戴克斯特拉算法(英语:Dijkstra's algorithm),又称迪杰斯特拉算法、Dijkstra算法,是由荷兰计算机科学家艾兹赫尔·戴克斯特拉在1956年发现的算法。
算法过程:
1.首先设置开始节点的成本值为0,并将开始节点放入检测列表中。
2.将检测列表中的所有点按到目标点所需的成本值排序,选择成本最小的节点作为当前节点,并将其移出检测列表。
3.将当前点周围的点中不包含在检测列表中的点加入到检测列表,将周围点加入到已检测列表中。
4.更新检测列表中的节点到当前节点的成本值。
5.重复2,3,4直到找到目标点。
代码实现:
public class Dijkstra : FindPathAlgorithm
{
public Dijkstra(int[,] mapData, int xCount, int zCount) : base(mapData, xCount, zCount){}
public override List<Vector2Int> FindPath(Vector2Int startPos, Vector2Int goalPos)
{
DataNode dataNode = this.DijkstraFind(startPos, goalPos);
if (dataNode == null)
{
Debug.LogError("寻路有误,请检查参数是否正确");
return null;
}
return Utils.GetPath(dataNode);
}
DataNode DijkstraFind(Vector2Int startPos, Vector2Int goalPos)
{
//存储要检测的点
List<DataNode> frontier = new List<DataNode>();
//存储已经检测的点
List<Vector2Int> reached = new List<Vector2Int>();
DataNode startNode = new DataNode(startPos, null);
startNode.gCost = 0;
frontier.Add(startNode);
reached.Add(startPos);
while (frontier.Count > 0)
{
DataNode currentNode = GetLowestgCostNode(frontier);
frontier.Remove(currentNode);
if (currentNode.pos == goalPos)
{
Debug.Log("完成!!!");
return new DataNode(goalPos, currentNode.parent);
}
List<DataNode> neighbors = GetNeighbors(currentNode.pos, reached);
foreach (DataNode neighbourNode in neighbors)
{
if (!frontier.Contains(neighbourNode))
{
neighbourNode.parent = currentNode;
frontier.Add(neighbourNode);
}
reached.Add(neighbourNode.pos);
}
this.UpdateCost(frontier, currentNode);
}
return null;
}
//更新成本值
void UpdateCost(List<DataNode> nodes, DataNode currentNode)
{
for (int i = 0; i < nodes.Count; i++)
{
int newCost = currentNode.gCost + CalculateDistanceCost(nodes[i].pos, currentNode.pos);
if (nodes[i].gCost > newCost)
{
nodes[i].gCost = newCost;
}
}
}
List<DataNode> GetNeighbors(Vector2Int current, List<Vector2Int> reached)
{
List<DataNode> neighbors = new List<DataNode>();
for (int i = 0; i < Utils.pointDir.Count; i++)
{
Vector2Int neighbor = current + Utils.pointDir[i];
if (this.IsCanAdd(neighbor, reached))
{
neighbors.Add(new DataNode(neighbor, null));
}
}
return neighbors;
}
bool IsCanAdd(Vector2Int current, List<Vector2Int> reached)
{
if (reached.Contains(current))
return false;
if (current.x >= 0 && current.y >= 0 && current.x < MapData.m_MapData.GetLength(1) && current.y < MapData.m_MapData.GetLength(0))
{
//如果是障碍物,则不能被Add
if (MapData.m_MapData[current.y, current.x] == 1)
{
return false;
}
return true;
}
return false;
}
private int CalculateDistanceCost(Vector2Int a, Vector2Int b)
{
return Mathf.Abs(a.x - b.x) + Mathf.Abs(a.y - b.y);
}
private DataNode GetLowestgCostNode(List<DataNode> pathNodeList)
{
DataNode lowestFCostNode = pathNodeList[0];
for (int i = 1; i < pathNodeList.Count; i++)
{
if (pathNodeList[i].gCost < lowestFCostNode.gCost)
{
lowestFCostNode = pathNodeList[i];
}
}
return lowestFCostNode;
}
}
结果:
参考链接:
Pathfinding in Unity - Part3: Dijkstra Algorithm Theory (youtube.com)
Pathfinding in Unity - Part4: Dijkstra Algorithm Implementation (youtube.com)