C#数据结构-A星寻路算法
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2022-07-14 19:27:58
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A*算法其实也不复杂,首先有以下几个概念:
-
开启的节点表(OpenList)
存放着所有的待检测的节点(坐标),每次都会从其中寻找出符合某个条件的坐标。
-
关闭的节点表(ClosedList)
存放着所有不会被检测的节点(坐标),每次检测都会忽略它们。
首先,我们定义了两个点,分别是起点和终点。
整个算法的核心就是启发式的权值比较,分为G和H值。
-
G值
是从起点到某一点积累的移动值。一般我们将从起点按非斜向方向移动的G值定为10,斜向为14,走一步必须将此节点的值增加,也就是说移动到的节点的G值等于移动前节点的G值加上按方向走到该店的G值的增加量。
打个比方,移动前(0,0)的G值为0,则(0,1)的G值就是10,(1,2)的G值就是24
-
H值
该值和终点坐标相关,一般常用的曼哈顿算法为: abs(dx-x)+abs(dy-y),也就是横坐标的差值加上纵坐标的差值。
-
F值
F值为G值和H值之和
上述的基本概念理清的话,下面的算法就简单了。
算法的基本逻辑基本按下述步骤走:
1.将起点放入OpenList中
2.将OpenList中最小F值的节点(MinFNode)取出,从OpenList移除,并放入ClosedList中
3.遍历MinFNode周围的节点,忽略障碍节点和已在ClosedList中的节点,这里会有3种情况
- 相邻点不在OpenList中的,简单的计算好H值和G值(MinFNode的G值加上移动所产生的G值),并且把该相邻点的父节点设置为MinFNode (后期找到终点后,需要用父节点进行路径回溯)
- 相邻点已在OpenList中的,则判断从MinFNode节点的G值加上到相邻点移动所产生的G值之和,是否小于该相邻点的G值,假设小于了,则更新该相邻点的G值为较小的那个,然后重新设置该相邻点的父节点为MinFNode
- 假设遍历到的节点是终点,则按MinFNode的父节点进行回溯,获取到起点的路径,找到最终路径
4.如果没有找到终点,回到第二步,继续执行
注:下面的代码在Unity里用C#实现,整个工程我放在Github上了,获取地址超链接
Node节点实现:
using UnityEngine;
public class Node
{
//是否可以通过
public bool m_CanWalk;
//节点空间位置
public Vector3 m_WorldPos;
//节点在数组的位置
public int m_GridX;
public int m_GridY;
//开始节点到当前节点的距离估值
public int m_gCost;
//当前节点到目标节点的距离估值
public int m_hCost;
public int FCost
{
get { return m_gCost + m_hCost; }
}
//当前节点的父节点
public Node m_Parent;
public Node(bool canWalk, Vector3 position, int gridX, int gridY)
{
m_CanWalk = canWalk;
m_WorldPos = position;
m_GridX = gridX;
m_GridY = gridY;
}
}
创建网格:
using System.Collections.Generic;
using UnityEngine;
public class GridBase : MonoBehaviour
{
private Node[,] m_Grid;
public Vector2 m_GridSize;
public float m_NodeRadius;
public LayerMask m_Layer;
public Stack<Node> m_Path = new Stack<Node>();
private float m_NodeDiameter;
private int m_GridCountX;
private int m_GridCountY;
void Start()
{
m_NodeDiameter = m_NodeRadius * 2;
m_GridCountX = Mathf.RoundToInt(m_GridSize.x / m_NodeDiameter);
m_GridCountY = Mathf.RoundToInt(m_GridSize.y / m_NodeDiameter);
m_Grid = new Node[m_GridCountX, m_GridCountY];
CreateGrid();
}
/// <summary>
/// 创建格子
/// </summary>
private void CreateGrid()
{
Vector3 startPos = transform.position;
startPos.x = startPos.x - m_GridSize.x / 2;
startPos.z = startPos.z - m_GridSize.y / 2;
for (int i = 0; i < m_GridCountX; i++)
{
for (int j = 0; j < m_GridCountY; j++)
{
Vector3 worldPos = startPos;
worldPos.x = worldPos.x + i * m_NodeDiameter + m_NodeRadius;
worldPos.z = worldPos.z + j * m_NodeDiameter + m_NodeRadius;
bool canWalk = !Physics.CheckSphere(worldPos, m_NodeRadius, m_Layer);
m_Grid[i, j] = new Node(canWalk, worldPos, i, j);
}
}
}
/// <summary>
/// 通过空间位置获得对应的节点
/// </summary>
/// <param name="pos"></param>
/// <returns></returns>
public Node GetFromPosition(Vector3 pos)
{
float percentX = (pos.x + m_GridSize.x / 2) / m_GridSize.x;
float percentZ = (pos.z + m_GridSize.y / 2) / m_GridSize.y;
percentX = Mathf.Clamp01(percentX);
percentZ = Mathf.Clamp01(percentZ);
int x = Mathf.RoundToInt((m_GridCountX - 1) * percentX);
int z = Mathf.RoundToInt((m_GridCountY - 1) * percentZ);
return m_Grid[x, z];
}
/// <summary>
/// 获得当前节点的相邻节点
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
public List<Node> GetNeighor(Node node)
{
