示例#1
0
    public void CreateGraph()
    {
        mNavGraph = new SparseGraph<NavGraphNode, GraphEdge> (mRow * mColumn);

        mNavGraph.BDrawMap = mBDrawMap;

        Vector3 nodeposition = new Vector3 ();
        int nextindex = 0;
        //SparseGraph nodes data
        for (int rw = 0; rw < mRow; rw++) {
            for (int col = 0; col < mColumn; col++) {
                nodeposition = new Vector3 (rw, 0.0f, col);
                nextindex = mNavGraph.NextFreeNodeIndex;
                mNavGraph.AddNode (new NavGraphNode (nextindex, nodeposition, 0.0f, false));
            }
        }

        //SparseGraph edges data
        for (int rw = 0; rw < mRow; rw++)
        {
            for (int col = 0; col < mColumn; col++)
            {
                CreateAllNeighboursToGridNode(rw, col, mRow, mColumn);
            }
        }

        mTotalNodes = mNavGraph.NumNodes();
        mTotalEdges = mNavGraph.NumEdges ();
    }
示例#2
0
    public override void Create()
    {
        Graph = new SparseGraph(false);

        for (int i = 0; i < World.Instance.Waypoints.Count; i++)
        {
            var node = new Node(i) { Position = new Vector2(World.Instance.Waypoints[i].x, World.Instance.Waypoints[i].z) };
            Graph.AddNode(node);
            //AddNodeObject(node, node.Position);
        }

        for (int fromIndex = 0; fromIndex < Graph.NumNodes; fromIndex++)
        {
            Node fromNode = Graph.GetNode(fromIndex);
            for (int toIndex = 0; toIndex < Graph.NumNodes; toIndex++)
            {
                Node toNode = Graph.GetNode(toIndex);

                if (IsPathObstructed(fromNode.Position, toNode.Position))
                {
                    continue;
                }

                var edge =
                    new Edge(
                        fromIndex,
                        toIndex,
                        (fromNode.Position - toNode.Position).magnitude);
                Graph.AddEdge(edge);
                //AddEdgeObject(edge, fromNode.Position, toNode.Position);
            }
        }
    }
示例#3
0
    // Use this for initialization
    void Start()
    {
        //게임씬으로 시작시 리소스로딩이 안되어 있기 때문에,
        //   작업편의성을 위해 직접 동기로 불러오는 처리를 넣는다.
        if (false == Single.resource.IsCompleteLoad())
        {
            Single.resource.Load_Sync();
        }


        Table.File_NodeInfo table = Single.resource._nodeInfo;
        foreach (Table.NodeInfo nodeFrom in table._data)
        {
            _graph.AddNode(new NavGraphNode(nodeFrom.nodeNum, _town.position + nodeFrom.nodePos));
        }

        foreach (Table.NodeInfo nodeFrom in table._data)
        {
            foreach (int edgeTo in nodeFrom.edgeList)
            {
                _graph.AddEdge(new GraphEdge(nodeFrom.nodeNum, edgeTo));
            }
        }

        //Debug.DrawLine(Vector3.zero, new Vector3(1, 1, 0), Color.red);
        //Debug.Assert (false, "sdfsdfsdfsdf assert");
    }
示例#4
0
        //--------------------------- UpdateGraphFromBrush ----------------------------
        //
        //  given a brush and a node index, this method updates the graph appropriately
        //  (by removing/adding nodes or changing the costs of the node's edges)
        //-----------------------------------------------------------------------------
        public void UpdateGraphFromBrush(int brush, int CellIndex)
        {
            //set the terrain type in the terrain index
            m_TerrainType[CellIndex] = brush;

            //if current brush is an obstacle then this node must be removed
            //from the graph
            if (brush == (int)brush_type.obstacle)
            {
                m_Graph.RemoveNode(CellIndex);
            }

            else
            {
                //make the node active again if it is currently inactive
                if (!m_Graph.isNodePresent(CellIndex))
                {
                    int y = CellIndex / m_iCellsY;
                    int x = CellIndex - (y * m_iCellsY);

                    m_Graph.AddNode(new NavGraphNode(CellIndex, new Vector2D(x * m_dCellWidth + m_dCellWidth / 2.0,
                                                                             y * m_dCellHeight + m_dCellHeight / 2.0)));

                    SparseGraph.Helper_AddAllNeighboursToGridNode(m_Graph, y, x, m_iCellsX, m_iCellsY);
                }

                //set the edge costs in the graph
                SparseGraph.Helper_WeightNavGraphNodeEdges(m_Graph, CellIndex, GetTerrainCost((brush_type)brush));
            }
        }
示例#5
0
        public void ResetGraph()
        {
            Graph        = new SparseGraph <UnityNode, UnityEdge>(false);
            VisitedNodes = new List <UnityNode>();

