コード例 #1
0
		public override void Open (Path path, PathNode pathNode, PathHandler handler) {
			if (connections == null) return;

			for (int i=0;i<connections.Length;i++) {
				GraphNode other = connections[i];

				if (path.CanTraverse (other)) {

					PathNode pathOther = handler.GetPathNode (other);

					if (pathOther.pathID != handler.PathID) {

						pathOther.parent = pathNode;
						pathOther.pathID = handler.PathID;

						pathOther.cost = connectionCosts[i];

						pathOther.H = path.CalculateHScore (other);
						other.UpdateG (path, pathOther);

						handler.PushNode (pathOther);
					} else {
						//If not we can test if the path from this node to the other one is a better one then the one already used
						uint tmpCost = connectionCosts[i];

#if ASTAR_NO_TRAVERSAL_COST
						if (pathNode.G + tmpCost < pathOther.G)
#else
						if (pathNode.G + tmpCost + path.GetTraversalCost(other) < pathOther.G)
#endif
						{

							pathOther.cost = tmpCost;
							pathOther.parent = pathNode;

							other.UpdateRecursiveG (path, pathOther,handler);
						}
#if ASTAR_NO_TRAVERSAL_COST
						else if (pathOther.G+tmpCost < pathNode.G && other.ContainsConnection (this))
#else
						else if (pathOther.G+tmpCost+path.GetTraversalCost(this) < pathNode.G && other.ContainsConnection (this))
#endif
						{
							//Or if the path from the other node to this one is better

							pathNode.parent = pathOther;
							pathNode.cost = tmpCost;

							UpdateRecursiveG (path, pathNode,handler);
						}
					}
				}
			}
		}
コード例 #2
0
		public override void Open (Path path, PathNode pathNode, PathHandler handler) {

			//BaseOpen (nodeRunData, nodeR, targetPosition, path);

			LayerGridGraph graph = GetGridGraph(GraphIndex);
			int[] neighbourOffsets = graph.neighbourOffsets;
			uint[] neighbourCosts = graph.neighbourCosts;
			LevelGridNode[] nodes = graph.nodes;

			int index = NodeInGridIndex;//indices & 0xFFFFFF;

			for (int i=0;i<4;i++) {
				int conn = GetConnectionValue(i);//(gridConnections >> i*4) & 0xF;
				if (conn != LevelGridNode.NoConnection) {

					GraphNode other = nodes[index+neighbourOffsets[i] + graph.lastScannedWidth*graph.lastScannedDepth*conn];

					if (!path.CanTraverse (other)) {
						continue;
					}

					PathNode otherPN = handler.GetPathNode (other);

					if (otherPN.pathID != handler.PathID) {
						otherPN.parent = pathNode;
						otherPN.pathID = handler.PathID;

						otherPN.cost = neighbourCosts[i];

						otherPN.H = path.CalculateHScore (other);
						other.UpdateG (path, otherPN);

						handler.PushNode (otherPN);

					} else {
						//If not we can test if the path from the current node to this one is a better one then the one already used
						uint tmpCost = neighbourCosts[i];

#if ASTAR_NO_TRAVERSAL_COST
						if (pathNode.G + tmpCost < otherPN.G)
#else
						if (pathNode.G + tmpCost + path.GetTraversalCost(other) < otherPN.G)
#endif
						{
							otherPN.cost = tmpCost;

							otherPN.parent = pathNode;

							other.UpdateRecursiveG (path,otherPN, handler);

						}
						//Or if the path from this node ("other") to the current ("current") is better
#if ASTAR_NO_TRAVERSAL_COST
						else if (otherPN.G+tmpCost < pathNode.G)
#else
						else if (otherPN.G+tmpCost+path.GetTraversalCost(this) < pathNode.G)
#endif
						{
							pathNode.parent = otherPN;
							pathNode.cost = tmpCost;

							UpdateRecursiveG(path, pathNode, handler);
						}
					}
				}
			}
		}
コード例 #3
0
		public override void Open (Path path, PathNode pathNode, PathHandler handler) {
			if (connections == null) return;

			// Flag2 indicates if this node needs special treatment
			// with regard to connection costs
			bool flag2 = pathNode.flag2;

			// Loop through all connections
			for (int i=connections.Length-1;i >= 0;i--) {
				GraphNode other = connections[i];

				// Make sure we can traverse the neighbour
				if (path.CanTraverse (other)) {

					PathNode pathOther = handler.GetPathNode (other);

					// Fast path out, worth it for triangle mesh nodes since they usually have degree 2 or 3
					if (pathOther == pathNode.parent) {
						continue;
					}

					uint cost = connectionCosts[i];

					if (flag2 || pathOther.flag2) {
						// Get special connection cost from the path
						// This is used by the start and end nodes
						cost = path.GetConnectionSpecialCost (this,other,cost);
					}

					// Test if we have seen the other node before
					if (pathOther.pathID != handler.PathID) {
						// We have not seen the other node before
						// So the path from the start through this node to the other node
						// must be the shortest one so far

						// Might not be assigned
						pathOther.node = other;

						pathOther.parent = pathNode;
						pathOther.pathID = handler.PathID;

						pathOther.cost = cost;

						pathOther.H = path.CalculateHScore (other);
						other.UpdateG (path, pathOther);

						handler.PushNode (pathOther);
					} else {

						// If not we can test if the path from this node to the other one is a better one than the one already used
						if (pathNode.G + cost + path.GetTraversalCost(other) < pathOther.G) {

							pathOther.cost = cost;
							pathOther.parent = pathNode;

							other.UpdateRecursiveG (path, pathOther,handler);
						}
						else if (pathOther.G+cost+path.GetTraversalCost(this) < pathNode.G && other.ContainsConnection (this)) {
							// Or if the path from the other node to this one is better

							pathNode.parent = pathOther;
							pathNode.cost = cost;

