Exemplo n.º 1
0
        public void SmoothPath(Path path)
        {
            List<Vector3> wayPoints = path.Waypoints;

            if (wayPoints.Count < 3)
            {
                return;
            }

            int current;
            int middle;
            int last;

            current = 0;
            middle = current + 1;
            last = current + 2;

            while (last != wayPoints.Count)
            {

                Vector3 point0, point2;

                point0 = wayPoints[current];
                point2 = wayPoints[last];
                point0.y = 0;
                point2.y = 0;
                if ((RayTrace(point0, point2)))
                {
                    current++;
                    middle++;
                    last++;

                }
                else
                {
                    wayPoints.RemoveAt(middle);
                }
            }
        }
Exemplo n.º 2
0
        public Path FindPath(Vector3 start, Vector3 end)
        {
            long oldNow = DateTime.Now.Ticks;
            bool found = false;
            this.end = PositionToVoxel(start); // end refers to start
            this.start = PositionToVoxel(end); // start refers to end

            open.Clear();
            closed.Clear();

            Node first = new Node();
            first.f = first.g = first.h = 0.0f;
            first.pos = this.start;
            open[this.start] = first;
            //openList.Add(first);
            //openPQ.Enqueue(first);

            Node current = first;
            System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
            int maxSize = 0;
            stopwatch.Start();
            bool timeout = false;
            while (open.Count > 0)
            {
                if (stopwatch.ElapsedMilliseconds > 5000)
                {
                    timeout = true;
                    break;
                }
                if (open.Count > maxSize)
                {
                    maxSize = open.Count;
                }
                //current = openPQ.Dequeue();
                //float min = current.f;

                // Get the top of the q
                float min = float.MaxValue;
                foreach (Node node in open.Values)
                {
                    if (node.f < min)
                    {
                        current = node;
                        min = node.f;
                    }
                }

                if (current.pos.Equals(this.end))
                {
                    found = true;
                    break;
                }
                addAdjacentNodes(current);
                open.Remove(current.pos);
                //openList.Remove(current);
                closed[current.pos] = current;
            }
            Path path = new Path();
            if (found)
            {
                while (!current.pos.Equals(this.start))
                {
                    path.Waypoints.Add(current.pos);
                    current = current.parent;
                }
                path.Waypoints.Add(current.pos);
                message = "A * took: " + stopwatch.ElapsedMilliseconds + " milliseconds. Open list: " + maxSize;

            }
            else
            {
                if (timeout)
                {
                    message = "A* timed out after 5 seconds. Open list: " + maxSize;
                }
                else
                {
                    message = "No path found. Open list: " + maxSize;
                }

            }
            if (smooth)
            {
                SmoothPath(path);
            }
            return path;
        }
        public Path FindPath(Vector3 start, Vector3 end)
        {
            long oldNow = DateTime.Now.Ticks;
            bool found = false;
            this.end.x = (float)Math.Round(start.x); this.end.y = (float)Math.Round(start.y); this.end.z = (float)Math.Round(start.z);
            this.start.x = (float)Math.Round(end.x); this.start.y = (float)Math.Round(end.y); this.start.z = (float)Math.Round(end.z);

            open.Clear();
            closed.Clear();

            Node first = new Node();
            first.f = first.g = first.h = 0.0f;
            first.pos = this.start;
            open[this.start] = first;
            //openList.Add(first);
            //openPQ.Enqueue(first);

            Node current = first;
            while (open.Count > 0)
            {
                //current = openPQ.Dequeue();
                //float min = current.f;

                // Get the top of the q
                float min = float.MaxValue;
                foreach (Node node in open.Values)
                {
                    if (node.f < min)
                    {
                        current = node;
                        min = node.f;
                    }
                }

                if (current.pos.Equals(this.end))
                {
                    found = true;
                    break;
                }
                addAdjacentNodes(current);
                open.Remove(current.pos);
                //openList.Remove(current);
                closed[current.pos] = current;
            }
            Path path = new Path();
            if (found)
            {
                while (!current.pos.Equals(this.start))
                {
                    path.Waypoints.Add(current.pos);
                    current = current.parent;
                }
                path.Waypoints.Add(current.pos);
            }
            long elapsed = DateTime.Now.Ticks - oldNow;
            Debug.Log("A * took: " + (elapsed / 10000) + " milliseconds");
            if (smooth)
            {
                SmoothPath(path);
            }
            return path;
        }