            Width  = TileWidth * NumTilesX;
            Height = TileHeight * NumTilesY;

            float MidX = TileWidth / 2;
            float MidY = TileHeight / 2;

            for (int Row = 0; Row < NumTilesY; ++Row)
            {
                for (int Col = 0; Col < NumTilesX; ++Col)
                {
                    var NodeIndex = Graph.AddNode(new UnityNode(Graph.GetNextFreeNodeIndex(), new Vector3(MidX + (Col * TileWidth), 0, MidY + (Row * TileWidth))));
                    Graph.Edges.Insert(NodeIndex, new List <UnityEdge>());
                }
            }

            for (int Row = 0; Row < NumTilesY; ++Row)
            {
                for (int Col = 0; Col < NumTilesX; ++Col)
                {
                    AddAllNeighborsToGridNode(Row, Col, NumTilesX, NumTilesY);
                }
            }
        }
示例#6
0
    private void CreateGraph()
    {
        graph = new SparseGraph(false);
        var objects = FindObjectsOfType <ObjectNode>().OrderBy(x => x.index).ToArray();

        foreach (var o in objects)
        {
            graph.AddNode(new GraphNode(o.index));
        }
        foreach (var o in objects)
        {
            foreach (var n in o.Connects)
            {
                graph.AddEdge(new GraphEdge(o.index, n.index, Vector2.Distance(o.transform.position, n.transform.position)));
            }
        }
    }
    public SparseGraph <GraphNode, GraphEdge> GetMST()
    {
        // essentially, make a new graph with the spanning tree list
        SparseGraph <GraphNode, GraphEdge> g = new SparseGraph <GraphNode, GraphEdge>();

        foreach (GraphNode n in graph.Nodes)
        {
            g.AddNode(new GraphNode(g.nextNodeIndex));
        }

        //add all the edges from the other spanning tree
        foreach (GraphEdge e in spanningTree)
        {
            g.AddDoubleEdge(new GraphEdge(e.from, e.to, e.cost));
        }

        return(g);
    }
示例#8
0
        private void LoadGraph(IReadOnlyCollection <string> lines)
        {
            Width  = CalculateLongestLine(lines);
            Height = lines.Count;

            Graph = new SparseGraph <GraphGridNode, GraphEdge>(false);
            Map   = new GraphGridNode[Width, Height];

            var y = 0;

            foreach (var line in lines)
            {
                var x = 0;
                foreach (var tileChar in line)
                {
                    var node = _nodeFactory.CreateNode(x, y, tileChar.ToString());
                    Graph.AddNode(node);
                    Map[x, y] = node;

                    if (tileChar == '@')
                    {
                        Source = node;
                    }
                    else if (tileChar == 'X')
                    {
                        Destination = node;
                    }

                    x++;
                }

                y++;
            }

            CreateEdges();
        }
示例#9
0
    public override void Create()
    {
        Graph = new SparseGraph(false);

        for (int i = 0; i < World.Instance.Waypoints.Count; i++)
        {
            var node = new Node(i)
            {
                Position = new Vector2(World.Instance.Waypoints[i].x, World.Instance.Waypoints[i].z)
            };
            Graph.AddNode(node);
            //AddNodeObject(node, node.Position);
        }

        for (int fromIndex = 0; fromIndex < Graph.NumNodes; fromIndex++)
        {
            Node fromNode = Graph.GetNode(fromIndex);
            for (int toIndex = 0; toIndex < Graph.NumNodes; toIndex++)
            {
                Node toNode = Graph.GetNode(toIndex);

                if (IsPathObstructed(fromNode.Position, toNode.Position))
                {
                    continue;
                }

                var edge =
                    new Edge(
                        fromIndex,
                        toIndex,
                        (fromNode.Position - toNode.Position).magnitude);
                Graph.AddEdge(edge);
                //AddEdgeObject(edge, fromNode.Position, toNode.Position);
            }
        }
    }
示例#10
0
        public void Load(Stream stream)
        {
            Graph = new SparseGraph <GraphNode, GraphEdge>(false);
            var lines = LoadLines(stream);

            foreach (var line in lines)
            {
                var nodes = line.Split(',');
                var from  = int.Parse(nodes[0]);

                var node = new GraphNode();
                if (Graph.AddNode(node) != from)
                {
                    throw new ArgumentException("Invalid source data: new node does not match graph index.");
                }

                for (var i = 1; i < nodes.Length; i++)
                {
                    var to = int.Parse(nodes[i]);

