Files
hk4e/pkg/alg/bfs_pathfinding.go
2023-03-17 14:30:49 +08:00

199 lines
3.6 KiB
Go

package alg
// 广度优先搜索寻路
const (
NODE_NONE = iota
NODE_START
NODE_END
NODE_BLOCK
)
type PathNode struct {
x int16
y int16
z int16
visit bool
state int
parent *PathNode
}
type BFS struct {
gMap map[int16]map[int16]map[int16]*PathNode
startPathNode *PathNode
endPathNode *PathNode
}
func NewBFS() (r *BFS) {
r = new(BFS)
return r
}
func (b *BFS) InitMap(terrain map[MeshVector]bool, start MeshVector, end MeshVector, extR int16) {
xLen := end.X - start.X
yLen := end.Y - start.Y
zLen := end.Z - start.Z
dx := int16(1)
dy := int16(1)
dz := int16(1)
if xLen < 0 {
dx = -1
xLen *= -1
}
if yLen < 0 {
dy = -1
yLen *= -1
}
if zLen < 0 {
dz = -1
zLen *= -1
}
b.gMap = make(map[int16]map[int16]map[int16]*PathNode)
for x := start.X - extR*dx; x != end.X+extR*dx; x += dx {
b.gMap[x] = make(map[int16]map[int16]*PathNode)
for y := start.Y - extR*dy; y != end.Y+extR*dy; y += dy {
b.gMap[x][y] = make(map[int16]*PathNode)
for z := start.Z - extR*dz; z != end.Z+extR*dz; z += dz {
state := -1
if x == start.X && y == start.Y && z == start.Z {
state = NODE_START
} else if x == end.X && y == end.Y && z == end.Z {
state = NODE_END
} else {
_, exist := terrain[MeshVector{
X: x,
Y: y,
Z: z,
}]
if exist {
state = NODE_NONE
} else {
state = NODE_BLOCK
}
}
node := &PathNode{
x: x,
y: y,
z: z,
visit: false,
state: state,
parent: nil,
}
b.gMap[x][y][z] = node
if node.state == NODE_START {
b.startPathNode = node
} else if node.state == NODE_END {
b.endPathNode = node
}
}
}
}
}
func (b *BFS) GetNeighbor(node *PathNode) []*PathNode {
neighborList := make([]*PathNode, 0)
dir := [][3]int16{
//
{1, 0, 0},
{-1, 0, 0},
{0, 1, 0},
{0, -1, 0},
{0, 0, 1},
{0, 0, -1},
//
{1, 1, 0},
{-1, 1, 0},
{-1, -1, 0},
{1, -1, 0},
//
{1, 0, 1},
{-1, 0, 1},
{-1, 0, -1},
{1, 0, -1},
//
{0, 1, 1},
{0, -1, 1},
{0, -1, -1},
{0, 1, -1},
//
{1, 1, 1},
{1, 1, -1},
{1, -1, 1},
{1, -1, -1},
{-1, 1, 1},
{-1, 1, -1},
{-1, -1, 1},
{-1, -1, -1},
}
for _, v := range dir {
x := node.x + v[0]
y := node.y + v[1]
z := node.z + v[2]
if _, exist := b.gMap[x]; !exist {
continue
}
if _, exist := b.gMap[x][y]; !exist {
continue
}
if _, exist := b.gMap[x][y][z]; !exist {
continue
}
neighborNode := b.gMap[x][y][z]
neighborList = append(neighborList, neighborNode)
}
return neighborList
}
func (b *BFS) GetPath() []*PathNode {
path := make([]*PathNode, 0)
if b.endPathNode.parent == nil {
return nil
}
node := b.endPathNode
for {
if node == nil {
break
}
path = append(path, node)
node = node.parent
}
if len(path) == 0 {
return nil
}
return path
}
func (b *BFS) Pathfinding() []MeshVector {
queue := NewALQueue[*PathNode]()
b.startPathNode.visit = true
queue.EnQueue(b.startPathNode)
for queue.Len() > 0 {
head := queue.DeQueue()
neighborList := b.GetNeighbor(head)
for _, neighbor := range neighborList {
if !neighbor.visit && neighbor.state != NODE_BLOCK {
neighbor.visit = true
neighbor.parent = head
queue.EnQueue(neighbor)
if neighbor.state == NODE_END {
break
}
}
}
}
path := b.GetPath()
if path == nil {
return nil
}
pathVectorList := make([]MeshVector, 0)
for i := len(path) - 1; i >= 0; i-- {
node := path[i]
pathVectorList = append(pathVectorList, MeshVector{
X: node.x,
Y: node.y,
Z: node.z,
})
}
return pathVectorList
}