AStarHelper A*算法helper class

Author: Rod Green


A text book implementation of the A* network pathing routine. Based of the wikipedia detailing on the method.A* Wikipedia Article

Usage

The code is broken into a class (AStarHelper) and the base interface (IPathNode) needed for the Helper class

See below for usage example (tester).


AStarHelper class

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
public static class AStarHelper
{
 
 
	// Validator for path nodes
	// Needed to cope with nodes that might be GameObjects and therefore
	// not 'acutally' null when compared in generic methods
	public static bool Invalid<T>(T inNode) where T: IPathNode<T>
	{
		if(inNode == null || inNode.Invalid)
			return true;
		return false;
	}
 
	// Distance between Nodes
	static float Distance<T>(T start, T goal) where T: IPathNode<T>
	{
		if(Invalid(start) || Invalid(goal))
			return float.MaxValue;
		return Vector3.Distance(start.Position, goal.Position);
	}
 
	// Base cost Estimate - this would need to be evoled for your project based on true cost
	// to move between nodes
	static float HeuristicCostEstimate<T>(T start, T goal) where T: IPathNode<T>
	{
		return Distance(start, goal);
	}
 
	// Find the current lowest score path
	static T LowestScore<T>(List<T> openset, Dictionary<T, float> scores) where T: IPathNode<T>
	{
		int index = 0;
		float lowScore = float.MaxValue;
 
		for(int i = 0; i < openset.Count; i++)
		{
			if(scores[openset[i]] > lowScore)
				continue;
			index = i;
			lowScore = scores[openset[i]];
		}
 
		return openset[index];
	}
 
 
	// Calculate the A* path
	public static List<T> Calculate<T>(T start, T goal) where T: IPathNode<T>
	{
		List<T> closedset = new List<T>();    // The set of nodes already evaluated.
		List<T> openset = new List<T>();    // The set of tentative nodes to be evaluated.
		openset.Add(start);
     	Dictionary<T, T> came_from = new Dictionary<T, T>();    // The map of navigated nodes.
 
		Dictionary<T, float> g_score = new Dictionary<T, float>();
		g_score[start] = 0.0f; // Cost from start along best known path.
 
		Dictionary<T, float> h_score = new Dictionary<T, float>();
		h_score[start] = HeuristicCostEstimate(start, goal); 
 
		Dictionary<T, float> f_score = new Dictionary<T, float>();
		f_score[start] = h_score[start]; // Estimated total cost from start to goal through y.
 
		while(openset.Count != 0)
		{
			T x = LowestScore(openset, f_score);
			if(x.Equals(goal))
			{
				List<T> result = new List<T>();
				ReconstructPath(came_from, x, ref result);
				return result;
			}
			openset.Remove(x);
			closedset.Add(x);
			foreach(T y in x.Connections)
			{
				if(AStarHelper.Invalid(y) || closedset.Contains(y))
					continue;
				float tentative_g_score = g_score[x] + Distance(x, y);
 
				bool tentative_is_better = false;
				if(!openset.Contains(y))
				{
					openset.Add(y);
					tentative_is_better = true;
				}
				else if (tentative_g_score < g_score[y])
					tentative_is_better = true;
 
				if(tentative_is_better)
				{
					came_from[y] = x;
					g_score[y] = tentative_g_score;
					h_score[y] = HeuristicCostEstimate(y, goal);
					f_score[y] = g_score[y] + h_score[y];
				}
			}
		}
 
     return null;
 
	}
 
	// Once the goal has been found we now reconstruct the steps taken to get to the path
	static void ReconstructPath<T>(Dictionary<T, T> came_from, T current_node, ref List<T> result) where T: IPathNode<T>
	{
		if(came_from.ContainsKey(current_node))
		{
			ReconstructPath(came_from, came_from[current_node], ref result);
			result.Add(current_node);
			return;
		}
		result.Add(current_node);
	}
}

IPathNode Interface

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
 
public interface IPathNode<T>
{
	List<T> Connections { get; }
	Vector3 Position { get; }
	bool Invalid {get;}
}

Usage Example

This is a very quick and dirty implementation of the AStartHelper class. It's really meant to allow fast debugging of the routine and not a 'true' implementation of the technique into a game library.

