Merge remote-tracking branch 'origin/juliuse98-patch-1' into main

This commit is contained in:
DerTyp187
2021-09-27 08:24:05 +02:00
2 changed files with 37 additions and 161 deletions

View File

@@ -7,24 +7,11 @@ public class PathNode
private Vector3 position;
public Vector2 index;
private float scoreF;
private float scoreG;
private float scoreH;
public List<PathNode> neigbors;
private float score;
public PathNode(Vector3 Pos, float Score) {
private PathNode previous;
public PathNode(Vector3 Pos) {
neigbors = new List<PathNode>();
position = Pos;
scoreG = Mathf.Infinity;
scoreF = Mathf.Infinity;
scoreH = Mathf.Infinity;
score = Score;
}
public Vector3 Position { get => position; set => position = value; }
public float Hscore { get => scoreH; set => scoreH = value; }
public float Gscore { get => scoreG; set => scoreG = value; }
public float Fscore { get => scoreF; set => scoreF = value; }
public PathNode Previous { get => previous; set => previous = value; }
}

View File

@@ -7,8 +7,8 @@ public class PathMap : MonoBehaviour
private Vector3 position;
private PathNode[,] map;
private GameObject[,] ball;
private int rows = 200;
private int cols = 200;
private int rows = 40;
private int cols = 40;
private float spacing = 1f;
private float height = 0;
@@ -17,12 +17,9 @@ public class PathMap : MonoBehaviour
private List<PathNode> closedList;
private List<PathNode> nextList;
private List<PathNode> path;
void Start()
{
path = new List<PathNode>();
map = new PathNode[1000, 1000];
map = new PathNode[40, 40];
ball = new GameObject[rows, cols];
openList = new List<PathNode>();
closedList = new List<PathNode>();
@@ -32,21 +29,12 @@ public class PathMap : MonoBehaviour
{
for (int c = 0; c < cols; c++)
{
PathNode node = new PathNode(new Vector3(r * spacing, height, c * spacing));
node.index = new Vector2(r, c);
PathNode node = new PathNode(new Vector3(r * spacing, height, c * spacing), 1f);
node.index = new Vector2(r,c);
map[r, c] = node;
}
}
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
AddAllNeighbors(new Vector2(r, c));
}
}
}
for (int r = 0; r < rows; r++)
@@ -54,172 +42,74 @@ public class PathMap : MonoBehaviour
for (int c = 0; c < cols; c++)
{
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.position = map[r, c].Position;
ball[r, c] = sphere;
sphere.transform.position = map[r,c].Position;
ball[r,c] = sphere;
}
}
QueryNodes(new Vector3(0.7f, 2, 0.7f), new Vector3(2.5f, 0, 2.5f));
FindClosestNode(new Vector3(0.7f,2,0.7f));
}
private void AddAllNeighbors(Vector2 index)
{
if ((int)index.x - 1 >= 0 && (int)index.y - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y - 1]);
private void AddAllNeigbors(Vector2 index) {
if ((int)index.x - 1 >= 0 && (int) index.y - 1 >= 0 && !openList.Contains(map[(int)index.x - 1, (int)index.y - 1])) {
openList.Add(map[(int)index.x - 1, (int)index.y - 1]);
}
if ((int)index.y - 1 >= 0)
if ((int)index.y - 1 >= 0 && !openList.Contains(map[(int)index.x, (int)index.y - 1]))
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y - 1]);
openList.Add(map[(int)index.x, (int)index.y - 1]);
}
if ((int)index.x + 1 < rows && (int)index.y - 1 >= 0)
if ((int)index.x + 1 <= rows && (int)index.y - 1 >= 0 && !openList.Contains(map[(int)index.x + 1, (int)index.y - 1]))
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y - 1]);
openList.Add(map[(int)index.x + 1, (int)index.y - 1]);
}
if ((int)index.x - 1 >= 0)
