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golang实现障碍、转弯最少的A*寻路

发布时间:2020-12-16 09:31:15 所属栏目:大数据 来源:网络整理
导读:目录 目标: 要点: 源码: 目标: 优先寻找无障碍的路径 目标不可达时,寻找障碍最少的路径 路径长度相等时,优先转弯最少的路径 多个目标点时,根据以上要求到达其中一个目标点即可 要点: 最优格子的选取,先对open list排序,然后从open list中出队 源码

目录

  • 目标:
  • 要点:
  • 源码:

目标:

  • 优先寻找无障碍的路径
  • 目标不可达时,寻找障碍最少的路径
  • 路径长度相等时,优先转弯最少的路径
  • 多个目标点时,根据以上要求到达其中一个目标点即可

要点:

  • 最优格子的选取,先对open list排序,然后从open list中出队

源码:

package main

import (
    "errors"
    "fmt"
    "math"
    "sort"
)

type Node struct {
    Parent *Node
    Pos    []int32
    GDir   []int32
    G      float32
    H      float32
    F      float32
    B      int // 障碍Block
    T      int // 转弯turn
}

func (node *Node) String() string {
    return fmt.Sprintf("%#v",node)
}

// 优先障碍最少,其次路径最短,再次转弯最少
func (best *Node) IsBetterThan(node *Node) bool {
    if best.B < node.B {
        return true
    }
    if best.B > node.B {
        return false
    }
    if best.F < node.F {
        return true
    }
    if best.F > node.F {
        return false
    }
    if best.T < node.T {
        return true
    }
    if best.T > node.T {
        return false
    }
    return false
}

type NodeList []*Node

func (nl NodeList) Len() int      { return len(nl) }
func (nl NodeList) Swap(i,j int) { nl[i],nl[j] = nl[j],nl[i] }
func (nl NodeList) Less(i,j int) bool {
    best,node := nl[i],nl[j]
    return best.IsBetterThan(node)
}

func (nl NodeList) String() string {
    s := "*******NodeList********n"
    for i,node := range nl {
        s = fmt.Sprintf("%s%d = %sn",s,i,node.String())
    }
    return s
}

func (nl NodeList) NodeIdx(node *Node) int {
    for i,n := range nl {
        if n.Pos[0] == node.Pos[0] && n.Pos[1] == node.Pos[1] {
            return i
        }
    }
    return -1
}

type AStar struct {
    W        int32
    H        int32
    SPos     []int32
    EPos     []int32
    Open     NodeList // 使用list,起点,终点相同时每次的路径都一样,换成map时,每次的路径可能不一样。
    CloseMap map[int32]struct{}
}

const (
    NODE_OPEN    int32 = iota // 可通行
    NODE_BARRIER              // 障碍,无法到达目的地时,返回障碍最少的路径
    NODE_NO_PASS              // 不可通行,边界等不能通行
)

func (a *AStar) newNode(parent *Node,x,y int32,dir []int32) *Node {
    state := a.GetNodeState(x,y)
    if state != NODE_OPEN && state != NODE_BARRIER {
        a.addClose(&Node{Pos: []int32{x,y}})
        return nil
    }
    b,t := 0,0
    if parent != nil {
        b = parent.B
        if dir[0] == parent.GDir[0] && dir[1] == parent.GDir[1] {
            t = parent.T
        } else {
            t = parent.T + 1
        }
    }
    if state == NODE_BARRIER {
        b++
    }
    pos := []int32{x,y}
    g := a.getG(pos,parent)
    h := a.getH(pos,a.EPos)
    return &Node{
        Parent: parent,Pos:    pos,G:      g,H:      h,F:      g + h,B:      b,T:      t,GDir:   dir,}
}

func (a *AStar) GetNodeState(x,y int32) int32 {
    if x < 0 || x >= a.W || y < 0 || y >= a.H {
        return NODE_NO_PASS
    }
    //fmt.Println("GetNodeState",y,GMap[x][y])
    return GMap[x][y]
}

// 计算g值;直走=1;斜走=1.4
func (a *AStar) getG(pos1 []int32,parent *Node) float32 {
    if parent == nil {
        return 0
    }
    pos2 := parent.Pos
    g := parent.G
    if pos1[0] == pos2[0] {
        return g + float32(math.Abs(float64(pos1[1]-pos2[1])))
    } else if pos1[1] == pos2[1] {
        return g + float32(math.Abs(float64(pos1[0]-pos2[0])))
    } else {
        return g + float32(math.Abs(float64(pos1[0]-pos2[0])*1.4))
    }
}

// 计算h值
func (a *AStar) getH(pos1,pos2 []int32) float32 {
    return float32(math.Abs(float64(pos1[0]-pos2[0])) + math.Abs(float64(pos1[1]-pos2[1])))
}

func (a *AStar) addOpen(node *Node) {
    //idx := a.getNodeIdxInOpen(node)
    idx := a.Open.NodeIdx(node)
    //fmt.Println(a.Open)
    //fmt.Println("addOpen:",idx,"node:",node,"patrnt ",node.Parent)
    if idx >= 0 {
        n := a.Open[idx]
        if node.IsBetterThan(n) {
            a.Open[idx] = node
        }
    } else {
        a.Open = append(a.Open,node)
    }
}

