示例#1
0
        /// <summary>Creates a new instance of PathFinder.</summary>
        /// <param name="numRows">The number of rows in the grid.</param>
        /// <param name="numCols">The number of columns in the grid.</param>
        /// <param name="inWorld">The world that contains this path finder.</param>
        public PathFinder(int numRows, int numCols, World inWorld)
        {
            clear();

            InWorld = inWorld;
            Grid = new PathNode[numRows, numCols];
            Nodes = new PathNode[numRows * numCols];
            NodeSpacing = (VectorD)inWorld.Size / new VectorD((double)numCols, (double)numRows);

            // build grid
            PathNode node = null; // temporary variable

            // initialize each node in the grid
            for (int row = 0; row < numRows; row++)
            {
                for (int col = 0; col < numCols; col++)
                {
                    node = new PathNode();
                    node.Index = row * NumCols + col;
                    node.Position = new VectorD((double)col * NodeSpacing.X, (double)row * NodeSpacing.Y);
                    Grid[row, col] = node;
                    Nodes[node.Index] = node;
                }
            }

            // connect nodes to each other, if not blocked
            for (int row = 0; row < numRows; row++)
            {
                for (int col = 0; col < numCols; col++)
                {
                    // use collision detection to rule out connections (only geos can block)
                    node = Grid[row, col];
                    PathNode destNode = null;

                    VectorF nodePos = (VectorF)node.Position;

                    if (col < numCols - 1)
                    {
                        // upper-right
                        if (row > 0)
                        {
                            destNode = Grid[row - 1, col + 1];

                            if (!inWorld.Collision.segCollision(nodePos, (VectorF)destNode.Position, null, null, false, false, true))
                            {
                                node.addLast(new PathEdge(this, node.Index, destNode.Index));
                                destNode.addLast(new PathEdge(this, destNode.Index, node.Index));
                            }
                        }

                        // right
                        destNode = Grid[row, col + 1];
                        if (!inWorld.Collision.segCollision(nodePos, (VectorF)destNode.Position, null, null, false, false, true))
                        {
                            node.addLast(new PathEdge(this, node.Index, destNode.Index));
                            destNode.addLast(new PathEdge(this, destNode.Index, node.Index));
                        }

                        // lower right
                        if (row < numRows - 1)
                        {
                            destNode = Grid[row + 1, col + 1];
                            if (!inWorld.Collision.segCollision(nodePos, (VectorF)destNode.Position, null, null, false, false, true))
                            {
                                node.addLast(new PathEdge(this, node.Index, destNode.Index));
                                destNode.addLast(new PathEdge(this, destNode.Index, node.Index));
                            }
                        }
                    }

                    // bottom
                    if (row < numRows - 1)
                    {
                        destNode = Grid[row + 1, col];
                        if (!inWorld.Collision.segCollision(nodePos, (VectorF)destNode.Position, null, null, false, false, true))
                        {
                            node.addLast(new PathEdge(this, node.Index, destNode.Index));
                            destNode.addLast(new PathEdge(this, destNode.Index, node.Index));
                        }
                    }
                }
            }
        }