Exemplo n.º 1
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);
						}
					}
				}
			}
		}