public Node SetNode(int iX, int iY, bool?iWalkable = null) { GridPos pos = new GridPos(iX, iY); return(SetNode(pos, iWalkable)); }
protected void removeNode(int iX, int iY) { GridPos pos = new GridPos(iX, iY); removeNode(pos); }
public Node GetNode(int iX, int iY) { GridPos pos = new GridPos(iX, iY); return(GetNode(pos)); }
//Basic path planner function private void Redraw() { return; bool start_found = false; bool end_found = false; mapHasLoads = false; GridPos endPos = new GridPos(); pos_index = 0; startPos = new List <GridPos>(); //list that will be filled with the starting points of every AGV AGVs = new List <Vehicle>(); //list that will be filled with objects of the class Vehicle loadPos = new List <GridPos>(); //list that will be filled with the points of every Load //Double FOR-loops to scan the whole Grid and perform the needed actions for (int i = 0; i < Globals._WidthBlocks; i++) { for (int j = 0; j < Globals._HeightBlocks; j++) { if (m_rectangles[i][j].boxType == BoxType.Wall) { searchGrid.SetWalkableAt(new GridPos(i, j), false);//Walls are marked as non-walkable } else { searchGrid.SetWalkableAt(new GridPos(i, j), true);//every other block is marked as walkable (for now) } if (m_rectangles[i][j].boxType == BoxType.Load) { mapHasLoads = true; searchGrid.SetWalkableAt(new GridPos(i, j), false); //marks every Load as non-walkable isLoad[i, j] = 1; //considers every Load as available loadPos.Add(new GridPos(i, j)); //inserts the coordinates of the Load inside a list } if (m_rectangles[i][j].boxType == BoxType.Normal) { m_rectangles[i][j].onHover(Globals.boxDefaultColor); } if (m_rectangles[i][j].boxType == BoxType.Start) { if (beforeStart) { searchGrid.SetWalkableAt(new GridPos(i, j), false); //initial starting points of AGV are non walkable until 1st run is completed } else { searchGrid.SetWalkableAt(new GridPos(i, j), true); } start_found = true; AGVs.Add(new Vehicle(this)); AGVs[pos_index].ID = pos_index; startPos.Add(new GridPos(i, j)); //adds the starting coordinates of an AGV to the StartPos list //a & b are used by DrawPoints() as the starting x,y for calculation purposes a = startPos[pos_index].x; b = startPos[pos_index].y; if (pos_index < startPos.Count) { startPos[pos_index] = new GridPos(startPos[pos_index].x, startPos[pos_index].y); pos_index++; } } if (m_rectangles[i][j].boxType == BoxType.End) { end_found = true; endPos.x = i; endPos.y = j; } } } if (!start_found || !end_found) { return; //will return if there are no starting or end points in the Grid } pos_index = 0; if (AGVs != null) { for (int i = 0; i < AGVs.Count(); i++) { if (AGVs[i] != null) { AGVs[i].Status.Busy = false; //initialize the status of AGVs, as 'available' } } } startPos = NotTrappedVehicles(startPos, endPos); //replaces the List with all the inserted AGVs //with a new one containing the right ones if (mapHasLoads) { KeepValidLoads(endPos); //calls a function that checks which Loads are available } //to be picked up by AGVs and removed the trapped ones. //For-loop to repeat the path-finding process for ALL the AGVs that participate in the simulation for (int i = 0; i < startPos.Count; i++) { if (loadPos.Count != 0) { loadPos = CheckForTrappedLoads(loadPos, endPos); } if (loadPos.Count == 0) { mapHasLoads = false; AGVs[i].HasLoadToPick = false; } else { mapHasLoads = true; AGVs[i].HasLoadToPick = true; } if (AGVs[i].Status.Busy == false) { List <GridPos> JumpPointsList; switch (mapHasLoads) { case true: //====create the path FROM START TO LOAD, if load exists===== for (int m = 0; m < loadPos.Count; m++) { searchGrid.SetWalkableAt(loadPos[m], false); //Do not allow walk over any other load except the targeted one } searchGrid.SetWalkableAt(loadPos[0], true); //use of the A* alorithms to find the path between AGV and its marked Load jumpParam.Reset(startPos[pos_index], loadPos[0]); JumpPointsList = AStarFinder.FindPath(jumpParam, nud_weight.Value); AGVs[i].JumpPoints = JumpPointsList; AGVs[i].Status.Busy = true; //====create the path FROM START TO LOAD, if load exists===== //======FROM LOAD TO END====== for (int m = 0; m < loadPos.Count; m++) { searchGrid.SetWalkableAt(loadPos[m], false); } jumpParam.Reset(loadPos[0], endPos); JumpPointsList = AStarFinder.FindPath(jumpParam, nud_weight.Value); AGVs[i].JumpPoints.AddRange(JumpPointsList); //marks the load that each AGV picks up on the 1st route, as 3, so each agv knows where to go after delivering the 1st load isLoad[loadPos[0].x, loadPos[0].y] = 3; AGVs[i].MarkedLoad = new Point(loadPos[0].x, loadPos[0].y); loadPos.Remove(loadPos[0]); //======FROM LOAD TO END====== break; case false: jumpParam.Reset(startPos[pos_index], endPos); JumpPointsList = AStarFinder.FindPath(jumpParam, nud_weight.Value); AGVs[i].JumpPoints = JumpPointsList; break; } } pos_index++; } int c = 0; for (int i = 0; i < startPos.Count; i++) { c += AGVs[i].JumpPoints.Count; } for (int i = 0; i < startPos.Count; i++) { for (int j = 0; j < AGVs[i].JumpPoints.Count - 1; j++) { GridLine line = new GridLine ( m_rectangles[AGVs[i].JumpPoints[j].x][AGVs[i].JumpPoints[j].y], m_rectangles[AGVs[i].JumpPoints[j + 1].x][AGVs[i].JumpPoints[j + 1].y] ); AGVs[i].Paths[j] = line; } } for (int i = 0; i < startPos.Count; i++) { if ((c - 1) > 0) { Array.Resize(ref AGVs[i].Paths, c - 1); //resize of the AGVs steps Table } } Invalidate(); }
//Basic path planner function private void Redraw() { bool startFound = false; bool endFound = false; _mapHasLoads = false; GridPos endPos = new GridPos(); _posIndex = 0; _startPos = new List <GridPos>(); //list that will be filled with the starting points of every AGV _AGVs = new List <Vehicle>(); //list that will be filled with objects of the class Vehicle _loadPos = new List <GridPos>(); //list that will be filled with the points of every Load _loads = 0; //Double FOR-loops to scan the whole Grid and perform the needed actions for (var i = 0; i < Globals.WidthBlocks; i++) { for (var j = 0; j < Globals.HeightBlocks; j++) { if (_rectangles[i][j].BoxType == BoxType.Wall) { _searchGrid.SetWalkableAt(new GridPos(i, j), false);//Walls are marked as non-walkable } else { _searchGrid.SetWalkableAt(new GridPos(i, j), true);//every other block is marked as walkable (for now) } if (_rectangles[i][j].BoxType == BoxType.Load) { _mapHasLoads = true; _searchGrid.SetWalkableAt(new GridPos(i, j), false); //marks every Load as non-walkable _isLoad[i, j] = 1; //considers every Load as available _loads++; //counts the number of available Loads in the grid _loadPos.Add(new GridPos(i, j)); //inserts the coordinates of the Load inside a list } if (_rectangles[i][j].BoxType == BoxType.Normal) { _rectangles[i][j].OnHover(_boxDefaultColor); } if (_rectangles[i][j].BoxType == BoxType.Start) { if (_beforeStart) { _searchGrid.SetWalkableAt(new GridPos(i, j), false); //initial starting points of AGV are non walkable until 1st run is completed } else { _searchGrid.SetWalkableAt(new GridPos(i, j), true); } startFound = true; _AGVs.Add(new Vehicle(this)); _AGVs[_posIndex].ID = _posIndex; _startPos.Add(new GridPos(i, j)); //adds the starting coordinates of an AGV to the StartPos list //a & b are used by DrawPoints() as the starting x,y for calculation purposes _a = _startPos[_posIndex].X; _b = _startPos[_posIndex].Y; if (_posIndex < _startPos.Count) { _startPos[_posIndex] = new GridPos(_startPos[_posIndex].X, _startPos[_posIndex].Y); _posIndex++; } } if (_rectangles[i][j].BoxType == BoxType.End) { endFound = true; endPos.X = i; endPos.Y = j; _endPointCoords = new Point(i * Globals.BlockSide, j * Globals.BlockSide + Globals.TopBarOffset); } } } if (!startFound || !endFound) { return; //will return if there are no starting or end points in the Grid } _posIndex = 0; if (_AGVs != null) { for (short i = 0; i < _AGVs.Count(); i++) { if (_AGVs[i] != null) { _AGVs[i].UpdateAGV(); _AGVs[i].Status.Busy = false; //initialize the status of _AGVs, as 'available' } } } _startPos = NotTrappedVehicles(_startPos, endPos); //replaces the List with all the inserted _AGVs //with a new one containing the right ones if (_mapHasLoads) { KeepValidLoads(endPos); //calls a function that checks which Loads are available } //to be picked up by _AGVs and removed the trapped ones. //For-loop to repeat the path-finding process for ALL the _AGVs that participate in the simulation for (short i = 0; i < _startPos.Count; i++) { if (_loadPos.Count != 0) { var task = System.Threading.Tasks.Task.Run(() => CheckForTrappedLoads(_loadPos, endPos)); _loadPos = task.Result; //_loadPos = await CheckForTrappedLoads(_loadPos, endPos); } if (_loadPos.Count == 0) { _mapHasLoads = false; _AGVs[i].HasLoadToPick = false; } else { _mapHasLoads = true; _AGVs[i].HasLoadToPick = true; } if (_AGVs[i].Status.Busy == false) { List <GridPos> jumpPointsList; switch (_mapHasLoads) { case true: //====create the path FROM START TO LOAD, if load exists===== for (int m = 0; m < _loadPos.Count; m++) { _searchGrid.SetWalkableAt(_loadPos[m], false); //Do not allow walk over any other load except the targeted one } _searchGrid.SetWalkableAt(_loadPos[0], true); //use of the A* alorithms to find the path between AGV and its marked Load _jumpParam.Reset(_startPos[_posIndex], _loadPos[0]); jumpPointsList = AStarFinder.FindPath(_jumpParam, Globals.AStarWeight); _AGVs[i].JumpPoints = jumpPointsList; _AGVs[i].Status.Busy = true; //====create the path FROM START TO LOAD, if load exists===== //======FROM LOAD TO END====== for (int m = 0; m < _loadPos.Count; m++) { _searchGrid.SetWalkableAt(_loadPos[m], false); } _jumpParam.Reset(_loadPos[0], endPos); jumpPointsList = AStarFinder.FindPath(_jumpParam, Globals.AStarWeight); _AGVs[i].JumpPoints.AddRange(jumpPointsList); //marks the load that each AGV picks up on the 1st route, as 3, so each agv knows where to go after delivering the 1st load _isLoad[_loadPos[0].X, _loadPos[0].Y] = 3; _AGVs[i].MarkedLoad = new Point(_loadPos[0].X, _loadPos[0].Y); _loadPos.Remove(_loadPos[0]); //======FROM LOAD TO END====== break; case false: _jumpParam.Reset(_startPos[_posIndex], endPos); jumpPointsList = AStarFinder.FindPath(_jumpParam, Globals.AStarWeight); _AGVs[i].JumpPoints = jumpPointsList; break; } } _posIndex++; } int c = 0; for (short i = 0; i < _startPos.Count; i++) { c += _AGVs[i].JumpPoints.Count; } for (short i = 0; i < _startPos.Count; i++) { for (int j = 0; j < _AGVs[i].JumpPoints.Count - 1; j++) { GridLine line = new GridLine ( _rectangles[_AGVs[i].JumpPoints[j].X][_AGVs[i].JumpPoints[j].Y], _rectangles[_AGVs[i].JumpPoints[j + 1].X][_AGVs[i].JumpPoints[j + 1].Y] ); _AGVs[i].Paths[j] = line; } } for (int i = 0; i < _startPos.Count; i++) { if ((c - 1) > 0) { Array.Resize(ref _AGVs[i].Paths, c - 1); //resize of the _AGVs steps Table } } if (_loads != 0) { tree_stats.Nodes[2].Text = "Remaining loads: " + _loads; } else { tree_stats.Nodes[2].Text = "Remaining loads: "; } Invalidate(); }
public override Node GetNodeAt(int iX, int iY) { GridPos pos = new GridPos(iX, iY); return(GetNodeAt(pos)); }
public override bool IsWalkableAt(int iX, int iY) { GridPos pos = new GridPos(iX, iY); return(IsWalkableAt(pos)); }
public override bool SetWalkableAt(GridPos iPos, bool iWalkable) { return(SetWalkableAt(iPos.x, iPos.y, iWalkable)); }
public override bool IsWalkableAt(GridPos iPos) { return(m_nodePool.Nodes.ContainsKey(iPos)); }
public override Node GetNodeAt(GridPos iPos) { return(m_nodePool.GetNode(iPos)); }
internal override void _reset(GridPos iStartPos, GridPos iEndPos, BaseGrid iSearchGrid = null) { }
public AStarParam(BaseGrid iGrid, GridPos iStartPos, GridPos iEndPos, float iweight, DiagonalMovement iDiagonalMovement = DiagonalMovement.IfAtLeastOneWalkable, HeuristicMode iMode = HeuristicMode.EUCLIDEAN) : base(iGrid, iStartPos, iEndPos, iDiagonalMovement, iMode) { Weight = iweight; }