RCP:gef智能寻路算法(A star)

本路由继承自AbstactRouter,参数只有EditPart(编辑器内容控制器),gridLength(寻路用单元格大小),style(FLOYD,FLOYD_FLAT,FOUR_DIR)。

字符集编码为GBK,本文只做简单的代码解析,源码戳我

如果源码不全,可以联系本人。

算法实现主要有三:

1、Astar单向寻路

2、地图预读

3、弗洛伊德平滑算法

Astar寻路的实现:

ANode minFNode = null;
        while (true) {
            minFNode = findMinNode(openList);
            openList.remove(minFNode);
            closedList.add(minFNode);
            if (minFNode == null || minFNode.equals(endNode))
                break;
            search(minFNode, openList, closedList, startNode, endNode);
        }



private void search(ANode node, List<ANode> openList,
            List<ANode> closedList, ANode startNode, ANode endNode) {
        ANode[] nodes = findAroundNode(node);
        for (int i = 0, len = nodes.length; i < len; i++) {
            if (nodes[i].getLevel() == ANodeLevel.DEAD)
                continue;
            nodes[i].g = (i > 3 ? nodes[i].getLevel().RE
                    : nodes[i].getLevel().BE) + node.g;
            nodes[i].h = caculateH(nodes[i], endNode);
            if (closedList.contains(nodes[i]))
                continue;
            if (!openList.contains(nodes[i])) {
                openList.add(nodes[i]);
                nodes[i].setParent(node);
            } else if (openList.contains(nodes[i])) {
                int idx = openList.indexOf(nodes[i]);
                ANode n = openList.get(idx);
                if (nodes[i].g < n.g) {
                    openList.remove(idx);
                    closedList.add(n);
                    nodes[i].setParent(n.getParent());
                    openList.add(idx, nodes[i]);
                }
            }
        }
    }

在网上大部分版本的Astar算法里,障碍只有两个参考值,即是可通过和不可通过

但在实际情况里,有可能会有较难度过的小溪,难以度过的河流,不能跨越的深涧,于是我在算法里引入了难易度概念,由ANodeLevel体现。

package galaxy.ide.configurable.editor.gef.router;

/**
 * 节点等级,RE直角边,BE斜角边
 * 
 * @author caiyu
 * @date 2014-5-15
 */
public enum ANodeLevel {
    EASY(10, 14), NORMAL(20, 28), HARD(50, 68), DEAD(2000, 2800);
    /**
     * 直角边
     */
    public final int RE;
    /**
     * 斜角边
     */
    public final int BE;

    ANodeLevel(int RE, int BE) {
        this.RE = RE;
        this.BE = BE;
    }
}

引入了四个难易程度,当然,这些难易程度自己可以调整。

障碍的难易程度是预读的,体现在代码:

    private void preReadingNodes(Point startPoint) {
        Rectangle r;
        for (Object c : this.editPart.getChildren()) {
            if (c instanceof GraphicalEditPart) {
                r = ((GraphicalEditPart) c).getFigure().getBounds();
                preReader.read(r, startPoint, D);
            }
        }
    }

预读器preReader源码如下:

    public void read(Rectangle r, Point startPoint, final int D) {
        ANodeLevel level = ANodeLevel.HARD;
        if (r.contains(this.startPoint) || r.contains(this.endPoint))
            level = ANodeLevel.NORMAL;

        int xS = ANodePreReader.calculateIndex(r.x, startPoint.x, D);
        int xE = ANodePreReader
                .calculateIndex(r.x + r.width(), startPoint.x, D);
        int yS = ANodePreReader.calculateIndex(r.y, startPoint.y, D);
        int yE = ANodePreReader.calculateIndex(r.y + r.height(), startPoint.y,
                D);
        Map<Integer, ANodeLevel> map;
        for (int x = xS; x < xE; x++) {
            for (int y = yS; y < yE; y++) {
                map = pool.get(x);
                if (map == null) {
                    map = new HashMap<Integer, ANodeLevel>();
                    pool.put(x, map);
                }
                map.put(y, level);
            }
        }
    }