                    Graph.AddEdge(new GraphEdge(from, to));
                }
            }
        }
示例#11
0
 public int AddNode(NavGraphNode node)
 {
     return(m_sparseGraph.AddNode(node));
 }
示例#12
0
文件: Grid.cs 项目: B-Rich/377asn4
    public override void Create()
    {
        Graph = new SparseGraph(false);

        for (int row = 0; row < rows; row++)
        {
            for (int column = 0; column < columns; column++)
            {
                var nodePosition =
                    new Vector2(
                        column * cellWidth - cellWidth * (columns - 1) / 2,
                        row * cellHeight - cellHeight * (rows - 1) / 2);

                var node = new Node(row * columns + column) { Position = nodePosition };
                int nodeIndex = Graph.AddNode(node);

                if (IsPointInObstacle(nodePosition))
                {
                    Graph.GetNode(nodeIndex).Index = Node.INVALID_NODE_INDEX;
                }
                else
                {
                    //AddNodeObject(node, nodePosition);
                }
            }
        }

        for (int nodeIndex = 0; nodeIndex < Graph.NumNodes; nodeIndex++)
        {
            if (!Graph.IsNodePresent(nodeIndex))
            {
                continue;
            }

            Node node = Graph.GetNode(nodeIndex);

            int rightIndex = nodeIndex + 1;
            if (rightIndex % columns != 0 && Graph.IsNodePresent(rightIndex))
            {
                Node rightNode = Graph.GetNode(rightIndex);

                if (!IsPathObstructed(node.Position, rightNode.Position))
                {
                    var rightEdge = new Edge(nodeIndex, rightIndex, cellWidth);
                    Graph.AddEdge(rightEdge);
                    //AddEdgeObject(rightEdge, node.Position, rightNode.Position);
                }
            }

            int downIndex = nodeIndex + columns;
            if (downIndex < Graph.NumNodes && Graph.IsNodePresent(downIndex))
            {
                Node downNode = Graph.GetNode(downIndex);

                if (!IsPathObstructed(node.Position, downNode.Position))
                {
                    var downEdge = new Edge(nodeIndex, downIndex, cellHeight);
                    Graph.AddEdge(downEdge);
                    //AddEdgeObject(downEdge, node.Position, downNode.Position);
                }
            }

            if (!useDiagonals)
            {
                continue;
            }

            int diagIndex = nodeIndex + columns + 1;
            if (diagIndex < Graph.NumNodes && diagIndex % columns != 0 &&
                Graph.IsNodePresent(diagIndex))
            {
                Node diagNode = Graph.GetNode(diagIndex);

                if (!IsPathObstructed(node.Position, diagNode.Position))
                {
                    var diagEdge = new Edge(nodeIndex, diagIndex, cellDiagonal);
                    Graph.AddEdge(diagEdge);
                    //AddEdgeObject(diagEdge, node.Position, diagNode.Position);
                }
            }

            int backDiagIndex = nodeIndex + columns - 1;
            if (backDiagIndex < Graph.NumNodes && backDiagIndex % columns != columns - 1 &&
                Graph.IsNodePresent(backDiagIndex))
            {
                Node backDiagNode = Graph.GetNode(backDiagIndex);

                if (!IsPathObstructed(node.Position, backDiagNode.Position))
                {
                    var backDiagEdge = new Edge(nodeIndex, backDiagIndex, cellDiagonal);
                    Graph.AddEdge(backDiagEdge);
                    //AddEdgeObject(backDiagEdge, node.Position, backDiagNode.Position);
                }
            }
        }
    }
示例#13
0
    // TODO: I need to set up the allGroundedEntities Dictionary
    public void SetupGraph()
    {
        // SET UP THE GRAPH...
        if (hasBeenSetup)
        {
            return;
        }

        // the game objects containing the node graphs
        GameObject[] nodeGameObjects = GameObject.FindGameObjectsWithTag("Node");


        // The nodes in the game world
        nodeList = new Node[nodeGameObjects.Length];

        // initialize the message list dual array
        messageList = new Message[nodeList.Length][];
        for (int i = 0; i < nodeList.Length; i++)
        {
            messageList[i] = new Message[nodeList.Length];
        }

        // Initialize the list of messages
        for (int i = 0; i < nodeList.Length; i++)
        {
            for (int j = 0; j < nodeList.Length; j++)
            {
                messageList[i][j] = Message.DoNothing;
            }
        }

        // Create the abstract graph using the info scanned from the level
        G = new SparseGraph <GraphNode, GraphEdge>();

        // we'll be adding new nodes to the abstract graph, as well as set the ID's of the nodes in the level
        for (int i = 0; i < nodeGameObjects.Length; i++)
        {
            // set the reference for nodeList[i]
            nodeList[i] = nodeGameObjects[i].GetComponent <Node>();

