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# Custom A* 알고리즘 ( 계속 업데이트중..) └→ 자료구조 및 알고리즘

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathNode
{
// 길찾기용 맵 데이터 좌표 X,Z 이다. 그러나 실제 월드 블록 배열 X,Z 평면값과 동일한 의미로 쓰이기도 하니,
// 이 값을 실제 길을 찾아가는 오브젝트가 월드 좌표 (x, z)값으로 사용 가능하다.
private int _pathMapDataX;
public int pathMapDataX
{
set { _pathMapDataX = value; }
get { return _pathMapDataX; }
}
private int _pathMapDataY;
public int pathMapDataY
{
set { _pathMapDataY = value; }
get { return _pathMapDataY; }
}

private int _worldCoordY;
public int worldCoordY
{
set { _worldCoordY = value; }
get { return _worldCoordY; }
}

private bool _isJumped;
public bool isJumped
{
set { _isJumped = value; }
get { return _isJumped; }
}

private PathNode _parentNode;
public PathNode parentNode
{
set { _parentNode = value; }
get { return _parentNode; }
}

private bool _isGoalNode;
public bool isGoalNode
{
set { _isGoalNode = value; }
get { return _isGoalNode; }
}

private int _gValue;
public int gValue
{
get { return _gValue; }
}

public void Calc_G_Value()
{
if (_parentNode == null)
{
_gValue = 0;
return;
}
int x = _pathMapDataX - _parentNode.pathMapDataX;
int y = _pathMapDataY - _parentNode.pathMapDataY;
int absX = 0;
int absY = 0;
// 대각선 이동.
if (((x == -1) && (y == 1))
|| ((x == 1) && (y == 1))
|| ((x == -1) && (y == -1))
|| ((x == 1) && (y == -1)))
{
absX = Mathf.Abs(x);
absY = Mathf.Abs(y);
_gValue = (absX + absY) * 14 + _parentNode.gValue;
}
else
{
absX = Mathf.Abs(x);
absY = Mathf.Abs(y);
_gValue = (absX + absY) * 10 + _parentNode.gValue;
}

}

private int _hValue;
public int hValue
{
get { return _hValue; }
}

// 대각선 이동, 장애물들을 모두 무시한채 목표지점간의 x, y 이동값에 대한 결과를 구한다.
public void Calc_H_Value(PathNode goal)
{
int x = Mathf.Abs(goal.pathMapDataX - _pathMapDataX);
int y = Mathf.Abs(goal.pathMapDataY - _pathMapDataY);
_hValue = (x + y) * 10;
}

}
public class Astar : MonoBehaviour
{

private int MAP_SIZE_X = 4;
private int MAP_SIZE_Y = 4;

private PathNode[,] pathFindMapData;
private List<PathNode> openList = new List<PathNode>();
private List<PathNode> closedList = new List<PathNode>();

private List<Vector2> eightDir = new List<Vector2>();

private PathNode curNode;
private PathNode goalNode;

private Transform moveObject;

private Stack<PathNode> navigatePath = new Stack<PathNode>();

public Astar(Transform _moveObject, int mapSizeX, int mapSizeY)
{
MAP_SIZE_X = mapSizeX;
MAP_SIZE_Y = mapSizeY;

pathFindMapData = new PathNode[MAP_SIZE_X, MAP_SIZE_Y];
for (int x = 0; x < MAP_SIZE_X; x++)
for (int y = 0; y < MAP_SIZE_Y; y++)
{
pathFindMapData[x, y] = new PathNode();
pathFindMapData[x, y].pathMapDataX = x;
pathFindMapData[x, y].pathMapDataY = y;
pathFindMapData[x, y].parentNode = null;
pathFindMapData[x, y].isGoalNode = false;
}
moveObject = _moveObject;
InitEightDir();
}

private void ExtractNavigatePath()
{
PathNode path = goalNode;
while (path.parentNode != null)
{
navigatePath.Push(path);
path = path.parentNode;
}
}
private void InitData()
{
openList.Clear();
closedList.Clear();
navigatePath.Clear();
InitPathFindMapData();
}
public Stack<PathNode> PathFinding()
{
InitData();
SetStartPathNode();
while ((openList.Count != 0) && (!IsGoalInOpenList()))
{
SetOpenList();
PathNode selectNode = SelectLowCostPath();
if (selectNode != null) SearchAdjacentNodes(selectNode);
}
ExtractNavigatePath();
// Stack<T> 의 복사 생성자는 오리지널의 스택 순서에서 반대로 카피를 한다.
// # 1 : https://msdn.microsoft.com/en-us/library/76atxd68(v=vs.110).aspx
// # 2 : http://stackoverflow.com/questions/7391348/c-sharp-clone-a-stack
return new Stack<PathNode>(navigatePath);
}

private void SetStartPathNode()
{
int x = Mathf.RoundToInt(moveObject.position.x);
int y = Mathf.RoundToInt(moveObject.position.y);
curNode = pathFindMapData[x, y];
curNode.parentNode = null;
curNode.Calc_H_Value(goalNode);
curNode.Calc_G_Value();
openList.Add(curNode);
}
/// <summary>
/// 길찾기 시작전에 반드시 호출되어야 하는 함수.
/// 목표위치 노드를 지정해야 합니다.
/// </summary>
public void SetGoalPathNode(int worldCoordX, int worldCoordY)
{
goalNode = pathFindMapData[worldCoordX, worldCoordY];
goalNode.isGoalNode = true;
}

