        nodes[0]           = nodes[currentItemcount];
        nodes[0].HeapIndex = 0;
        SortDown(nodes[0]);
        return(firstNode);
    }
コード例 #7
0
        static void Main(string[] args)
        {
            int V = 1, EndV = 7; int numberOFNodes = 8; // this is + 1 as being 1 based

            for (int i = 0; i < numberOFNodes; i++)
            {
                graph[i] = new aNode();
            }
            makeGraph();
            DFS(V, EndV);
            Console.ReadLine();
        }
コード例 #8
0
    private int GetDistance(aNode a, aNode b)
    {
        int distanceX = Mathf.Abs(a.gridX - b.gridX);
        int distanceY = Mathf.Abs(a.gridY - b.gridY);

        if (distanceX > distanceY)
        {
            return(14 * distanceY + 10 * (distanceX - distanceY));
        }
        else
        {
            return(14 * distanceX + 10 * (distanceY - distanceX));
        }
    }
コード例 #9
0
    private Vector3[] RetracePath(aNode startNode, aNode targetNode)
    {
        List <aNode> path        = new List <aNode>();
        aNode        currentNode = targetNode;

        while (currentNode != startNode)
        {
            path.Add(currentNode);
            currentNode = currentNode.parent;
        }
        Vector3[] waypoints = SimplifyPath(path);
        Array.Reverse(waypoints);
        return(waypoints);
    }
コード例 #10
0
        static void Main(string[] args)
        {
            aNode[] graph = new aNode[100];
            bool[]  Discovered = new bool[100];
            bool[]  CompletelyExplored = new bool[100];
            int     numberOFNodes = 7; // this is + 1 as being 1 based
            int     S = 1, D = 6;

            //int S = 1, D = 5;
            for (int i = 0; i < numberOFNodes; i++)
            {
                graph[i] = new aNode();
            }
            makeUpGraph(ref graph);
            findShortestRoute(S, D, graph, numberOFNodes);
            Console.ReadLine();
        }
コード例 #11
0
    private void SortUp(aNode node)
    {
        int parentIndex = (node.HeapIndex - 1) / 2;

        while (true)
        {
            aNode parentNode = nodes[parentIndex];
            if (node.CompareTo(parentNode) > 0)
            {
                Swap(node, parentNode);
            }
            else
            {
                break;
            }
        }
    }
コード例 #12
0
ファイル: aGrid.cs プロジェクト: FragmentedPixel/Solidarity
    public List <aNode> GetNeighbours(aNode node)
    {
        List <aNode> neighbours = new List <aNode>();

        for (int x = -1; x <= 1; x++)
        {
            for (int y = -1; y <= 1; y++)
            {
                int checkX = node.gridX + x;
                int checkY = node.gridY + y;

                if (checkX >= 0 && checkX < gridSizeX && checkY >= 0 && checkY < gridSizeY)
                {
                    neighbours.Add(grid[checkX, checkY]);
                }
            }
        }

        neighbours.Remove(node);

        return(neighbours);
    }
コード例 #13
0
ファイル: aGrid.cs プロジェクト: FragmentedPixel/Solidarity
    private void CreateGrid()
    {
        CalculateGridSize();
        grid = new aNode[gridSizeX, gridSizeY];

        Vector3 worldBottomLeft = transform.position - (Vector3.right * gridWorldSize.x / 2) - (Vector3.forward * gridWorldSize.y / 2);

        for (int x = 0; x < gridSizeX; x++)
        {
            for (int y = 0; y < gridSizeY; y++)
            {
                Vector3 worldPoint = worldBottomLeft + Vector3.right * (x * nodeDiameter + nodeRadius) + Vector3.forward * (y * nodeDiameter + nodeRadius);
                bool    walkable   = !(Physics.CheckSphere(worldPoint, nodeRadius, unwalkableMask));

                //int movementPenalty = walkable ? (0) : obstacleAvoidance;

                //Walkable Pen
                int movementPenalty = 0;

                Ray        ray = new Ray(worldPoint + Vector3.up * 50f, Vector3.down);
                RaycastHit hit;

                if (Physics.Raycast(ray, out hit, 100f, walkableMask))
                {
                    movementPenalty = 0; // it has hit a walkbable.
                }
                if (!walkable)
                {
                    movementPenalty = obstacleAvoidance;
                }



                grid[x, y] = new aNode(walkable, worldPoint, x, y, movementPenalty);
            }
        }