    public ANode getNode(int x, int y) {
        ANode node = new ANode(x, y);
        Map<Integer, ANodeLevel> map = pool.get(x);
        node.setLevel(map == null ? ANodeLevel.EASY
                : map.get(y) == null ? ANodeLevel.EASY : map.get(y));
        return node;
    }


    public static int calculateIndex(int v1, int v2, int distance) {
        int offset = (v1 - v2) % distance;
        return offset > 0 ? (v1 - v2) / distance + 1 : offset == 0 ? (v1 - v2)
                / distance : (v1 - v2) / distance - 1;
    }

完成了以上,即可以实现智能绘图,应用该路由 new AStarConnectionRouter2(editPart, 20, AStarConnectionRouter.NONE);(不会在GEF中应用路由器的去看《GEF whole update》这本书)

如图所示:

可以看出,这个算法还有缺陷,并不平滑。我们加入弗洛伊德平滑算法new AStarConnectionRouter2(editPart, 20, AStarConnectionRouter.FLOYD);

,效果如图:

弗洛伊德平滑算法的原理:

1、如果A、B、C三点在同一直线上,视为三点共线,则去除B点

2、清理所有共线点之后,遍历任一点和其他点之间有无障碍物,如果没有,则去除两点之间的全部点。

算法实现:

    /**
     * 弗洛伊德平滑处理
     * 
     * @param D
     * @param startPoint
     * 
     * @param points
     */
    public void floyd(ANode node, Point startPoint, int D) {
        if ((this.style & FLOYD_SIMPLIFY) != FLOYD_SIMPLIFY
                && (this.style & FLOYD) != FLOYD)
            return;
        ANode fatherNode, currentNode = node, grandNode;
        // 去除共线
        while (true) {
            fatherNode = currentNode.getParent();
            if (fatherNode == null)
                break;
            grandNode = fatherNode.getParent();
            if (grandNode == null)
                break;
            if (fatherNode.xIndex - currentNode.xIndex == grandNode.xIndex
                    - fatherNode.xIndex
                    && fatherNode.yIndex - currentNode.yIndex == grandNode.yIndex
                            - fatherNode.yIndex) {
                currentNode.setParent(grandNode);
            } else
                currentNode = fatherNode;
        }
        currentNode = node;

        if ((this.style & FLOYD) != FLOYD)
            return;
        // 去除拐点
        while (true) {
            fatherNode = currentNode.getParent();
            if (fatherNode == null)
                break;
            while (true) {
                grandNode = fatherNode.getParent();
                if (grandNode == null)
                    break;
                if (linkable(currentNode, grandNode, startPoint, D)) {
                    currentNode.setParent(grandNode);
                }
                fatherNode = grandNode;
            }
            currentNode = currentNode.getParent();
            if (currentNode == null)
                break;
        }
    }

但是,上图的效果并不美观,有两个参考方案:

1、自己重写ConnectionFigure,使拐点圆滑

2、Astar算法只参考上下左右四个方向

只参考四个方向的使用例子new AStarConnectionRouter2(editPart, 20, AStarConnectionRouter.FLOYD| AStarConnectionRouter.FOUR_DIR);

如图所示:

以上,即实现了全部效果。

注意,在RouterStyle里有个TEST选项,该选项是测试使用,使用过程中会有大量bug。

new AStarConnectionRouter2(editPart, 20,
AStarConnectionRouter.FOUR_DIR
| AStarConnectionRouter.FLOYD_SIMPLIFY
| AStarConnectionRouter.TEST);

该测试用于展示在寻路过程中AStar算法遍历到的节点,如图所示:

下一次再实现一个圆滑的弧线拐角,再来和大家分享。

源码下载请移步:http://pan.baidu.com/s/1hqgNN2s

原文地址:https://www.cnblogs.com/anrainie/p/3783514.html