List<Node> neighborList = new List<Node>();
for (int i = -1; i <= 1; i++)
{
for (int j = -1; j <= 1; j++)
{
if (i == 0 && j == 0)
{
continue;
}
int tempX = node.m_GridX + i;
int tempY = node.m_GridY + j;
if (tempX < m_GridCountX && tempX > 0 && tempY > 0 && tempY < m_GridCountY)
{
neighborList.Add(m_Grid[tempX, tempY]);
}
}
}
return neighborList;
}
private void OnDrawGizmos()
{
Gizmos.DrawWireCube(transform.position, new Vector3(m_GridSize.x, 1, m_GridSize.y));
if (m_Grid == null)
{
return;
}
foreach (var node in m_Grid)
{
Gizmos.color = node.m_CanWalk ? Color.white : Color.red;
Gizmos.DrawCube(node.m_WorldPos, Vector3.one * (m_NodeDiameter - 0.1f));
}
if (m_Path != null)
{
foreach (var node in m_Path)
{
Gizmos.color = Color.green;
Gizmos.DrawCube(node.m_WorldPos, Vector3.one * (m_NodeDiameter - 0.1f));
}
}
}
}
寻路算法的实现:
using System.Collections.Generic;
using UnityEngine;
public class FindPath : MonoBehaviour
{
public Transform m_StartNode;
public Transform m_EndNode;
private GridBase m_Grid;
private List<Node> openList = new List<Node>();
private HashSet<Node> closeSet = new HashSet<Node>();
void Start()
{
m_Grid = GetComponent<GridBase>();
}
void Update()
{
FindingPath(m_StartNode.position, m_EndNode.position);
}
/// <summary>
/// A*算法,寻找最短路径
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
private void FindingPath(Vector3 start, Vector3 end)
{
Node startNode = m_Grid.GetFromPosition(start);
Node endNode = m_Grid.GetFromPosition(end);
openList.Clear();
closeSet.Clear();
openList.Add(startNode);
int count = openList.Count;
while (count > 0)
{
// 寻找开启列表中的F最小的节点,如果F相同,选取H最小的
Node currentNode = openList[0];
for (int i = 0; i < count; i++)
{
Node node = openList[i];
if (node.FCost < currentNode.FCost || node.FCost == currentNode.FCost && node.m_hCost < currentNode.m_hCost)
{
currentNode = node;
}
}
// 把当前节点从开启列表中移除,并加入到关闭列表中
openList.Remove(currentNode);
closeSet.Add(currentNode);
// 如果是目的节点,返回
if (currentNode == endNode)
{
GeneratePath(startNode, endNode);
return;
}
// 搜索当前节点的所有相邻节点
foreach (var node in m_Grid.GetNeighor(currentNode))
{
// 如果节点不可通过或者已在关闭列表中,跳出
if (!node.m_CanWalk || closeSet.Contains(node))
{
continue;
}
int gCost = currentNode.m_gCost + GetDistanceNodes(currentNode, node);
// 如果新路径到相邻点的距离更短 或者不在开启列表中
if (gCost < node.m_gCost || !openList.Contains(node))
{
// 更新相邻点的F,G,H
node.m_gCost = gCost;
node.m_hCost = GetDistanceNodes(node, endNode);
// 设置相邻点的父节点为当前节点
node.m_Parent = currentNode;
// 如果不在开启列表中,加入到开启列表中
if (!openList.Contains(node))
{
openList.Add(node);
}
}
}
}
}
/// <summary>
/// 生成路径
/// </summary>
/// <param name="startNode"></param>
/// <param name="endNode"></param>
private void GeneratePath(Node startNode, Node endNode)
{
Stack<Node> path = new Stack<Node>();
Node node = endNode;
while (node.m_Parent != startNode)
{
path.Push(node);
node = node.m_Parent;
}
m_Grid.m_Path = path;
}
/// <summary>
/// 获得两个节点的距离
/// </summary>
/// <param name="node1"></param>
/// <param name="node2"></param>
/// <returns></returns>
private int GetDistanceNodes(Node node1, Node node2)
{
int deltaX = Mathf.Abs(node1.m_GridX - node2.m_GridX);
int deltaY = Mathf.Abs(node1.m_GridY - node2.m_GridY);
if (deltaX > deltaY)
{
return deltaY * 14 + 10 * (deltaX - deltaY);
}
else
{
return deltaX * 14 + 10 * (deltaY - deltaX);
}
}
}