        BlurPenaltyMap(3);
    }
コード例 #14
0
ファイル: Driver.cs プロジェクト: josefpaij/AStarImp
        public static void Main(string[] args)
        {
            World world = new World ();
            bool dataValid;
            int[] matchesArray = new int[2];
            int userBeginX, userBeginY, userGoalX, userGoalY;
            char newIOPos, newWorld;
            bool firstRun = true;

            do {
                world.generateUnpathableBlocks ();
                do {
                    Console.Clear();
                    if (firstRun) {
                        Console.Write(world.worldPrint () + "\n");
                        Console.WriteLine("Welcome! This is a demo of the A* pathfinding algorithm.");
                        Console.WriteLine("(Grid Positions can be entered as (1,1) or 1,1 or 1 1.)\n");
                    } else
                        Console.Write(world.worldPrint() + "\n\n\n");

                    MatchCollection matches = null;
                    do { // for data validation
                        Console.Write ("Enter (x,y) for the start position: ");
                        dataValid = false;
                        String temp = Console.ReadLine ();
                        matches = Regex.Matches (temp, @"\d+");

                        if (matches.Count == 2) {
                            dataValid = true;
                            int val = 0;
                            for (int i = 0; i < 2 && dataValid; i++) {
                                matchesArray[i] =
                                    ((Int32.TryParse(matches[i].Value, out val)) &&
                                                   val <= 15 && val > 0) ? val : -1;
                                dataValid = matchesArray[i] == -1 ? false: true;
                            }
                        }
                        dataValid = world.blockIsPathable(matchesArray[0] - 1, matchesArray[1] - 1);

                        if (!dataValid)
                            Console.WriteLine("The coordinates you entered were not accepted.");
                    } while (!dataValid);
                    userBeginX = matchesArray[0];
                    userBeginY = matchesArray[1];
                    matchesArray [0] = matchesArray [1] = 0;

                    // goal entry
                    do { // for data validation
                        Console.Write ("Enter (x,y) for the goal position: ");
                        dataValid = false;
                        String temp = Console.ReadLine ();
                        matches = Regex.Matches (temp, @"\d+");

                        if (matches.Count == 2) {
                            dataValid = true;
                            int val = 0;
                            for (int i = 0; i < 2 && dataValid; i++) {
                                matchesArray[i] =
                                    ((Int32.TryParse(matches[i].Value, out val)) &&
                                        val <= 15 && val > 0) ? val : -1;
                                dataValid = matchesArray[i] == -1 ? false: true;
                            }
                        }
                        dataValid = world.blockIsPathable(matchesArray[0] - 1, matchesArray[1] - 1) && dataValid;

                        if (!dataValid)
                            Console.WriteLine("The coordinates you entered were not accepted.");
                    } while (!dataValid);
                    userGoalX = matchesArray [0];
                    userGoalY = matchesArray [1];

                    // initialize the start node and goal node
                    aNode beginNode = new aNode (userBeginX-1, userBeginY-1);
                    aNode goalNode 	= new aNode (userGoalX-1, userGoalY-1);

                    // find the solution
                    AStar aStarInstance = new AStar (world, beginNode, goalNode);
                    bool solutionExists = aStarInstance.AStarSearch ();

                    if (solutionExists && aStarInstance.generatedPath.Count > 1) { // print solution
                        Console.Clear();
                        Console.Write(world.worldPrint(aStarInstance.generatedPath, beginNode, goalNode));
                        Console.WriteLine("\nThe path was found!");
                        Console.WriteLine("Here is the path from start to finish:");
                        foreach (aNode n in aStarInstance.generatedPath)
                            Console.Write("({0},{1}) ", n.x+1, n.y+1);
                        Console.Write("\n");
                    } else if (solutionExists && aStarInstance.generatedPath.Count == 1) {
                        Console.Clear();
                        Console.Write(world.worldPrint(aStarInstance.generatedPath));
                        Console.WriteLine("\nLooks like you didn't go anywhere...");
                        Console.WriteLine("Here is where you started and ended:");
                        foreach (aNode n in aStarInstance.generatedPath)
                            Console.Write("({0},{1}) ", n.x+1, n.y+1);
                        Console.Write("\n");
                    } else {
                        Console.Clear();
                        Console.Write("\n\n" + world.worldPrint(beginNode, goalNode));
                        Console.WriteLine("\nNo path found.\n");
                        Console.Write("\n");
                    }

