// Advances search one step public SearchState SearchStep() { // Firstly break if the user has not initialised the search System.Diagnostics.Debug.Assert((m_State > SearchState.NotInitialized) && (m_State < SearchState.Invalid)); // Next I want it to be safe to do a searchstep once the search has succeeded... if (m_State == SearchState.Succeeded || m_State == SearchState.Failed) { return(m_State); } // Failure is defined as emptying the open list as there is nothing left to // search... // New: Allow user abort if (m_OpenList.Count == 0 || m_CancelRequest || m_Steps > kiterationLimit) { FreeSolutionNodes(); m_State = SearchState.Failed; return(m_State); } // Incremement step count m_Steps++; // Pop the best node (the one with the lowest f) Node n = m_OpenList[0]; // get pointer to the node m_OpenList.RemoveAt(0); //System.Console.WriteLine("Checking node at " + n.m_UserState.position + ", f: " + n.f); // Check for the goal, once we pop that we're done if (n.m_UserState.IsGoal(m_Goal.m_UserState)) { // The user is going to use the Goal Node he passed in // so copy the parent pointer of n m_Goal.parent = n.parent; m_Goal.g = n.g; // A special case is that the goal was passed in as the start state // so handle that here if (false == n.m_UserState.IsSameState(m_Start.m_UserState)) { // set the child pointers in each node (except Goal which has no child) Node nodeChild = m_Goal; Node nodeParent = m_Goal.parent; do { nodeParent.child = nodeChild; nodeChild = nodeParent; nodeParent = nodeParent.parent; }while (nodeChild != m_Start); // Start is always the first node by definition } // delete nodes that aren't needed for the solution //FreeUnusedNodes(); #if PATHFIND_DEBUG System.Console.WriteLine("GOAL REACHED! Steps: " + m_Steps + ", allocated nodes: " + m_AllocateNodeCount + ", MapSearchNodes: " + allocatedMapSearchNodes); System.Console.WriteLine("High water marks - Open:" + openListHighWaterMark + ", Closed: " + closedListHighWaterMark + ", Successors: " + successorListHighWaterMark); #endif m_State = SearchState.Succeeded; return(m_State); } else // not goal { // We now need to generate the successors of this node // The user helps us to do this, and we keep the new nodes in m_Successors ... m_Successors.Clear(); // empty vector of successor nodes to n // User provides this functions and uses AddSuccessor to add each successor of // node 'n' to m_Successors bool ret = false; if (n.parent != null) { ret = n.m_UserState.GetSuccessors(this, n.parent.m_UserState); } else { ret = n.m_UserState.GetSuccessors(this, null); } if (!ret) { m_Successors.Clear(); // empty vector of successor nodes to n // free up everything else we allocated FreeSolutionNodes(); m_State = SearchState.OutOfMemory; return(m_State); } // Now handle each successor to the current node ... Node successor = null; int successors_size = m_Successors.Count; for (int i = 0; i < successors_size; ++i) { successor = m_Successors[i]; // The g value for this successor ... FP newg = n.g + n.m_UserState.GetCost(successor.m_UserState); // Now we need to find whether the node is on the open or closed lists // If it is but the node that is already on them is better (lower g) // then we can forget about this successor // First linear search of open list to find node Node openlist_result = null; int openlist_size = m_OpenList.Count; bool foundOpenNode = false; for (int j = 0; j < openlist_size; ++j) { openlist_result = m_OpenList[j]; if (openlist_result.m_UserState.IsSameState(successor.m_UserState)) { foundOpenNode = true; break; } } if (foundOpenNode) { // we found this state on open if (openlist_result.g <= newg) { // the one on Open is cheaper than this one continue; } } Node closedlist_result = null; int closedlist_size = m_ClosedList.Count; bool