如何在MONO 3D寻找最短路路径

前段时间有个客户说他们想在我们的3D的机房中找从A点到B点的最短路径,然而在2D中确实有很多成熟的寻路算法,其中A*是最为常见的,而这个Demo也是用的A*算法,以下计算的是从左上角到右下角的最短路径:
左上
具体的实现方式是,先将地板进行了分割,分成一个数组,然后再计算该点上是否有3D的对象,若是有,就置成该点不能通过的标记,否则就表示该点可以通过(如果你分割的越细那么算的就越精确,但是算的当然也就慢一些,关键看你的要求),以下是分割地板的代码:

var size = {x: 100, y: 100}; // 100*100
var topLeft = {x: 228, y: 53};
var width = 524;
var height = 400;
var dw = width / size.x;
var dh = height / size.y;
var start;
var end;
var graph;
function to2d() {
    var nodes = [];
    for (var i = 0; i < size.x; i++) {
        var nodeRow = [];
        var x = topLeft.x + dw * i
        for (var j = 0; j < size.y; j++) {
            var y = topLeft.y + dh * j;
            if (isHasObj(x, y)) { //判断该点上是否有物体
                nodeRow.push(0);
            } else {
                nodeRow.push(1);
            }
        }
        nodes.push(nodeRow);
    }
    graph = new Graph(nodes, {
        closest: null,
        diagonal: false
    });

    //这里是找一条从(0,0)到(79,80)的路径。
    start = graph.grid[0][0];
    drawPath(79, 80);
}

分割好地板后就相当于将3D中的寻路转换成了2D中的寻路,此时就可以直接使用A*算法来进行寻路了,这里的A*寻路算法如下:

function  search(graph, start, end, options) {
        astar.init(graph);

        options = options || {};
        var heuristic = options.heuristic || astar.heuristics.manhattan,
            closest = options.closest || false;

        var openHeap = getHeap(),
            closestNode = start; // set the start node to be the closest if required

        start.h = heuristic(start, end);

        openHeap.push(start);

        while(openHeap.size() > 0) {

            var currentNode = openHeap.pop();

            if(currentNode === end) {
                return pathTo(currentNode);
            }

            // Normal case -- move currentNode from open to closed, process each of its neighbors.
            currentNode.closed = true;

            // Find all neighbors for the current node.
            var neighbors = graph.neighbors(currentNode);

            for (var i = 0, il = neighbors.length; i < il; ++i) {
                var neighbor = neighbors[i];

                if (neighbor.closed || neighbor.isWall()) {
                    // Not a valid node to process, skip to next neighbor.
                    continue;
                }
                var gScore = currentNode.g + neighbor.getCost(currentNode),
                    beenVisited = neighbor.visited;

                if (!beenVisited || gScore < neighbor.g) {

                    neighbor.visited = true;
                    neighbor.parent = currentNode;
                    neighbor.h = neighbor.h || heuristic(neighbor, end);
                    neighbor.g = gScore;
                    neighbor.f = neighbor.g + neighbor.h;

                    if (closest) {
                       
                        if (neighbor.h < closestNode.h || (neighbor.h === closestNode.h && neighbor.g < closestNode.g)) {
                            closestNode = neighbor;
                        }
                    }

                    if (!beenVisited) {
                        // Pushing to heap will put it in proper place based on the 'f' value.
                        openHeap.push(neighbor);
                    }
                    else {
                       openHeap.rescoreElement(neighbor);
                    }
                }
            }
        }

        if (closest) {
            return pathTo(closestNode);
        }

        return [];
    }

看似实现了,如果你细心的话,你可以会发现在3D中存在类似像门那样的可以穿过的物体,或者说有两层楼,那这就不好转换了,确实是存在这样的问题,但是我们可以改进isHasObj这个方法,假如我们寻路的是一个人的话,那么我们人是有高度的,设置高度为man.height,我们判断某点上是否存在物体的话,然后在该点上“发射”一条Ray的方式(具体实现牵涉到一些数学知识,这里不多讲,下次可以单独弄了blog讲解),然后会返回的参数中有一个“距离”的属性,该属性就是我们地板上的点到该点上面那个物体的距离,因此我们可以通过这个距离来和man的身高的关系来确定该点是否可以通过,代码如下:

function isHasObj(x, y) {
    var obj = getElementsByPosition(x, y);
    if (obj && obj.length > 1) { //length > 1, bc is must a obj that is shapenode
        for (var i = 0; i < obj.length; i++) {
            if (obj[i] && !(obj[i].element instanceof mono.ShapeNode) && obj[i].element != man) {
                if (isCheckHeight) {
                    console.log("x:" + x + ";y:" + y + ";distance:" + obj[i].distance);
                    if (obj[i].distance < (man.height + 10)) {
                        return true;
                    } else {
                        return false;
                    }
                } else {
                    return true;
                }
            }
        }
    }
    return false;
}

如下是通过一个ShapePath这样的物体:
cross a Path

该Demo主要是想表达这个意思,美化方面还有改进的空间,比如可以考虑用我们的mono创建一个人的模型,还可以去判断该通过物体的宽度等等!


原文地址:https://www.cnblogs.com/twaver/p/4136883.html