                    // same board, new positions?
                    Console.Write("\n Would you like to try new start and goal positions? : [YyNn] ");
                    do {
                        try {
                            newIOPos = Console.ReadLine()[0];
                        } catch {
                            dataValid = false;
                            newIOPos = 'f';
                            continue;
                        }
                        if (newIOPos != 'Y' && newIOPos != 'y' && newIOPos != 'N' && newIOPos != 'n')
                        {
                            dataValid = false;
                            Console.Write("Key invalid. (Try Y or N)");
                        }
                        else
                        {
                            dataValid = true;
                            if(newIOPos == 'y' || newIOPos == 'Y') {
                                Console.Clear();
                                Console.Write("\n\n\n");
                            }
                        }
                    } while (!dataValid);
                } while (newIOPos == 'y' || newIOPos == 'Y');

                // new board and positions?
                Console.Write(" Would you like to try with a new board? : [YyNn] ");
                do {
                    try {
                        newWorld = Console.ReadLine()[0];
                    } catch {
                        dataValid = false;
                        newWorld = 'f';
                        continue;
                    }
                    if (newWorld != 'Y' && newWorld != 'y' && newWorld != 'N' && newWorld != 'n')
                    {
                        dataValid = false;
                        Console.Write("Key invalid. (Try Y or N)");
                    }
                    else
                    {
                        dataValid = true;
                    }
                } while (!dataValid);
            } while (newWorld == 'y' || newWorld == 'Y');
            Console.WriteLine ("Thanks for the visit. \nPress any key...");
            Console.Read ();
        }
コード例 #15
0
    public void FindPath(aPathRequest request, Action <aPathResult> callback)
    {
        Vector3[] wayPoints   = new Vector3[0];
        bool      pathSuccess = false;

        aNode startNode  = grid.NodeFromWorldPoint(request.pathStart);
        aNode targetNode = grid.NodeFromWorldPoint(request.pathEnd);

        if (startNode.walkable && targetNode.walkable)
        {
            aHeap        openSet   = new aHeap(grid.MaxSize);
            List <aNode> closedSet = new List <aNode>();

            openSet.Add(startNode);

            while (openSet.Count > 0)
            {
                aNode currentNode = openSet.RemoveFirst();

                closedSet.Add(currentNode);

                if (currentNode == targetNode)
                {
                    pathSuccess = true;
                    break;
                }

                foreach (aNode neighbour in grid.GetNeighbours(currentNode))
                {
                    if (!neighbour.walkable || closedSet.Contains(neighbour))
                    {
                        continue;
                    }

                    int newMovementCost = currentNode.gCost + GetDistance(currentNode, neighbour) + neighbour.movementPenality;
                    if (newMovementCost < neighbour.gCost || !openSet.Contains(neighbour))
                    {
                        neighbour.gCost  = newMovementCost;
                        neighbour.hCost  = GetDistance(neighbour, targetNode);
                        neighbour.parent = currentNode;

                        if (!openSet.Contains(neighbour))
                        {
                            openSet.Add(neighbour);
                        }
                        else
                        {
                            openSet.UpdateItem(neighbour);
                        }
                    }
                }
            }
        }

        if (pathSuccess)
        {
            wayPoints = RetracePath(startNode, targetNode);
        }

        pathSuccess = wayPoints.Length > 0;
        callback(new aPathResult(wayPoints, pathSuccess, request.callback));
    }
コード例 #16
0
 public bool Contains(aNode node)
 {
     return(Equals(nodes[node.HeapIndex], node));
 }
コード例 #17
0
 public void UpdateItem(aNode node)
 {
     SortUp(node);
 }
コード例 #18
0
ファイル: AStarImp.cs プロジェクト: josefpaij/AStarImp
        // includes path cost generation for adjacent and diagonal neighbors
        public int getG(aNode a, aNode b)
        {
            int dx = Math.Abs (a.x - b.x);
            int dy = Math.Abs (a.y - b.y);
            int G;

            if (dy == 0 && dx == 1 || dy == 1 && dx == 0)	G = 10; // adjacent
            else if (dy == 1 && dx == 1) 					G = 14; // diagonal
            else
                G = 0;
            return G;
        }
コード例 #19
0
ファイル: AStarImp.cs プロジェクト: josefpaij/AStarImp
 // calculate Manhattan distance method
 public int getH(aNode node)
 {
     int dx = Math.Abs(node.x - goalNode.x);
     int dy = Math.Abs(node.y - goalNode.y);
     return D * (dx + dy);
 }
コード例 #20
0
ファイル: AStarImp.cs プロジェクト: josefpaij/AStarImp
        public aNode[] getNeighbors(aNode n)
        {
            bool[] coords = new bool[8];

            int x = n.x;
            int y = n.y;

