static void AnalyzeNode() { if (!GridHeap.Contains(neighbor)) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.Add(neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.UpdateItem(neighbor); } }
/// <summary> /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="outputPath">Return path.</param> public static bool FindPath(GridNode startNode, GridNode endNode, FastList <GridNode> outputPath) { #region Broadphase and Preperation if (endNode.Unwalkable) { return(false); } if (startNode.Unwalkable) { return(false); } outputPath.FastClear(); if (System.Object.ReferenceEquals(startNode, endNode)) { outputPath.Add(endNode); return(true); } System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch(); sw.Start(); GridHeap.FastClear(); GridClosedSet.FastClear(); #endregion #region AStar Algorithm GridHeap.Add(startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; while (GridHeap.Count > 0) { currentNode = GridHeap.RemoveFirst(); GridClosedSet.Add(currentNode); if (currentNode.gridIndex == endNode.gridIndex) { //Retraces the path then outputs it into outputPath //Also Simplifies the path outputPath.FastClear(); TracePath.FastClear(); currentNode = endNode; StartNodeIndex = startNode.gridIndex; while (currentNode.gridIndex != StartNodeIndex) { TracePath.Add(currentNode); oldNode = currentNode; currentNode = currentNode.parent; } oldNode = startNode; currentNode = TracePath [TracePath.Count - 1]; oldX = currentNode.gridX - oldNode.gridX; oldY = currentNode.gridY - oldNode.gridY; for (i = TracePath.Count - 2; i >= 0; i--) { oldNode = currentNode; currentNode = TracePath.innerArray [i]; newX = currentNode.gridX - oldNode.gridX; newY = currentNode.gridY - oldNode.gridY; if (newX != oldX || newY != oldY) { outputPath.Add(oldNode); oldX = newX; oldY = newY; } //outputPath.Add (currentNode); } outputPath.Add(endNode); return(true); } for (i = 0; i < 8; i++) { neighbor = currentNode.NeighborNodes [i]; if (neighbor == null || neighbor.Unwalkable || GridClosedSet.Contains(neighbor)) { continue; } newMovementCostToNeighbor = currentNode.gCost + (GridNode.IsNeighborDiagnal [i] ? 141 : 100); if (!GridHeap.Contains(neighbor)) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.Add(neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.UpdateItem(neighbor); } } } #endregion return(false); }
/// <summary> /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="outputPath">Return path.</param> public static bool FindPath(GridNode startNode, GridNode endNode, FastList<GridNode> outputPath) { #region Broadphase and Preperation if (endNode.Unwalkable) { return false; } if (startNode.Unwalkable) { return false; } outputPath.FastClear (); if (System.Object.ReferenceEquals (startNode, endNode)) { outputPath.Add (endNode); return true; } System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch(); sw.Start (); GridHeap.FastClear (); GridClosedSet.FastClear (); #endregion #region AStar Algorithm GridHeap.Add (startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; while (GridHeap.Count > 0) { currentNode = GridHeap.RemoveFirst (); GridClosedSet.Add (currentNode); if (currentNode.gridIndex == endNode.gridIndex) { //Retraces the path then outputs it into outputPath //Also Simplifies the path outputPath.FastClear (); TracePath.FastClear (); currentNode = endNode; StartNodeIndex = startNode.gridIndex; while (currentNode.gridIndex != StartNodeIndex) { TracePath.Add (currentNode); oldNode = currentNode; currentNode = currentNode.parent; } oldNode = startNode; currentNode = TracePath [TracePath.Count - 1]; oldX = currentNode.gridX - oldNode.gridX; oldY = currentNode.gridY - oldNode.gridY; for (i = TracePath.Count - 2; i >= 0; i--) { oldNode = currentNode; currentNode = TracePath.innerArray [i]; newX = currentNode.gridX - oldNode.gridX; newY = currentNode.gridY - oldNode.gridY; if (newX != oldX || newY != oldY) { outputPath.Add (oldNode); oldX = newX; oldY = newY; } //outputPath.Add (currentNode); } outputPath.Add (endNode); return true; } for (i = 0; i < 8; i++) { neighbor = currentNode.NeighborNodes [i]; if (neighbor == null || neighbor.Unwalkable || GridClosedSet.Contains (neighbor)) { continue; } newMovementCostToNeighbor = currentNode.gCost + (GridNode.IsNeighborDiagnal [i] ? 141 : 100); if (!GridHeap.Contains (neighbor)) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic (); neighbor.parent = currentNode; GridHeap.Add (neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic (); neighbor.parent = currentNode; GridHeap.UpdateItem (neighbor); } } } #endregion return false; }
/// <summary> /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="outputPath">Return path.</param> public static bool FindPath(GridNode _startNode, GridNode _endNode, FastList <GridNode> _outputPath, int _unitSize = 1) { startNode = _startNode; endNode = _endNode; outputPath = _outputPath; unitSize = _unitSize; #region Broadphase and Preperation if (endNode.Unwalkable) { return(false); } if (startNode.Unwalkable) { return(false); } outputPath.FastClear(); if (System.Object.ReferenceEquals(startNode, endNode)) { outputPath.Add(endNode); return(true); } GridHeap.FastClear(); GridClosedSet.FastClear(); #endregion #region AStar Algorithm GridHeap.Add(startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; GridNode.PrepareUnpassableCheck(unitSize); //Prepare Unpassable check optimizations while (GridHeap.Count > 0) { currentNode = GridHeap.RemoveFirst(); GridClosedSet.Add(currentNode); if (currentNode.gridIndex == endNode.gridIndex) { //Retraces the path then outputs it into outputPath //Also Simplifies the path DestinationReached(); return(true); } for (i = 0; i < 8; i++) { neighbor = currentNode.NeighborNodes [i]; if (neighbor.IsNull() || currentNode.Unpassable() || GridClosedSet.Contains(neighbor)) { continue; } //0-3 = sides, 4-7 = diagonals if (i < 4) { newMovementCostToNeighbor = currentNode.gCost + 100; } else { if (i == 4) { if (!GridManager.UseDiagonalConnections) { break; } } newMovementCostToNeighbor = currentNode.gCost + 141; } if (!GridHeap.Contains(neighbor)) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.Add(neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.UpdateItem(neighbor); } } } #endregion return(false); }