public GraphSearch(SparseGraph graph, int source, int target) { _copiedNodes = graph.NodeList; _edges = graph.EdgeList; _target = target; _source = source; _targetLocation = _copiedNodes[_target].Position; _open = new List <int>(); _closed = new List <int>(); _open.Add(_source); }
public static SparseGraph FloodFill(World world, Vector2D startPosition) { var graph = new SparseGraph(false); var firstNode = new NavGraphNode( idx: graph.NextNodeIndex, position: startPosition ); graph.AddNode(firstNode); FloodFill(graph: graph, world: world, node: firstNode); return(graph); }
public AStarSearch(SparseGraph graph, int source, int target) : base(graph, source, target) { }
private static void FloodFill(SparseGraph graph, World world, NavGraphNode node) { /* * This method should create all edges and neighbouring nodes that are possible * * C: Current node * 1 - 8: Neighbouring nodes for which the edges/nodes should be generated if not colliding with object * W: Width or space between nodes * * 1 -- 2 -- 3 * | \ | / | * | \ | / | * 4 -- C -- 5 * | / | \ | * | / | \ | * 6 -- 7 -- 8 * * * 1 (c.X - W, c.Y - W) * 2 (c.X , c.Y - W) * 3 (c.X + W, c.Y - W) * 4 (c.X - W, c.Y ) * 5 (c.X + W, c.Y ) * 6 (c.X - W, c.Y + W) * 7 (c.X , c.Y + W) * 8 (c.X + W, c.Y + W) */ List <Vector2D> neighbouringPoints = new List <Vector2D>() { new Vector2D(x: node.Position.X - Width, y: node.Position.Y - Width), // 1 new Vector2D(x: node.Position.X, y: node.Position.Y - Width), // 2 new Vector2D(x: node.Position.X + Width, y: node.Position.Y - Width), // 3 new Vector2D(x: node.Position.X - Width, y: node.Position.Y), // 4 new Vector2D(x: node.Position.X + Width, y: node.Position.Y), // 5 new Vector2D(x: node.Position.X - Width, y: node.Position.Y + Width), // 6 new Vector2D(x: node.Position.X, y: node.Position.Y + Width), // 7 new Vector2D(x: node.Position.X + Width, y: node.Position.Y + Width), // 8 }; foreach (var point in neighbouringPoints) { // Do not add node if it collides with obstacle and skip to next node var obstacle = IsObjectInRange(obstacles: world.Obstacles, point: point); if (obstacle?.Type == ItemType.Block) { continue; } // Also skip this node if it is outside of the world boundaries if (point.X < 0 || point.Y < 0 || point.X > world.Width || point.Y > world.Height) { continue; } // Try to get the neighbouring node and create a new node if it doesn't exist var neighbour = graph.GetNode(point.X, point.Y) ?? new NavGraphNode(graph.NextNodeIndex, point); // If the index is equal to the NextNodeIndex, it means that the node was created here and thus should // be added to the graph. If it isn't equal, we got an existing node from the graph earlier. var neighbourDidAlreadyExist = neighbour.Index != graph.NextNodeIndex; if (!neighbourDidAlreadyExist) { graph.AddNode(neighbour); } // Check if edge exists, and add one if that is not the case if (!graph.EdgeList.Exists(x => x.From == node.Index && x.To == neighbour.Index)) { // But also check if the edge doesn't through an object, otherwise it shouldn't be drawn var obstacleForEdge = IsObjectInRange( obstacles: world.Obstacles, point: new Vector2D( node.Position.X + ((neighbour.Position.X - node.Position.X) / 2), // Take the X-coordinate in the middle of the edge node.Position.Y + ((neighbour.Position.Y - node.Position.Y) / 2) // Take the Y-coordinate in the middle of the edge )); if (obstacleForEdge == null || obstacleForEdge?.Type != ItemType.Block) { // Add edge in both directions graph.AddEdge(new GraphEdge(from: node.Index, to: neighbour.Index)); graph.AddEdge(new GraphEdge(from: neighbour.Index, to: node.Index)); } } // Go on with the neighbour node, if it didn't exist yet, otherwise skip to the next node if (neighbourDidAlreadyExist) { continue; } FloodFill(graph: graph, world: world, node: neighbour); } }
public DijkstraSearch(SparseGraph graph, int source, ItemType type) : base(graph, source, 0) { _requestedEntityType = type; }