animation works in logan GUI - terribly inefficient

This commit is contained in:
Simon O'Shea
2023-08-09 10:10:21 -04:00
parent 4046a86cd1
commit 36b7778619
2 changed files with 42 additions and 39 deletions
@@ -80,7 +80,7 @@ public class Pathfinder
Debug.Log("GO!");
open.Add(initialState);
int cap = 1000;
int cap = 2000;
while (true && cap > 0)
{
if (!open.Any())
@@ -99,9 +99,6 @@ public class Pathfinder
{
Debug.Log("Gottem");
//Node n = FindLastSample(open);
while (currentNode.parent != null)
{
solution.Push(currentNode);
@@ -115,10 +112,10 @@ public class Pathfinder
List<Node> children = currentNode.expand(-1);
if (heuristic == 0)
h0(children);
/* else if (heuristic.Equals("h1"))
h2(children);/*
else if (heuristic == 1)
h1(children);
else if (heuristic.Equals("h2"))
else if (heuristic == 2)
h2(children);*/
foreach (Node child in children)
@@ -127,23 +124,10 @@ public class Pathfinder
}
cap--;
}
Debug.Log("too much work :(");
return solution;
}
/* private Node GetLowestNode(List<Node> NodeList)
{
Node lowest = NodeList[0];
for (int i = 1; i < NodeList.Count; i++)
{
if (NodeList[i].fn < lowest.fn)
{
lowest = NodeList[i];
}
}
return lowest;
}*/
// HEURISTICS FOR ASTAR
public static List<Node> h0(List<Node> children)
{
@@ -161,40 +145,40 @@ public class Pathfinder
return sorted;
}
/* public static List<Node> h1(List<Node> children)
public static List<Node> h1(List<Node> children)
{
Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
List<Node> sorted = new List<Node>();
for (int i = 0; i < children.size(); i++)
for (int i = 0; i < children.Count; i++)
{
// estimated moves left: samples left
children.get(i).heuristic = children.get(i).samples.size();
sorted.add(children.get(i));
children[i].heuristic = children[i].samples.Count;
sorted.Add(children[i]);
}
return children;
}
public static Queue<Node> h2(List<Node> children)
public static List<Node> h2(List<Node> children)
{
Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
List<Node> sorted = new List<Node>();
if (children.size() == 0)
if (children.Count() == 0)
return sorted;
Node child;
for (int i = 0; i < children.size(); i++)
for (int i = 0; i < children.Count(); i++)
{
// estimated moves left:
// distance to nearest sample + 1 (+1 to account for sample action)
child = children.get(i);
child = children[i];
child.heuristic = Node.distance(child.agent, child.nearestSample()) + 1;
sorted.add(child);
sorted.Add(child);
}
return sorted;
}*/
}
}
public class Node
@@ -27,9 +27,9 @@ public class nMain : MonoBehaviour
void Start()
{
// Create world
int width = 32;
int height = 16;
float cellSize = 5f;
int width = 16;
int height = 8;
float cellSize = 10f;
Vector3 origin = new Vector3(-77, -34);
world = new LogicGrid(width, height, cellSize, origin);
@@ -107,11 +107,15 @@ public class nMain : MonoBehaviour
public void ResetGrid()
{
world.reset();
agent = new Vector2Int();
obstacles = new List<Vector2Int>();
samples = new List<Vector2Int>();
}
public void StartAlgorithm()
{
Vector2Int coord = new Vector2Int();
bool agentFound = false;
// Collect information about world
for (int x = 0; x < world.GetWidth(); x++)
@@ -120,7 +124,7 @@ public class nMain : MonoBehaviour
int index = x * world.GetHeight() + y;
int value = world.GetValue(x, y);
Debug.Log("x: " + x + " y: " + y + " | value: " + value);
//Debug.Log("x: " + x + " y: " + y + " | value: " + value);
// Add coordinate to obstacle array
if (value == 1)
@@ -140,18 +144,33 @@ public class nMain : MonoBehaviour
if (!samples.Contains(coord))
samples.Add(coord);
}
// Add coordinate to obstacle array
// Add coordinate to agent array
if (value == 3)
{
agent.x = x;
agent.y = y;
agentFound = true;
}
}
if (!agentFound)
{
Debug.Log("NO AGENT!");
return;
}
if (samples.Count == 0)
{
Debug.Log("NO SAMPLES!");
return;
}
if (true)
{
Pathfinder astar = new Pathfinder(world, agent, obstacles, samples, algorithm, 0);
Pathfinder path = new Pathfinder(world, agent, obstacles, samples, 0, 0);
Stack<Node> result = path.result;
Debug.Log("GO ANIMATE");
cellMesh.Animate(result);
}
}