/// <summary>
/// 길찾기에 이용되는 맵정보 배열을 초기화 합니다.
/// 실제 월드 블록 배열의 XY평면의 범위값을 이용해 맵 정보 배열을 순회.
/// </summary>
private void InitPathFindMapData()
{
for (int x = 0; x < MAP_SIZE_X; x++)
for (int y = 0; y < MAP_SIZE_Y; y++)
{
pathFindMapData[x, y].pathMapDataX = x;
pathFindMapData[x, y].pathMapDataY = y;
pathFindMapData[x, y].worldCoordY = 0;
pathFindMapData[x, y].parentNode = null;
pathFindMapData[x, y].isGoalNode = false;
pathFindMapData[x, y].isJumped = false;
}
}


private void SearchAdjacentNodes(PathNode selectNode)
{
foreach (Vector2 pos in eightDir)
{
int searchPosX = selectNode.pathMapDataX + (int)pos.x;
int searchPosY = selectNode.pathMapDataY + (int)pos.y;
if ((searchPosX >= 0 && searchPosX < MAP_SIZE_X) && (searchPosY >= 0 && searchPosY < MAP_SIZE_Y))
{
if (!IsInClosedList(searchPosX, searchPosY))
{
if (!IsInOpenList(searchPosX, searchPosY))
{
openList.Add(pathFindMapData[searchPosX, searchPosY]);
pathFindMapData[searchPosX, searchPosY].parentNode = curNode;
pathFindMapData[searchPosX, searchPosY].Calc_H_Value(goalNode);
pathFindMapData[searchPosX, searchPosY].Calc_G_Value();
}
else
{
if ((pathFindMapData[searchPosX, searchPosY].gValue < selectNode.gValue))
{
selectNode.parentNode = pathFindMapData[searchPosX, searchPosY];
selectNode.Calc_H_Value(goalNode);
selectNode.Calc_G_Value();
}
}
}

}
}

}

private PathNode SelectLowCostPath()
{
int minCost = 0;
PathNode lowCostPath = null;
if (openList.Count > 0)
{
minCost = openList[0].gValue + openList[0].hValue;
lowCostPath = openList[0];
for (int i = 1; i < openList.Count; i++)
{
int cost = openList[i].gValue + openList[i].hValue;
if (minCost > cost)
{
minCost = cost;
lowCostPath = openList[i];
}
}
openList.Remove(lowCostPath);
closedList.Add(lowCostPath);
curNode = lowCostPath;
}
return lowCostPath;
}

private void SetOpenList()
{
foreach (Vector2 pos in eightDir)
{
int searchPosX = curNode.pathMapDataX + (int)pos.x;
int searchPosY = curNode.pathMapDataY + (int)pos.y;
if ((searchPosX >= 0 && searchPosX < MAP_SIZE_X) && (searchPosY >= 0 && searchPosY < MAP_SIZE_Y))
{
if ((!IsInClosedList(searchPosX, searchPosY)) && (!IsInOpenList(searchPosX, searchPosY)))
{
pathFindMapData[searchPosX, searchPosY].parentNode = curNode;
pathFindMapData[searchPosX, searchPosY].Calc_H_Value(goalNode);
pathFindMapData[searchPosX, searchPosY].Calc_G_Value();
openList.Add(pathFindMapData[searchPosX, searchPosY]);
}
}
}
CurNodeToClosedList();
}

private bool IsInClosedList(int searchPosX, int searchPosY)
{
return (closedList.Exists((PathNode p) =>
{
if ((p.pathMapDataX == searchPosX)
&& (p.pathMapDataY == searchPosY))
{
return true;
}
return false;
}));
}

private bool IsInOpenList(int searchPosX, int searchPosY)
{
return (openList.Exists((PathNode p) =>
{
if ((p.pathMapDataX == searchPosX)
&& (p.pathMapDataY == searchPosY))
{
return true;
}
return false;
}));
}

private bool IsGoalInOpenList()
{
return (openList.Exists((PathNode p) =>
{
if (p.isGoalNode)
{
return true;
}
return false;
}));
}

private void CurNodeToClosedList()
{
closedList.Add(curNode);
openList.Remove(curNode);
}

private void InitEightDir()
{
Vector2 north = new Vector2(0, 1);
Vector2 south = new Vector2(0, -1);
Vector2 west = new Vector2(-1, 0);
Vector2 east = new Vector2(1, 0);
Vector2 northWest = new Vector2(-1, 1);
Vector2 northEast = new Vector2(1, 1);
Vector2 southWest = new Vector2(-1, -1);
Vector2 southEast = new Vector2(1, -1);

eightDir.Add(north);
eightDir.Add(south);
eightDir.Add(west);
eightDir.Add(east);
eightDir.Add(northWest);
eightDir.Add(northEast);
eightDir.Add(southWest);
eightDir.Add(southEast);
}
}