            // update the node's ID
            nodeList[i].ID = i;

            // add the node to the abstract graph
            G.AddNode(new GraphNode(i));
        }

        // Create the edges in the abstract graph and set the weights
        // Note that the weights are determined heuristically within the node scripts
        // Also, set the correct message in the n by n messageList[][] so that later when we have the information that the path
        //     from say, 1 to 2 is to be taken, then the message to send the game character is messageList[1][2]
        for (int i = 0; i < nodeList.Length; i++)
        {
            nodeList[i].SetWeights();

            // we need to get the information for the edge weight between nodes and create the edge in the abstract graph
            //     so that we can search it efficiently for a path
            for (int j = 0; j < nodeList[i].neighbors.Count; j++)
            {
                // i is the current node ID
                // nodeList[i].neighbors[j].ID is the ID of the current neighbor
                // same with the weight
                G.AddEdge(new GraphEdge(i, nodeList[i].neighbors[j].ID, nodeList[i].weights[j]));

                // save the way to traverse this edge in the dual array
                // This makes it so that you can access the message to get from node u to node v
                //     by looking up messageList[u][v]
                messageList[nodeList[i].ID][nodeList[i].neighbors[j].ID] = nodeList[i].messages[j];
            }
        }

        hasBeenSetup = true;
    }
示例#14
0
文件: Grid.cs 项目: gsakis/377asn4
    public override void Create()
    {
        Graph = new SparseGraph(false);

        for (int row = 0; row < rows; row++)
        {
            for (int column = 0; column < columns; column++)
            {
                var nodePosition =
                    new Vector2(
                        column * cellWidth - cellWidth * (columns - 1) / 2,
                        row * cellHeight - cellHeight * (rows - 1) / 2);

                var node = new Node(row * columns + column)
                {
                    Position = nodePosition
                };
                int nodeIndex = Graph.AddNode(node);

                if (IsPointInObstacle(nodePosition))
                {
                    Graph.GetNode(nodeIndex).Index = Node.INVALID_NODE_INDEX;
                }
                else
                {
                    //AddNodeObject(node, nodePosition);
                }
            }
        }

        for (int nodeIndex = 0; nodeIndex < Graph.NumNodes; nodeIndex++)
        {
            if (!Graph.IsNodePresent(nodeIndex))
            {
                continue;
            }

            Node node = Graph.GetNode(nodeIndex);

            int rightIndex = nodeIndex + 1;
            if (rightIndex % columns != 0 && Graph.IsNodePresent(rightIndex))
            {
                Node rightNode = Graph.GetNode(rightIndex);

                if (!IsPathObstructed(node.Position, rightNode.Position))
                {
                    var rightEdge = new Edge(nodeIndex, rightIndex, cellWidth);
                    Graph.AddEdge(rightEdge);
                    //AddEdgeObject(rightEdge, node.Position, rightNode.Position);
                }
            }

            int downIndex = nodeIndex + columns;
            if (downIndex < Graph.NumNodes && Graph.IsNodePresent(downIndex))
            {
                Node downNode = Graph.GetNode(downIndex);

                if (!IsPathObstructed(node.Position, downNode.Position))
                {
                    var downEdge = new Edge(nodeIndex, downIndex, cellHeight);
                    Graph.AddEdge(downEdge);
                    //AddEdgeObject(downEdge, node.Position, downNode.Position);
                }
            }

            if (!useDiagonals)
            {
                continue;
            }

            int diagIndex = nodeIndex + columns + 1;
            if (diagIndex < Graph.NumNodes && diagIndex % columns != 0 &&
                Graph.IsNodePresent(diagIndex))
            {
                Node diagNode = Graph.GetNode(diagIndex);

                if (!IsPathObstructed(node.Position, diagNode.Position))
                {
                    var diagEdge = new Edge(nodeIndex, diagIndex, cellDiagonal);
                    Graph.AddEdge(diagEdge);
                    //AddEdgeObject(diagEdge, node.Position, diagNode.Position);
                }
            }

            int backDiagIndex = nodeIndex + columns - 1;
            if (backDiagIndex < Graph.NumNodes && backDiagIndex % columns != columns - 1 &&
                Graph.IsNodePresent(backDiagIndex))
            {
                Node backDiagNode = Graph.GetNode(backDiagIndex);

                if (!IsPathObstructed(node.Position, backDiagNode.Position))
                {
                    var backDiagEdge = new Edge(nodeIndex, backDiagIndex, cellDiagonal);
                    Graph.AddEdge(backDiagEdge);
                    //AddEdgeObject(backDiagEdge, node.Position, backDiagNode.Position);
                }
            }
        }
    }