  • PathNode class (MonoBehaviour) is an implementation of the IPathNode interface
  • PathNodeTester (MonoBehaviour) is an object that's used to handle the globals and execution of the path calculations

PathNode Class

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
public class PathNode : MonoBehaviour, IPathNode<PathNode>
{
	public List<PathNode> connections;
 
	public static int pnIndex;
 
	public Color nodeColor = new Color(0.05f, 0.3f, 0.05f, 0.1f);
 
	public bool Invalid
	{
		get { return (this == null); }
	}
 
	public List<PathNode> Connections
	{
		get { return connections; }
	}
 
	public Vector3 Position
	{
		get
		{
 
			return transform.position;
		}
	}
 
	public void Update()
	{
		DrawHelper.DrawCube(transform.position, Vector3.one, nodeColor );
		if(connections == null)
			return;
		for(int i = 0; i < connections.Count; i++)
		{
			if(connections[i] == null)
				continue;
			Debug.DrawLine(transform.position, connections[i].Position, nodeColor);
		}
	}
 
	public void Awake()
	{
		if(connections == null)
			connections = new List<PathNode>();
 
	}
 
	public static PathNode Spawn(Vector3 inPosition)
	{
		GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
		obj.name = "pn_" + pnIndex;
		obj.transform.position = inPosition;
		pnIndex++;
 
		PathNode newNode = obj.AddComponent<PathNode>();
		return newNode;
	}
 
	public static List<PathNode> CreateGrid(Vector3 center, Vector3 spacing, int[] dim, float randomSpace)
	{
		GameObject groupObject = new GameObject("grid");
		Random.seed = 1337;
		int xCount = dim[0];
		int yCount = dim[1];
		float xWidth = spacing.x * xCount;
		float yWidth = spacing.z * yCount;
 
		float xStart = center.x - (xWidth / 2.0f) + (spacing.x / 2.0f);
		float yStart = center.z - (yWidth / 2.0f) + (spacing.z / 2.0f);
 
		List<PathNode> result = new List<PathNode>();
 
		for(int x = 0; x < xCount; x++)
		{
			float xPos = (x * spacing.x) + xStart;
 
			for(int y = 0; y < yCount; y++)
			{
				if(randomSpace > 0.0f)
				{
					if(Random.value <= randomSpace)
					{
						result.Add(null);
						continue;
 
					}
				}
				float yPos = (y * spacing.z) + yStart;
				PathNode newNode = Spawn(new Vector3(xPos, 0.0f, yPos));
 
				result.Add(newNode);
				newNode.transform.parent = groupObject.transform;
 
			}
		}
 
		for(int x = 0; x < xCount; x++)
		{
 
 
			for(int y = 0; y < yCount; y++)
			{
				int thisIndex = (x * yCount) + y;
				List<int> connectedIndicies = new List<int>();
				PathNode thisNode = result[thisIndex];
				if(AStarHelper.Invalid(thisNode)) continue;
				if(x != 0)
					connectedIndicies.Add(((x - 1) * yCount) + y);
				if(x != xCount - 1)
					connectedIndicies.Add(((x + 1) * yCount) + y);
				if(y != 0)
					connectedIndicies.Add((x * yCount) + (y - 1));
				if(y != yCount - 1)
					connectedIndicies.Add((x * yCount) + (y + 1));
 
				if(x != 0 && y != 0)
					connectedIndicies.Add(((x - 1) * yCount) + (y - 1));
 
				if(x != xCount - 1 && y != yCount - 1)
					connectedIndicies.Add(((x + 1) * yCount) + (y + 1));
 
				if(x != 0 && y != yCount - 1)
					connectedIndicies.Add(((x - 1) * yCount) + (y + 1));
 
				if(x != xCount - 1 && y != 0)
					connectedIndicies.Add(((x + 1) * yCount) + (y - 1));
 
				for(int i = 0; i < connectedIndicies.Count; i++)
				{
					PathNode thisConnection = result[connectedIndicies[i]];
					if(AStarHelper.Invalid(thisConnection))
						continue;
					thisNode.Connections.Add(thisConnection);
				}
 
			}
		}
 
		return result;
 
	}
}


DrawHelper Class

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class DrawHelper
{
	public static void DrawCube(Vector3 position, Vector3 size, Color color)
	{
		Vector3 leftFrontDown 	= new Vector3( -size.x / 2.0f, -size.y / 2.0f, -size.z / 2.0f );
		Vector3 rightFrontDown 	= new Vector3( 	size.x / 2.0f, -size.y / 2.0f, -size.z / 2.0f );
		Vector3 rightFrontUp 	= new Vector3( 	size.x / 2.0f, 	size.y / 2.0f, -size.z / 2.0f );
		Vector3 leftFrontUp 	= new Vector3( -size.x / 2.0f, 	size.y / 2.0f, -size.z / 2.0f );
 
