示例#1
0
 public void RemoveEdge(UVertex <T> vertex1, UVertex <T> vertex2)
 {
     for (int i = 0; i < vertices.Count; i++)
     {
         if (vertices[i].item.CompareTo(vertex1.item) == 0)
         {
             for (int j = 0; j < vertices[i].weightedEdges.Count; j++)
             {
                 if (vertices[i].weightedEdges[j].startVertex == vertex1 && vertices[i].weightedEdges[j].endVertex == vertex2)
                 {
                     vertices[i].weightedEdges.RemoveAt(j);
                 }
             }
         }
         if (vertices[i].item.CompareTo(vertex2.item) == 0)
         {
             for (int j = 0; j < vertices[i].weightedEdges.Count; j++)
             {
                 if (vertices[i].weightedEdges[j].startVertex == vertex1 && vertices[i].weightedEdges[j].endVertex == vertex2)
                 {
                     vertices[i].weightedEdges.RemoveAt(j);
                 }
             }
         }
     }
 }
示例#2
0
        public IEnumerable <UVertex <T> > AStar(UVertex <T> startVertex, UVertex <T> endVertex)
        {
            Queue <UVertex <T> > priorityQueue = new Queue <UVertex <T> >();

            for (int i = 0; i < vertices.Count; i++)
            {
                vertices[i].distance      = float.PositiveInfinity;
                vertices[i].finalDistance = float.PositiveInfinity;
                vertices[i].Visited       = false;
                vertices[i].founder       = null;
            }
            startVertex.distance      = 0;
            startVertex.finalDistance = Mathattan(startVertex, endVertex);
            priorityQueue.Enqueue(startVertex);

            while (priorityQueue.Count > 0)
            {
                var current = priorityQueue.Dequeue();
                current.Visited = true;

                if (current == endVertex)
                {
                    break;
                }

                for (int i = 0; i < current.weightedEdges.Count; i++)
                {
                    var neighbor = current.weightedEdges[i].endVertex;

                    float tentativeDistance = current.distance + current.weightedEdges[i].weight;
                    if (tentativeDistance < neighbor.distance)
                    {
                        neighbor.distance      = tentativeDistance;
                        neighbor.founder       = current;
                        neighbor.Visited       = false;
                        neighbor.finalDistance = neighbor.distance + Mathattan(neighbor, endVertex);
                    }

                    if (!neighbor.Visited && !priorityQueue.Contains(neighbor))
                    {
                        priorityQueue.Enqueue(neighbor);
                    }
                }
            }

            //stack and add end
            Stack <UVertex <T> > path = new Stack <UVertex <T> >();
            var curr = endVertex;

            while (curr.founder != null)
            {
                path.Push(curr);
                curr = curr.founder;
            }
            path.Push(startVertex);

            return(path);
        }
示例#3
0
 public void RemoveVertex(UVertex <T> vertex)
 {
     vertices.Remove(vertex);
     for (int i = 0; i < vertex.weightedEdges.Count; i++)
     {
         for (int j = 0; j < vertex.weightedEdges[i].endVertex.weightedEdges.Count; j++)
         {
             vertex.weightedEdges[i].endVertex.weightedEdges[j].endVertex = null;
             vertex.weightedEdges[i].endVertex = null;
         }
     }
 }
示例#4
0
 public void AddEdge(UVertex <T> vertex1, UVertex <T> vertex2, float weight)
 {
     vertex1.weightedEdges.Add(new UWeightedEdge <T>(vertex1, vertex2, weight));
     vertex2.weightedEdges.Add(new UWeightedEdge <T>(vertex1, vertex2, weight));
     if (!(vertices.Contains(vertex1)))
     {
         vertices.Add(vertex1);
     }
     if (!(vertices.Contains(vertex2)))
     {
         vertices.Add(vertex2);
     }
 }
示例#5
0
        private float Mathattan(UVertex <T> vertex, UVertex <T> endVertex)
        {
            float dx = Math.Abs(vertex.x - endVertex.x);
            float dy = Math.Abs(vertex.y - endVertex.y);
            float D  = float.PositiveInfinity;

            for (int i = 0; i < vertex.weightedEdges.Count; i++)
            {
                if (vertex.weightedEdges[i].weight < D)
                {
                    D = vertex.weightedEdges[i].weight;
                }
            }
            return(D * (dx + dy));
        }
示例#6
0
 public UWeightedEdge(UVertex <T> StartVertex, UVertex <T> EndVertex, float Weight)
 {
     startVertex = StartVertex;
     endVertex   = EndVertex;
     weight      = Weight;
 }
示例#7
0
 public void AddVertex(UVertex <T> vertex)
 {
     vertices.Add(vertex);
 }