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如何在MONO 3D寻找最短路路径

时间:2014-12-02 11:54:51      阅读:226      评论:0      收藏:0      [点我收藏+]

标签:twaver 3d   mono design   twaver   机房   

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:
bubuko.com,布布扣
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:

1 var size = {x: 100, y: 100}; // 100*100
2 var topLeft = {x: 228, y: 53};
3 var width = 524;
4 var height = 400;
5 var dw = width / size.x;
6 var dh = height / size.y;
7 var start;
8 var end;
9 var graph;
10 function to2d() {
11     var nodes = [];
12     for (var i = 0; i < size.x; i++) {
13         var nodeRow = [];
14         var x = topLeft.x + dw * i
15         for (var j = 0; j < size.y; j++) {
16             var y = topLeft.y + dh * j;
17             if (isHasObj(x, y)) { //判断该点上是否有物体
18                 nodeRow.push(0);
19             else {
20                 nodeRow.push(1);
21             }
22         }
23         nodes.push(nodeRow);
24     }
25     graph = new Graph(nodes, {
26         closest: null,
27         diagonal: false
28     });
29  
30     //这里是找一条从(0,0)到(79,80)的路径。
31     start = graph.grid[0][0];
32     drawPath(7980);
33 }


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:

1 function  search(graph, start, end, options) {
2         astar.init(graph);
3  
4         options = options || {};
5         var heuristic = options.heuristic || astar.heuristics.manhattan,
6             closest = options.closest || false;
7  
8         var openHeap = getHeap(),
9             closestNode = start; // set the start node to be the closest if required
10  
11         start.h = heuristic(start, end);
12  
13         openHeap.push(start);
14  
15         while(openHeap.size() > 0) {
16  
17             var currentNode = openHeap.pop();
18  
19             if(currentNode === end) {
20                 return pathTo(currentNode);
21             }
22  
23             // Normal case -- move currentNode from open to closed, process each of its neighbors.
24             currentNode.closed = true;
25  
26             // Find all neighbors for the current node.
27             var neighbors = graph.neighbors(currentNode);
28  
29             for (var i = 0, il = neighbors.length; i < il; ++i) {
30                 var neighbor = neighbors[i];
31  
32                 if (neighbor.closed || neighbor.isWall()) {
33                     // Not a valid node to process, skip to next neighbor.
34                     continue;
35                 }
36                 var gScore = currentNode.g + neighbor.getCost(currentNode),
37                     beenVisited = neighbor.visited;
38  
39                 if (!beenVisited || gScore < neighbor.g) {
40  
41                     neighbor.visited = true;
42                     neighbor.parent = currentNode;
43                     neighbor.h = neighbor.h || heuristic(neighbor, end);
44                     neighbor.g = gScore;
45                     neighbor.f = neighbor.g + neighbor.h;
46  
47                     if (closest) {
48                         
49                         if (neighbor.h < closestNode.h || (neighbor.h === closestNode.h && neighbor.g < closestNode.g)) {
50                             closestNode = neighbor;
51                         }
52                     }
53  
54                     if (!beenVisited) {
55                         // Pushing to heap will put it in proper place based on the ‘f‘ value.
56                         openHeap.push(neighbor);
57                     }
58                     else {
59                        openHeap.rescoreElement(neighbor);
60                     }
61                 }
62             }
63         }
64  
65         if (closest) {
66             return pathTo(closestNode);
67         }
68  
69         return [];
70     }

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:

1 function isHasObj(x, y) {
2     var obj = getElementsByPosition(x, y);
3     if (obj && obj.length > 1) { //length > 1, bc is must a obj that is shapenode
4         for (var i = 0; i < obj.length; i++) {
5             if (obj[i] && !(obj[i].element instanceof mono.ShapeNode) && obj[i].element != man) {
6                 if (isCheckHeight) {
7                     console.log("x:" + x + ";y:" + y + ";distance:" + obj[i].distance);
8                     if (obj[i].distance < (man.height + 10)) {
9                         return true;
10                     else {
11                         return false;
12                     }
13                 else {
14                     return true;
15                 }
16             }
17         }
18     }
19     return false;
20 }

如下是通过一个ShapePath这样的物体:
bubuko.com,布布扣

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!


如何在MONO 3D寻找最短路路径

标签:twaver 3d   mono design   twaver   机房   

原文地址:http://blog.csdn.net/twaver/article/details/41675507

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