コード例 #1
0
    public void Push(ActiveNode node) {
      if (numberOfItems == binaryHeap.Length) {
        var newHeap = new ActiveNode[binaryHeap.Length * 2];
        Array.Copy(binaryHeap, newHeap, binaryHeap.Length);
        binaryHeap = newHeap;
      }

      var bubbleIndex = numberOfItems;
      binaryHeap[bubbleIndex] = node;
      node.Slot = bubbleIndex;

      while (bubbleIndex != 1) {
        var parentIndex = bubbleIndex / 2;
        if (binaryHeap[parentIndex].F > node.F) {
          binaryHeap[bubbleIndex] = binaryHeap[parentIndex];
          binaryHeap[parentIndex] = node;

          binaryHeap[parentIndex].Slot = parentIndex;
          binaryHeap[bubbleIndex].Slot = bubbleIndex;

          bubbleIndex = parentIndex;
        }
        else
          break;
      }

      ++numberOfItems;
    }
コード例 #2
0
        public void Push(ActiveNode node)
        {
            if (numberOfItems == binaryHeap.Length)
            {
                var newHeap = new ActiveNode[binaryHeap.Length * 2];
                Array.Copy(binaryHeap, newHeap, binaryHeap.Length);
                binaryHeap = newHeap;
            }

            var bubbleIndex = numberOfItems;

            binaryHeap[bubbleIndex] = node;
            node.Slot = bubbleIndex;

            while (bubbleIndex != 1)
            {
                var parentIndex = bubbleIndex / 2;
                if (binaryHeap[parentIndex].F > node.F)
                {
                    binaryHeap[bubbleIndex] = binaryHeap[parentIndex];
                    binaryHeap[parentIndex] = node;

                    binaryHeap[parentIndex].Slot = parentIndex;
                    binaryHeap[bubbleIndex].Slot = bubbleIndex;

                    bubbleIndex = parentIndex;
                }
                else
                {
                    break;
                }
            }

            ++numberOfItems;
        }
コード例 #3
0
    public void Update(ActiveNode node) {
      var bubbleIndex = node.Slot;

      while (bubbleIndex != 1) {
        var parentIndex = bubbleIndex / 2;
        if (binaryHeap[parentIndex].F > node.F) {
          binaryHeap[bubbleIndex] = binaryHeap[parentIndex];
          binaryHeap[parentIndex] = node;

          binaryHeap[parentIndex].Slot = parentIndex;
          binaryHeap[bubbleIndex].Slot = bubbleIndex;

          bubbleIndex = parentIndex;
        }
        else
          break;
      }
    }
コード例 #4
0
ファイル: ActiveNode.cs プロジェクト: Ramzawulf/unityassets
    public static ActiveNode Create(Short2 node) {
      ActiveNode activeNode;

      if (poolCount > 0) {
        activeNode = pool.Pop();
        poolCount -= 1;
      }
      else {
        activeNode = new ActiveNode();
      }

      activeNode.Node = node;
      activeNode.F = 0;
      activeNode.G = 0;
      activeNode.H = 0;
      activeNode.Slot = 0;
      activeNode.Parent = null;

      return activeNode;
    }
コード例 #5
0
ファイル: ActiveNode.cs プロジェクト: xetrocoen/unityassets
        public static ActiveNode Create(Short2 node)
        {
            ActiveNode activeNode;

            if (poolCount > 0)
            {
                activeNode = pool.Pop();
                poolCount -= 1;
            }
            else
            {
                activeNode = new ActiveNode();
            }

            activeNode.Node   = node;
            activeNode.F      = 0;
            activeNode.G      = 0;
            activeNode.H      = 0;
            activeNode.Slot   = 0;
            activeNode.Parent = null;

            return(activeNode);
        }
コード例 #6
0
        public void Update(ActiveNode node)
        {
            var bubbleIndex = node.Slot;

            while (bubbleIndex != 1)
            {
                var parentIndex = bubbleIndex / 2;
                if (binaryHeap[parentIndex].F > node.F)
                {
                    binaryHeap[bubbleIndex] = binaryHeap[parentIndex];
                    binaryHeap[parentIndex] = node;

                    binaryHeap[parentIndex].Slot = parentIndex;
                    binaryHeap[bubbleIndex].Slot = bubbleIndex;

                    bubbleIndex = parentIndex;
                }
                else
                {
                    break;
                }
            }
        }
コード例 #7
0
ファイル: Grid.cs プロジェクト: Ramzawulf/unityassets
 public static int Cost(ActiveNode node, ActiveNode parent) {
   return parent.G + (IsDiagonal(node.Node, parent.Node) ? 14 : 10);
 }
コード例 #8
0
ファイル: ActiveNode.cs プロジェクト: xetrocoen/unityassets
 public static void Recycle(ActiveNode node)
 {
     pool.Push(node);
 }
コード例 #9
0
        public bool FindPath(Grid grid, Short2 from, Short2 to, out Short2[] foundPath)
        {
            var sw = System.Diagnostics.Stopwatch.StartNew();

            foundPath = null;

            var        found = false;
            int        totalNodesSearched = 0;
            ActiveNode connectionNode     = null;

            if (grid.IsClosed(to))
            {
                return(false);
            }

            var start = ActiveNode.Create(from);

            openList.Push(start);

            while (openList.NumberOfItems > 0)
            {
                var current        = openList.Pop();
                var numConnections = grid.GetConnections(current.Node);

                for (var i = 0; i < numConnections; ++i)
                {
                    var connection = grid.Connections[i];

                    if (grid.IsClosed(connection))
                    {
                        continue;
                    }

                    if (closedList.Contains(connection.Packed))
                    {
                        continue;
                    }

                    // Old Node
                    if (activeNodes.TryGetValue(connection.Packed, out connectionNode))
                    {
                        var newG = Grid.Cost(connectionNode, current);
                        if (newG < connectionNode.G)
                        {
                            connectionNode.G      = newG;
                            connectionNode.F      = connectionNode.H + newG;
                            connectionNode.Parent = current;
                            openList.Update(connectionNode);
                        }
                    }

                    // New Node
                    else
                    {
                        activeNodes[connection.Packed] = connectionNode = ActiveNode.Create(connection);

                        connectionNode.H      = Grid.Heuristic(connection, to);
                        connectionNode.G      = Grid.Cost(connectionNode, current);
                        connectionNode.F      = connectionNode.H + connectionNode.G;
                        connectionNode.Parent = current;

                        openList.Push(connectionNode);
                        activeList.Add(connectionNode);

                        ++totalNodesSearched;
                    }
                }

                if (current.Node.Packed == to.Packed)
                {
                    while (current != null)
                    {
                        path.Add(current.Node);
                        current = current.Parent;
                    }

                    path.Reverse();
                    foundPath = path.ToArray();

                    if (grid.AutoSmooth)
                    {
                        foundPath = grid.Smooth(foundPath);
                    }

                    found = true;

                    break;
                }

                closedList.Add(current.Node.Packed);
            }

            for (var i = 0; i < activeList.Count; ++i)
            {
                ActiveNode.Recycle(activeList[i]);
            }

            sw.Stop();

            openList.Clear();
            closedList.Clear();
            path.Clear();
            activeList.Clear();
            activeNodes.Clear();

            return(found);
        }
コード例 #10
0
 public static int Cost(ActiveNode node, ActiveNode parent)
 {
     return(parent.G + (IsDiagonal(node.Node, parent.Node) ? 14 : 10));
 }
コード例 #11
0
ファイル: ActiveNode.cs プロジェクト: Ramzawulf/unityassets
 public static void Recycle(ActiveNode node) {
   pool.Push(node);
 }