							UpdateRecursiveG (path, pathNode,handler);
						}
					}
				}
			}
		}
コード例 #4
0
ファイル: GridNode.cs プロジェクト: luukholleman/Airchitect
		public override void Open (Path path, PathNode pathNode, PathHandler handler) {

			GridGraph gg = GetGridGraph (GraphIndex);

			ushort pid = handler.PathID;

#if ASTAR_JPS
			if ( gg.useJumpPointSearch && !path.FloodingPath ) {
				JPSOpen (path, pathNode, handler);
			} else
#endif
			{
				int[] neighbourOffsets = gg.neighbourOffsets;
				uint[] neighbourCosts = gg.neighbourCosts;
				GridNode[] nodes = gg.nodes;

				for (int i=0;i<8;i++) {
					if (GetConnectionInternal(i)) {

						GridNode other = nodes[nodeInGridIndex + neighbourOffsets[i]];
						if (!path.CanTraverse (other)) continue;

						PathNode otherPN = handler.GetPathNode (other);

						uint tmpCost = neighbourCosts[i];

						if (otherPN.pathID != pid) {
							otherPN.parent = pathNode;
							otherPN.pathID = pid;

							otherPN.cost = tmpCost;

							otherPN.H = path.CalculateHScore (other);
							other.UpdateG (path, otherPN);

							//Debug.Log ("G " + otherPN.G + " F " + otherPN.F);
							handler.PushNode (otherPN);
							//Debug.DrawRay ((Vector3)otherPN.node.Position, Vector3.up,Color.blue);
						} else {

							// Sorry for the huge number of #ifs

							//If not we can test if the path from the current node to this one is a better one then the one already used

#if ASTAR_NO_TRAVERSAL_COST
							if (pathNode.G+tmpCost < otherPN.G)
#else
							if (pathNode.G+tmpCost+path.GetTraversalCost(other) < otherPN.G)
#endif
							{
								//Debug.Log ("Path better from " + NodeIndex + " to " + otherPN.node.NodeIndex + " " + (pathNode.G+tmpCost+path.GetTraversalCost(other)) + " < " + otherPN.G);
								otherPN.cost = tmpCost;

								otherPN.parent = pathNode;

								other.UpdateRecursiveG (path,otherPN, handler);

							//Or if the path from this node ("other") to the current ("current") is better
							}
#if ASTAR_NO_TRAVERSAL_COST
							else if (otherPN.G+tmpCost < pathNode.G)
#else
							else if (otherPN.G+tmpCost+path.GetTraversalCost (this) < pathNode.G)
#endif
							{

								//Debug.Log ("Path better from " + otherPN.node.NodeIndex + " to " + NodeIndex + " " + (otherPN.G+tmpCost+path.GetTraversalCost (this)) + " < " + pathNode.G);
								pathNode.parent = otherPN;
								pathNode.cost = tmpCost;

								UpdateRecursiveG(path, pathNode, handler);
							}
						}
					}
				}
			}

#if !ASTAR_GRID_NO_CUSTOM_CONNECTIONS
			if (connections != null) for (int i=0;i<connections.Length;i++) {

				GraphNode other = connections[i];
				if (!path.CanTraverse (other)) continue;

				PathNode otherPN = handler.GetPathNode (other);

				uint tmpCost = connectionCosts[i];

				if (otherPN.pathID != pid) {
					otherPN.parent = pathNode;
					otherPN.pathID = pid;

					otherPN.cost = tmpCost;

					otherPN.H = path.CalculateHScore (other);
					other.UpdateG (path, otherPN);

					//Debug.Log ("G " + otherPN.G + " F " + otherPN.F);
					handler.PushNode (otherPN);
					//Debug.DrawRay ((Vector3)otherPN.node.Position, Vector3.up,Color.blue);
				} else {

					// Sorry for the huge number of #ifs

					//If not we can test if the path from the current node to this one is a better one then the one already used

#if ASTAR_NO_TRAVERSAL_COST
					if (pathNode.G+tmpCost < otherPN.G)
#else
					if (pathNode.G+tmpCost+path.GetTraversalCost(other) < otherPN.G)
#endif
					{
						//Debug.Log ("Path better from " + NodeIndex + " to " + otherPN.node.NodeIndex + " " + (pathNode.G+tmpCost+path.GetTraversalCost(other)) + " < " + otherPN.G);
						otherPN.cost = tmpCost;

						otherPN.parent = pathNode;

						other.UpdateRecursiveG (path,otherPN, handler);

					//Or if the path from this node ("other") to the current ("current") is better
					}
#if ASTAR_NO_TRAVERSAL_COST
					else if (otherPN.G+tmpCost < pathNode.G && other.ContainsConnection (this))
#else
					else if (otherPN.G+tmpCost+path.GetTraversalCost (this) < pathNode.G && other.ContainsConnection (this))
#endif
					{
						//Debug.Log ("Path better from " + otherPN.node.NodeIndex + " to " + NodeIndex + " " + (otherPN.G+tmpCost+path.GetTraversalCost (this)) + " < " + pathNode.G);
						pathNode.parent = otherPN;
						pathNode.cost = tmpCost;

						UpdateRecursiveG(path, pathNode, handler);
					}
				}
			}
#endif
		}