            // find pathable neighbors pathable
            int nIndex = 0;
            for (int i = 0; i < 3; i++)
                for (int j = 0; j < 3; j++) // checks -1 and +1 above/bellow the node
                    if ((i * 3) + j != 4) // don't check the center of the 3x3 area
                        coords[nIndex++] = thisWorld.blockIsPathable((j + x) - 1, (i + y) -1);

            // set the number of neighbors to initialize array
            int countNeighbors = 0;
            for (int i = 0; i < coords.Length; i++) if (coords [i]) countNeighbors++;
            aNode[] neighbs = new aNode[countNeighbors];

            // to put the neighbors in the array sequentially
            nIndex = 0;

            if  (coords[0]) // up-left
                neighbs[nIndex++] = new aNode(x - 1, y - 1);
            if  (coords[1]) // up
                neighbs[nIndex++] = new aNode(x, y - 1);
            if  (coords[2]) // up-right
                neighbs[nIndex++] = new aNode(x + 1, y - 1);
            if  (coords[3]) // left
                neighbs[nIndex++] = new aNode(x - 1, y);
            if  (coords[4]) // right
                neighbs[nIndex++] = new aNode(x + 1, y);
            if  (coords[5]) // down-left
                neighbs[nIndex++] = new aNode(x - 1, y + 1);
            if  (coords[6]) // down
                neighbs[nIndex++] = new aNode(x, y + 1);
            if  (coords[7]) // down-right
                neighbs[nIndex++] = new aNode(x + 1, y + 1);

            return neighbs;
        }
コード例 #21
0
ファイル: World.cs プロジェクト: josefpaij/AStarImp
        public String worldPrint(ArrayList path, aNode start, aNode goal)
        {
            String output = "";

            char[,] worldCoordPath = worldCoordinates.Clone() as char[,];
            foreach (aNode n in path)
                worldCoordPath[n.x ,n.y] = '#';

            worldCoordPath[start.x, start.y] = 'S';
            worldCoordPath[goal.x, goal.y] = 'G';
            for (int i = 0; i < WorldTilesN; i++)
            {
                output += i+1;
                if (i < 9)
                    output += " ";
            }
            output += "\n";
            for (int i = 0; i < WorldTilesN; i++) {
                for (int j = 0; j < WorldTilesN; j++)
                    output += worldCoordPath[j,i] + " ";
                output += (i + 1) + "\n";
            }
            return output;
        }
コード例 #22
0
    // Update is called once per frame
    public void Update()
    {
        //Bug fixing things
        if (sendingSignal == true && signalObject == null)
        {
            GameObject[] sigPos = GameObject.FindGameObjectsWithTag("SignalPosition");
            for (int index = 0; index < sigPos.Length; index++)
            {
                if (sigPos[index].GetComponent <SignalFlowObject>().objectSignalNumber == this.nodeSignalNumber)
                {
                    signalObject = sigPos[index].GetComponent <SignalFlowObject>().signalFlowObjectType;
                }
            }
        }

        //Win checking stuff
        if (isPowered == false)
        {
            nodeSignalNumber = 0;
        }

        //Making sure signals don't show when there is no power
        if (nodeType != Type.ET_MICROPHONE && isPowered == false)
        {
            signalObject = null;
        }

        //Only execute if this is above 0
        if (outputs.Count > 0)
        {
            ShowConnections();
        }

        if (connectionRenderers != null && signalObject != null && sendingSignal)
        {
            for (int index = 0; index < connectionRenderers.Count; index++)
            {
                counter += Time.deltaTime;
                if (counter > 0.5f && connectionRenderers[index] != null)
                {
                    counter = 0;
                    GameObject tri1 = Instantiate(signalObject, this.gameObject.transform.position, Quaternion.identity);

                    if (tri1 != null && tri1.GetComponent <LineShape>())
                    {
                        tri1.GetComponent <LineShape>().positionA = connectionRenderers[index].GetComponent <LineRenderer>().GetPosition(0);
                        tri1.GetComponent <LineShape>().positionB = connectionRenderers[index].GetComponent <LineRenderer>().GetPosition(1);
                    }
                }
            }
        }

        if (inputs.Count > 0)
        {
            foreach (GameObject n in inputs)
            {
                aNode an = n.GetComponent <aNode>();
                if (an.sendingSignal)
                {
                    sendingSignal = true;
                }
            }
        }
    }