foundClosedNode = false; for (int k = 0; k < closedlist_size; ++k) { closedlist_result = m_ClosedList[k]; if (closedlist_result.m_UserState.IsSameState(successor.m_UserState)) { foundClosedNode = true; break; } } if (foundClosedNode) { // we found this state on closed if (closedlist_result.g <= newg) { // the one on Closed is cheaper than this one continue; } } // This node is the best node so far with this particular state // so lets keep it and set up its AStar specific data ... successor.parent = n; successor.g = newg; successor.h = successor.m_UserState.GoalDistanceEstimate(m_Goal.m_UserState); successor.f = successor.g + successor.h; // Remove successor from closed if it was on it if (foundClosedNode) { // remove it from Closed m_ClosedList.Remove(closedlist_result); } // Update old version of this node if (foundOpenNode) { m_OpenList.Remove(openlist_result); } SortedAddToOpenList(successor); } // push n onto Closed, as we have expanded it now m_ClosedList.Add(n); if (m_ClosedList.Count > closedListHighWaterMark) { closedListHighWaterMark = m_ClosedList.Count; } } // end else (not goal so expand) return(m_State); // 'Succeeded' bool is false at this point. }
public bool InvertMatrix4x4_Full(ref FPMatrix4x4 m, out FPMatrix4x4 output) { output = new FPMatrix4x4(); output.Clear(); FP[,] wtmp = new FP[4, 8]; FP m0, m1, m2, m3, s; FP[] r0 = new FP[8]; FP[] r1 = new FP[8]; FP[] r2 = new FP[8]; FP[] r3 = new FP[8]; r0[0] = m.m00; r0[1] = m.m01; r0[2] = m.m02; r0[3] = m.m03; r0[4] = 1.0; r0[5] = r0[6] = r0[7] = 0.0; r1[0] = m.m00; r1[1] = m.m01; r1[2] = m.m02; r1[3] = m.m03; r1[5] = 1.0; r1[4] = r1[6] = r1[7] = 0.0; r2[0] = m.m00; r2[1] = m.m01; r2[2] = m.m02; r2[3] = m.m03; r2[6] = 1.0; r2[4] = r2[5] = r2[7] = 0.0; r3[0] = m.m00; r3[1] = m.m01; r3[2] = m.m02; r3[3] = m.m03; r3[7] = 1.0; r3[4] = r3[5] = r3[6] = 0.0; /* choose pivot - or die */ if (FPMath.Abs(r3[0]) > FPMath.Abs(r2[0])) { swap_rows(ref r3, ref r2); } if (FPMath.Abs(r2[0]) > FPMath.Abs(r1[0])) { swap_rows(ref r2, ref r1); } if (FPMath.Abs(r1[0]) > FPMath.Abs(r0[0])) { swap_rows(ref r1, ref r0); } if (0.0F == r0[0]) { return(false); } /* eliminate first variable */ m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0]; s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s; s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s; s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s; s = r0[4]; if (s != 0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r0[5]; if (s != 0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r0[6]; if (s != 0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r0[7]; if (s != 0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (FPMath.Abs(r3[1]) > FPMath.Abs(r2[1])) { swap_rows(ref r3, ref r2); } if (FPMath.Abs(r2[1]) > FPMath.Abs(r1[1])) { swap_rows(ref r2, ref r1); } if (0 == r1[1]) { return(false); } /* eliminate second variable */ m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1]; r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2]; r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3]; s = r1[4]; if (0.0F != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r1[5]; if (0.0F != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r1[6]; if (0.0F != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r1[7]; if (0.0F != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; } /* choose pivot - or die */ if (FPMath.Abs(r3[2]) > FPMath.Abs(r2[2])) { swap_rows(ref r3, ref r2); } if (0.0F == r2[2]) { return(false); } /* eliminate third variable */ m3 = r3[2] / r2[2]; r3[3] -= m3 * r2[3]; r3[4] -= m3 * r2[4]; r3[5] -= m3 * r2[5]; r3[6] -= m3 * r2[6]; r3[7] -= m3 * r2[7]; /* last check */ if (0.0F == r3[3]) { return(false); } s = 1.0F / r3[3]; /* now back substitute row 3 */ r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s; m2 = r2[3]; /* now back substitute row 2 */ s = 1.0F / r2[2]; r2[4] = s * (r2[4] - r3[4] * m2); r2[5] = s * (r2[5] - r3[5] * m2); r2[6] = s * (r2[6] - r3[6] * m2); r2[7] = s * (r2[7] - r3[7] * m2); m1 = r1[3]; r1[4] -= r3[4] * m1; r1[5] -= r3[5] * m1; r1[6] -= r3[6] * m1; r1[7] -= r3[7] * m1; m0 = r0[3]; r0[4] -= r3[4] * m0; r0[5] -= r3[5] * m0; r0[6] -= r3[6] * m0; r0[7] -= r3[7] * m0; m1 = r1[2]; /* now back substitute row 1 */ s = 1.0F / r1[1]; r1[4] = s * (r1[4] - r2[4] * m1); r1[5] = s * (r1[5] - r2[5] * m1); r1[6] = s * (r1[6] - r2[6] * m1); r1[7] = s * (r1[7] - r2[7] * m1); m0 = r0[2]; r0[4] -= r2[4] * m0; r0[5] -= r2[5] * m0; r0[6] -= r2[6] * m0; r0[7] -= r2[7] * m0; m0 = r0[1]; /* now back substitute row 0 */ s = 1.0F / r0[0]; r0[4] = s * (r0[4] - r1[4] * m0); r0[5] = s * (r0[5] - r1[5] * m0); r0[6] = s * (r0[6] - r1[6] * m0); r0[7] = s * (r0[7] - r1[7] * m0); output.m00 = r0[4]; output.m01 = r0[5]; output.m02 = r0[6]; output.m03 = r0[7]; output.m10 = r1[4]; output.m11 = r1[5]; output.m12 = r1[6]; output.m13 = r1[7]; output.m20 = r2[4]; output.m21 = r2[5]; output.m22 = r2[6]; output.m23 = r2[7]; output.m30 = r3[4]; output.m31 = r3[5]; output.m32 = r3[6]; output.m33 = r3[7]; return(true); }
public bool CompareApproximately(FP f0, FP f1) { return(CompareApproximately(f0, f1, FP.Epsilon)); }
// Access element at sequential index (0..15 inclusive). public FP this[int index] { get { switch (index) { case 0: return(m00); case 1: return(m10); case 2: return(m20); case 3: return(m30); case 4: return(m01); case 5: return(m11); case 6: return(m21); case 7: return(m31); case 8: return(m02); case 9: return(m12); case 10: return(m22); case 11: return(m32); case 12: return(m03); case 13: return(m13); case 14: return(m23); case 15: return(m33); default: throw new IndexOutOfRangeException("Invalid matrix index!"); } } set { switch (index) { case 0: m00 = value; break; case 1: m10 = value; break; case 2: m20 = value; break; case 3: m30 = value; break; case 4: m01 = value; break; case 5: m11 = value; break; case 6: m21 = value; break; case 7: m31 = value; break; case 8: m02 = value; break; case 9: m12 = value; break; case 10: m22 = value; break; case 11: m32 = value; break; case 12: m03 = value; break; case 13: m13 = value; break; case 14: m23 = value; break; case 15: m33 = value; break; default: throw new IndexOutOfRangeException("Invalid matrix index!"); } } }
public static FPQuaternion Lerp(FPQuaternion a, FPQuaternion b, FP t) { t = FPMath.Clamp(t, FP.Zero, FP.One); return(LerpUnclamped(a, b, t)); }
public static FPQuaternion Inverse(FPQuaternion rotation) { FP invNorm = FP.One / ((rotation.x * rotation.x) + (rotation.y * rotation.y) + (rotation.z * rotation.z) + (rotation.w * rotation.w)); return(FPQuaternion.Multiply(FPQuaternion.Conjugate(rotation), invNorm)); }
public static FPQuaternion RotateTowards(FPQuaternion from, FPQuaternion to, FP maxDegreesDelta) { FP dot = Dot(from, to); if (dot < 0.0f) { to = Multiply(to, -1); dot = -dot; } FP halfTheta = FP.Acos(dot); FP theta = halfTheta * 2; maxDegreesDelta *= FP.Deg2Rad; if (maxDegreesDelta >= theta) { return(to); } maxDegreesDelta /= theta; return(Multiply(Multiply(from, FP.Sin((1 - maxDegreesDelta) * halfTheta)) + Multiply(to, FP.Sin(maxDegreesDelta * halfTheta)), 1 / FP.Sin(halfTheta))); }
public static FPQuaternion Slerp(FPQuaternion from, FPQuaternion to, FP t) { t = FPMath.Clamp(t, 0, 1); FP dot = Dot(from, to); if (dot < 0.0f) { to = Multiply(to, -1); dot = -dot; } if (dot < 0.95f) { FP halfTheta = FP.Acos(dot); return(Multiply(Multiply(from, FP.Sin((1 - t) * halfTheta)) + Multiply(to, FP.Sin(t * halfTheta)), 1 / FP.Sin(halfTheta))); } else { return(Lerp(from, to, t)); } }