if ((int)index.x - 1 >= 0 && !openList.Contains(map[(int)index.x - 1, (int)index.y]))
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y]);
openList.Add(map[(int)index.x - 1, (int)index.y]);
}
if ((int)index.x + 1 < rows && (int)index.y >= 0)
if ((int)index.x + 1 <= rows && (int)index.y - 1 >= 0 && !openList.Contains(map[(int)index.x + 1, (int)index.y]))
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y]);
openList.Add(map[(int)index.x + 1, (int)index.y]);
}
if ((int)index.x - 1 >= 0 && (int)index.y + 1 < cols)
if ((int)index.x - 1 >= 0 && (int)index.y + 1 <= cols && !openList.Contains(map[(int)index.x - 1, (int)index.y + 1]))
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y + 1]);
openList.Add(map[(int)index.x - 1, (int)index.y + 1]);
}
if ((int)index.y + 1 < cols)
if ((int)index.y + 1 <= cols && !openList.Contains(map[(int)index.x, (int)index.y + 1]))
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y + 1]);
openList.Add(map[(int)index.x, (int)index.y + 1]);
}
if ((int)index.x + 1 < rows && (int)index.y + 1 < cols)
if ((int)index.x + 1 <= rows && (int)index.y + 1 <= cols && !openList.Contains(map[(int)index.x + 1, (int)index.y + 1]))
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y + 1]);
openList.Add(map[(int)index.x + 1, (int)index.y + 1]);
}
}
private PathNode FindClosestNode(Vector3 pos)
{
private PathNode FindClosestNode(Vector3 pos) {
if (pos.x > 0 && pos.x < rows * spacing && pos.z > 0 && pos.z < cols * spacing)
{
//Destroy(ball[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)]);
Destroy(ball[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)]);
return map[Mathf.RoundToInt(pos.x / 2), Mathf.RoundToInt(pos.z / 2)];
}
else
{
else {
return null;
}
}
public void QueryNodes(Vector3 Vstart, Vector3 Vend)
{
bool finished = false;
PathNode start = FindClosestNode(Vstart);
start.Gscore = 0;
PathNode end = map[199, 150];
Debug.Log(end.index);
openList.Add(start);
PathNode current;
Debug.Log(Time.time);
int d = 0;
while (!finished)
public void QueryNodes() {
PathNode currentNode;
for (int r = 0; r < rows; r++)
{
d++;
if (d > 10000)
{
Debug.Log("Mist");
return;
}
int winner = 0;
for (int i = 0; i < openList.Count; i++)
for (int c = 0; c < cols; c++)
{
currentNode = map[r,c];
if (openList[i].Fscore < openList[winner].Fscore) winner = i;
}
current = openList[winner];
openList.RemoveAt(winner);
closedList.Add(current);
Destroy(ball[(int)current.index.x, (int)current.index.y]);
if (current != end)
{
foreach (PathNode p in current.neigbors)
{
if (!closedList.Contains(p))
{
float tempG = current.Gscore + heuristic(p.Position, current.Position);
bool newPath = false;
if (openList.Contains(p))
{
if (tempG < p.Gscore)
{
p.Gscore = tempG;
newPath = true;
}
}
else
{
p.Gscore = tempG;
newPath = true;
openList.Add(p);
}
if (newPath)
{
p.Hscore = heuristic(p.Position, end.Position);
p.Fscore = p.Gscore + p.Hscore;
p.Previous = current;
}
}
}
}
else
{
PathNode temp = end;
path.Add(temp);
while (temp.Previous != null)
{
path.Add(temp.Previous);
temp = temp.Previous;
}
Debug.Log(path.Count);
Debug.Log("yeet it finished");
Debug.Log(Time.time);
for (int i = path.Count - 1; i >= 0;i-- )
{
//Debug.Log(path[i].index);
}
finished = true;
}
}
}
private float heuristic(Vector3 pos1, Vector3 pos2)
{
return Vector3.Distance(pos1, pos2);
}
// Update is called once per frame
void Update()
{
@@ -227,4 +117,3 @@ public class PathMap : MonoBehaviour
}
}