/// <summary> /// based on the pseudocode on wiki page(http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm) /// </summary> static int using_Dijkstra_s_algorithm_with_priority_queue() { var len = 80; var node_map = new Node[len, len]; var queue = new PriorityQueue(len * len); Node source = null; Node goal = null; var row = 0; var col = 0; foreach (var line in File.ReadAllLines("matrix.txt")) { col = 0; foreach (var num in line.Split(new char[] { ',' })) { var node = new Node(Convert.ToInt32(num)) { row = row, col = col }; if (row == 0 && col == 0) source = node; if (row == len - 1 && col == len - 1) goal = node; // node map is mainly used to get neighbors node_map[row, col] = node; queue.Enqueue(node); col++; } row++; } // set the source's distance to zero to kick start the process queue.Update(source, 0); // code for getting neighbor, using closure with the neighbor_list to make life a little easier var neighbor_list = new Node[4]; // 0:left 1:up 2:right 3:down Action<Node> prepare_neighbor_list = n => { neighbor_list[0] = n.col - 1 < 0 ? null : node_map[n.row, n.col - 1]; neighbor_list[1] = n.row - 1 < 0 ? null : node_map[n.row - 1, n.col]; neighbor_list[2] = n.col + 1 >= len ? null : node_map[n.row, n.col + 1]; neighbor_list[3] = n.row + 1 >= len ? null : node_map[n.row + 1, n.col]; }; var total = 0; while (queue.IsEmpty() == false) { var u = queue.DequeueMin(); if (u.distance == int.MaxValue) break; // all remaining vertices are inaccessible from source if (u == goal) { while (u != null) { total += u.cost; u = u.previous; } break; } // call this method before using neighbor_list array prepare_neighbor_list(u); foreach (var v in neighbor_list) { if (v == null) continue; // like when u is edge cell in the matrix var alt = u.distance + u.cost + v.cost; if (alt < v.distance) { v.previous = u; queue.Update(v, alt); } } } return total; }
private void patch_type_decompose() { int n = mesh.FaceCount; for (int i = 0; i < n; ++i) // -- reset the labels -- fnode[i].label = -1; // -- label seed faces -- bool[] visited = new bool[n]; bool[] labeled = new bool[n]; if (patchid == null) patchid = new byte[n]; List<int> sources = new List<int>(); List<int> targets = new List<int>(); foreach (List<int> flist in this.facesOnStrokes) { if (flist.Count < 1) continue; sources.Add(flist[0]); targets.Add(flist[flist.Count - 1]); } byte pid = patchid[sources[0]]; // -- the patch strokes lies on -- foreach (int f in sources) { fnode[f].label = 0; visited[f] = true; labeled[f] = true; } int label = 1; foreach (int f in targets) { fnode[f].label = label; visited[f] = true; labeled[f] = true; } // -- region growing -- PriorityQueue iQue = new PriorityQueue(); foreach (int f in sources) { foreach (int adj in mesh.AdjFF[f]) { if (patchid[adj] != pid) continue; fnode[adj].label = fnode[f].label; fnode[adj].dis = Face_wij(f, adj); iQue.Insert(fnode[adj]); visited[adj] = true; } } foreach (int f in targets) { foreach (int adj in mesh.AdjFF[f]) { if (patchid[adj] != pid) continue; fnode[adj].label = fnode[f].label; fnode[adj].dis = Face_wij(f, adj); iQue.Insert(fnode[adj]); visited[adj] = true; } } while (!iQue.IsEmpty()) { GraphNode node = iQue.DeleteMin() as GraphNode; int f = node.index; labeled[f] = true; foreach (int adj in mesh.AdjFF[f]) { if (patchid[adj] != pid) continue; if (labeled[adj]) { continue; } else if (visited[adj]) { double wij = Face_wij(f, adj); if (fnode[adj].dis > wij) { fnode[adj].label = fnode[f].label; fnode[adj].dis = wij; iQue.Update(fnode[adj]); } } else { fnode[adj].label = fnode[f].label; fnode[adj].dis = Face_wij(f, adj); iQue.Insert(fnode[adj]); visited[adj] = true; } } } // -- patch the results -- int index = this.all_patches.Count+1; Patch p = new Patch(index); p.prev_label = (int)pid; for (int i = 0; i < n; ++i) { if (fnode[i].label == 0) { patchid[i] = (byte)index; p.faces.Add(i); } } this.patches.Add(p); this.all_patches.Add(p); // -- global patches -- }
private void CGI_Cut() { // -- mark verteices on strokes -- int n = mesh.VertexCount, label = 0; bool[] labeled = new bool[n]; bool[] tag = new bool[n]; foreach (int v in this.sourceVertices) { vnode[v].label = label; labeled[v] = true; tag[v] = true; } label = 1; foreach (int v in this.sinkVertices) { vnode[v].label = label; labeled[v] = true; tag[v] = true; } // -- push to priority queue -- PriorityQueue iQue = new PriorityQueue(); foreach (int v in this.sourceVertices) { foreach (int adj in mesh.AdjVV[v]) { GraphNode node = vnode[adj]; node.label = vnode[v].label; node.dis = Vrt_wij(v, adj); tag[adj] = true; iQue.Insert(node); } } foreach (int v in this.sinkVertices) { foreach (int adj