// x,y 对应的node在open中的idx
func (a *AStar) getNodeIdxInOpen(node *Node) int {
    x,y := node.Pos[0],node.Pos[1]
    l := len(a.Open)
    if l == 0 {
        return -1
    }
    idx := sort.Search(len(a.Open),func(i int) bool {
            pos := a.Open[i].Pos
            return pos[0] == x && pos[1] == y
        })
    // sort.Search 对已排序的list使用二分查找,
    // sort.Search 的坑,未找到返回的值等于list长度
    if idx == l {
        return -1
    }
    return idx
}

// 从open中出栈,即最优的格子
func (a *AStar) getMinNode() *Node {
    sort.Sort(a.Open)
    node := a.Open[0]
    a.Open = a.Open[1:]
    return node
}

// 添加到close中,func (a *AStar) addClose(n *Node) {
    x,y := n.Pos[0],n.Pos[1]
    key := x*a.W*10 + y
    a.CloseMap[key] = struct{}{}
}

// 判断是否在close中
func (a *AStar) isInClose(x,y int32) (ok bool) {
    key := x*a.W*10 + y
    _,ok = a.CloseMap[key]
    return
}

// 拓展周边方向的node
func (a *AStar) extendNeighbours(c *Node) {
    for _,dir := range GDir {
        x := c.Pos[0] + dir[0]
        y := c.Pos[1] + dir[1]
        if a.isInClose(x,y) {
            continue
        }
        node := a.newNode(c,dir)
        if node == nil {
            continue
        }
        a.addOpen(node)
    }
}

func (a *AStar) isTarget(n *Node,ePos []int32) bool {
    if n == nil {
        return false
    }
    if n.Pos[0] == ePos[0] && n.Pos[1] == ePos[1] {
        return true
    }
    return false
}

// 从结束点回溯到开始点,开始点的parent == None
func (a *AStar) makePath(p *Node) [][]int32 {
    path := make([][]int32,0)
    for p != nil {
        path = append([][]int32{p.Pos},path[:]...)
        p = p.Parent
    }
    fmt.Println("********makePath:",path)
    return path
}

// 路径查找主函数
func (a *AStar) findPath(sPos,ePos []int32) (path [][]int32,block,turn int,err error) {
    state := a.GetNodeState(sPos[0],sPos[1])
    if state != NODE_OPEN && state != NODE_BARRIER {
        err = errors.New(fmt.Sprintf("spos state is %d",state))
        return
    }

    estate := a.GetNodeState(ePos[0],ePos[1])
    if estate != NODE_OPEN && estate != NODE_BARRIER {
        err = errors.New(fmt.Sprintf("ePos state is %d",estate))
        return
    }

    a.SPos,a.EPos = sPos,ePos
    // 构建开始节点
    s := a.newNode(nil,sPos[0],sPos[1],[]int32{0,0})
    a.addOpen(s)
    for {
        if len(a.Open) <= 0 {
            err = errors.New("not find Open list is nil")
            return
        }
        p := a.getMinNode()
        //fmt.Println(fmt.Sprintf("---min p = %#v",p))
        if a.isTarget(p,ePos) {
            path = a.makePath(p)
            block,turn = p.B,p.T
            return
        }
        a.extendNeighbours(p)
        a.addClose(p)
    }
    return
}

// 查询过的所有格子
func (a *AStar) getSearched() []int32 {
    l := make([]int32,0)
    for _,i := range a.Open {
        if i != nil {
            l = append(l,i.Pos[0],i.Pos[1])
        }
    }
    for k,_ := range a.CloseMap {
        x := k / a.W * 10
        y := k % a.W * 10
        l = append(l,y)
    }
    return l
}

// 清空open和close
func (a *AStar) clean() {
    a.Open = make(NodeList,0)
    a.CloseMap = make(map[int32]struct{})
}

func NewAstar() *AStar {
    a := &AStar{
        W:        int32(len(GMap)),H:        int32(len(GMap[0])),Open:     make(NodeList,0),CloseMap: make(map[int32]struct{}),}
    fmt.Println("NewAstar",a.W,a.H)
    return a
}

// 终点不唯一时找到最优的路径
func FindPathIgnoreBlock(sPos []int32,ePos [][]int32) {
    a := NewAstar()
    if a == nil {
        return
    }
    var path [][]int32
    var block,turn int
    for _,e := range ePos {
        a.clean()
        p,b,t,err := a.findPath(sPos,e)
        fmt.Println("FindPathIgnoreBlock:",fmt.Sprint("sPos",sPos),fmt.Sprint("ePos",e),fmt.Sprint("path",p),fmt.Sprint("Block",b),fmt.Sprint("turn",t),fmt.Sprint("err",err))
        if err != nil {
            continue
        }
        if path == nil {
            path,turn = p,t
            continue
        }
        stepNum,newStep := len(path),len(p)
        fmt.Println("stepNum",stepNum,"newStep",newStep)
        if stepNum < newStep {
            continue
        }
        if stepNum > newStep {
            path,t
            continue
        }
        if block < b {
            continue
        }
        if block > b {
            path,t
            continue
        }

        if turn < t {
            continue
        }

        if turn > b {
            path,t
            continue
        }
    }
    fmt.Println("********end,FindPathIgnoreBlock",path,turn)
}

var (
    GDir [][]int32 //方向
    GMap [][]int32 //地图
)

func init() {
    GDir = [][]int32{{1,0},{0,1},-1},{-1,0}}
    GMap = [][]int32{
        {0,1,{1,{2,2,}
    fmt.Println("----init:",len(GMap[0]),len(GMap),NODE_OPEN,NODE_BARRIER,NODE_NO_PASS)
}

func main() {
    FindPathIgnoreBlock([]int32{3,2},[][]int32{{5,3}})
}

(编辑:李大同)

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