		Vector3 leftBackDown 	= new Vector3( -size.x / 2.0f, -size.y / 2.0f, size.z / 2.0f );
		Vector3 rightBackDown 	= new Vector3( 	size.x / 2.0f, -size.y / 2.0f, size.z / 2.0f );
		Vector3 rightBackUp 	= new Vector3( 	size.x / 2.0f, 	size.y / 2.0f, size.z / 2.0f );
		Vector3 leftBackUp 		= new Vector3( -size.x / 2.0f, 	size.y / 2.0f, size.z / 2.0f );
 
		Vector3[] arr = new Vector3[8];
 
		arr[0] = leftFrontDown;
		arr[1] = rightFrontDown;
		arr[2] = rightFrontUp;
		arr[3] = leftFrontUp;
 
		arr[4] = leftBackDown;
		arr[5] = rightBackDown;
		arr[6] = rightBackUp;
		arr[7] = leftBackUp;
 
		for (int i = 0; i < arr.Length; i++)
			arr[i] += position;
 
		for (int i = 0; i < arr.Length; i++)
		{
			for (int j = 0; j < arr.Length; j++)
			{
				if (i != j)
				{
					Debug.DrawLine(arr[i], arr[j], color);	
				}
			}
		}
	}
}

PathNodeTester Class

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
 
public class PathNodeTester : MonoBehaviour
{
	public List<PathNode> sources;
	public GameObject start;
	public GameObject end;
	public Color nodeColor = new Color(0.05f, 0.3f, 0.05f, 0.1f);
	public Color pulseColor = new Color(1.0f, 0.0f, 0.0f, 1.0f);
	public Color pathColor = new Color(0.0f, 1.0f, 0.0f, 1.0f);
	public bool reset;
 
	public bool gridCreated;
	int startIndex;
	int endIndex;
 
	int lastEndIndex;
	int lastStartIndex;
 
	bool donePath;
	public List<PathNode> solvedPath = new List<PathNode>();
 
 
 
	public void Awake()
	{
 
		if(gridCreated)
			return;
		sources = PathNode.CreateGrid(Vector3.zero, Vector3.one * 5.0f, new int[] { 50, 50}, 0.0f);
		gridCreated = true;
 
	}
 
	public void PulsePoint(int index)
	{
		if(AStarHelper.Invalid(sources[index]))
			return;
		DrawHelper.DrawCube(sources[index].Position, Vector3.one * 2.0f, pulseColor);
	}
 
 
	public void Draw(int startPoint, int endPoint, Color inColor)
	{
		Debug.DrawLine(sources[startPoint].Position, sources[endPoint].Position, inColor);
	}
 
	static int Closest(List<PathNode> inNodes, Vector3 toPoint)
	{
		int closestIndex = 0;
		float minDist = float.MaxValue;
		for(int i = 0; i < inNodes.Count; i++)
		{
			if(AStarHelper.Invalid(inNodes[i]))
				continue;
			float thisDist = Vector3.Distance(toPoint, inNodes[i].Position);
			if(thisDist > minDist)
				continue;
 
			minDist = thisDist;
			closestIndex = i;
		}
 
		return closestIndex;
	}
 
 
	public void Update()
	{
		if(reset)
		{
			donePath = false;
			ArrayFunc.Clear(ref solvedPath);
			reset = false;
		}
 
		if(start == null || end == null)
		{
			Debug.LogWarning("Need 'start' and or 'end' defined!");
			enabled = false;
			return;
		}
 
		startIndex = Closest(sources, start.transform.position);
 
		endIndex = Closest(sources, end.transform.position);
 
 
		if(startIndex != lastStartIndex || endIndex != lastEndIndex)
		{
			reset = true;
			lastStartIndex = startIndex;
			lastEndIndex = endIndex;
			return;
		}
 
		for(int i = 0; i < sources.Count; i++)
		{
			if(AStarHelper.Invalid(sources[i]))
				continue;
			sources[i].nodeColor = nodeColor;
		}
 
		PulsePoint(lastStartIndex);
		PulsePoint(lastEndIndex);
 
 
		if(!donePath)
		{
 
			solvedPath = AStarHelper.Calculate(sources[lastStartIndex], sources[lastEndIndex]);
 
			donePath = true;
		}
 
		// Invalid path
		if(solvedPath == null || solvedPath.Count < 1)
		{
			Debug.LogWarning("Invalid path!");
			reset = true;
			enabled = false;
			return;
		}
 
 
		//Draw path	
		for(int i = 0; i < solvedPath.Count - 1; i++)
		{
			if(AStarHelper.Invalid(solvedPath[i]) || AStarHelper.Invalid(solvedPath[i + 1]))
			{
				reset = true;
 
				return;
			}
			Debug.DrawLine(solvedPath[i].Position, solvedPath[i + 1].Position, Color.cyan * new Color(1.0f, 1.0f, 1.0f, 0.5f)); 
		}
 
 
 
	}
 
}
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