in mesh.AdjVV[v]) { GraphNode node = vnode[adj]; node.label = vnode[v].label; node.dis = Vrt_wij(v, adj); tag[adj] = true; iQue.Insert(node); } } // -- region growing -- while (!iQue.IsEmpty()) { GraphNode node = iQue.DeleteMin() as GraphNode; int v = node.index; labeled[v] = true; foreach (int adj in mesh.AdjVV[v]) { if (labeled[adj]) // -- already labeled -- { continue; } else { double cost = Vrt_wij(v, adj); GraphNode adjNode = vnode[adj]; adjNode.label = node.label; if (tag[adj]) // -- already in the queue -- { if (adjNode.dis > cost) { adjNode.dis = cost; iQue.Update(adjNode); } } else // -- a fresh vertex -- { adjNode.dis = cost; tag[adj] = true; iQue.Insert(adjNode); } } } } // -- convert to facets -- List<int> risidual = new List<int>(); for (int i = 0, j = 0; i < mesh.FaceCount; ++i, j+=3) { int c0 = mesh.FaceIndex[j]; int c1 = mesh.FaceIndex[j+1]; int c2 = mesh.FaceIndex[j+2]; if (vnode[c0].label == vnode[c1].label && vnode[c0].label == vnode[c2].label) { fnode[i].label = vnode[c0].label; } else { fnode[i].label = -1; risidual.Add(i); } } // -- deal with boundary faces -- while (risidual.Count > 0) { List<int> vlist = new List<int>(); vlist.AddRange(risidual); risidual.Clear(); foreach (int f in vlist) { double min = double.MaxValue; int minid = -1; foreach (int adj in mesh.AdjFF[f]) { if (fnode[adj].label < 0) continue; double c = Face_wij1(f, adj); if (c < min) { min = c; minid = adj; } } if (minid != -1) fnode[f].label = fnode[minid].label; else risidual.Add(f); } } // -- patch the results -- int index = this.patches.Count + 1; Patch p = new Patch(index); if (patchid == null) patchid = new byte[mesh.FaceCount]; for (int i = 0; i < mesh.FaceCount; ++i) { if (fnode[i].label == 0) { patchid[i] = (byte)index; p.faces.Add(i); } } this.all_patches.Add(p); }
/// <summary> /// Calculates a path from start to end. When no path can be found in /// reasonable time the search is aborted and an incomplete path is returned. /// When refresh is not set to true a cached path is returned where possible. /// </summary> /// <param name="start">start position in 2d map space</param> /// <param name="end">end position in 2d map space</param> /// <param name="refresh">force to recalculate the path</param> /// <returns></returns> public Path CalculatePath(Unit unit, HexPoint start, HexPoint end, bool refresh = false) { // swap points to calculate the path backwards (from end to start) HexPoint temp = end; end = start; start = temp; // Check whether the requested path is already known PathRequest request = new PathRequest(unit,start, end); if (!refresh && knownPaths.ContainsKey(request)) { return knownPaths[request].Copy(); } // priority queue of nodes that yet have to be explored sorted in // ascending order by node costs (F) PriorityQueue<PathNode> open = new PriorityQueue<PathNode>(); // list of nodes that have already been explored LinkedList<IGridCell> closed = new LinkedList<IGridCell>(); // start is to be explored first PathNode startNode = new PathNode(unit,null, map[start], end); open.Enqueue(startNode); int steps = 0; PathNode current; do { // abort if calculation is too expensive if (++steps > stepLimit) return null; // examine the cheapest node among the yet to be explored current = open.Dequeue(); // Finish? if (current.Cell.Matches(end)) { // paths which lead to the requested goal are cached for reuse Path path = new Path(current); if (knownPaths.ContainsKey(request)) { knownPaths[request] = path.Copy(); } else { knownPaths.Add(request, path.Copy()); } return path; } // Explore all neighbours of the current cell ICollection<IGridCell> neighbours = map.GetNeighbourCells(current.Cell); foreach (IGridCell cell in neighbours) { // discard nodes that are not of interest if (closed.Contains(cell) || (cell.Matches(end) == false && !cell.IsWalkable(unit))) { continue; } // successor is one of current's neighbours PathNode successor = new PathNode(unit,current, cell, end); PathNode contained = open.Find(successor); if (contained != null && successor.F >= contained.F) { // This cell is already in the open list represented by // another node that is cheaper continue; } else if (contained != null && successor.F < contained.F) { // This cell is already in the open list but on a more expensive // path -> "integrate" the node into the current path contained.Predecessor = current; contained.Update(); open.Update(contained); } else { // The cell is not in the open list and therefore still has to // be explored open.Enqueue(successor); } } // add current to the list of the already explored nodes closed.AddLast(current.Cell); } while (open.Peek() != null); return null; }