前言
- 参考 *——A*搜索算法
- 虽然可以用BFS,DFS进行搜索,但是对于复杂地形来说,搜索成本会比较高。
- 其他寻路算法还有:Dijkstra算法、 JPS/JPS寻路算法,有兴趣可以再搜相关资料
- 实现版本 4.26
- 原创地址 cnblogs
A*寻路算法核心
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A*算法的估算函数为:F(n) = G(n) + H(n)
- g(n) 表示从起点到 n点 的实际距离 (实践中使用的起点,其实是基于上一个点的g值再进行叠加)
- h(n) 表示 n 点到目标顶点的估算距离
- 距离一般用曼哈顿距离,支持四个方向,曼哈顿距离为起始点 | x1 - x2 | + | y1 + y2 | ;支持八个方向,则再加入对角线进行计算
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整体算法
起点放到待遍历集合 while(目标没找到) { 从待遍历集合取出Fn最小的点,作为当前计算点 将当前计算点放入到已遍历集合中 当前计算点上下左右的4个点进行遍历(如果支持斜方向,就是8个点) if (相邻点是墙 || 相邻点在已遍历集合中) 进入下一个相邻点判断 if (相邻点在待遍历集合) 比较Gn,值比较小就更新 Fn、Gn、Hn 和其父节点 else 相邻点放到待遍历集合 } 绘制路径
UE4 实现
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效果
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在 UE4 中,本次实现用以下结构体来表示点,并且在构造的时候计算 FGH 值
// 原文地址 https://www.cnblogs.com/shiroe/p/15516246.html struct FPathPoint { public: float cost_from_origin; // 到起点的曼哈顿距离,亦走了几步 Gn float cost_to_target; // 到终点的曼哈顿距离,亦还要几步 Hn float total_cost; // 曼哈顿距离之和,亦总的步数 Fn = Gn + Hn FVector pos; TSharedPtr<FPathPoint> pre_point; /* * 说明:起点的构造函数 * @start_pos:起点位置 * @target_pos:终点位置 */ FPathPoint(FVector start_pos,FVector target_pos) { pos = start_pos; pre_point = nullptr; cost_from_origin = 0; cost_to_target = (FMath::Abs(target_pos.X - pos.X) + FMath::Abs(target_pos.Y - pos.Y)) / 100.0f; total_cost = cost_from_origin + cost_to_target; } /* * 说明:构造函数,计算曼哈顿距离 Fn = Gn + Hn * @_pos: 当前点的位置 * @_pre_point: 前一点 * @start_pos:起点位置 * @target_pos:终点位置 */ FPathPoint(FVector _pos, TSharedPtr<FPathPoint> _pre_point, FVector start_pos,FVector target_pos) { check(_pre_point != nullptr); pos = _pos; pre_point = _pre_point; cost_from_origin = pre_point->cost_from_origin; cost_from_origin += (FMath::Abs(pre_point->pos.X - pos.X) + FMath::Abs(pre_point->pos.Y - pos.Y)) / 100.0f; cost_to_target = (FMath::Abs(target_pos.X - pos.X) + FMath::Abs(target_pos.Y - pos.Y)) / 100.0f; total_cost = cost_from_origin + cost_to_target; } //用于查找,对于智能指针无效,需在全局写一个 bool operator ==(const FPathPoint& a) const{ return this->pos.Equals(a.pos, 1.0f); } //用于比较,对于智能指针无效,需在全局写一个 bool operator <(const FPathPoint& a) { return this->cost_from_origin < a.cost_from_origin; } }; //用于排序比较 bool operator <(const TSharedPtr<FPathPoint>& a,const TSharedPtr<FPathPoint>& b) { return a->cost_from_origin < b->cost_from_origin; } //用于数组里的查找 bool operator ==(const TSharedPtr<FPathPoint>& a,const TSharedPtr<FPathPoint>& b) { return a->pos.Equals(b->pos, 1.0f); }
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基于之前的迷宫实现,添加以下数据和方法,用于初始化地形,和随机生成起始点
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头文件
// 原文地址 https://www.cnblogs.com/shiroe/p/15516246.html void FinishedCreation(); UPROPERTY(EditAnywhere) UArrowComponent* startPoint; //随机生成的起点 UPROPERTY(EditAnywhere) UArrowComponent* targetPoint; //随机生成的终点 TArray<TSharedPtr<FPathPoint>> open_set; //待遍历的节点 TArray<TSharedPtr<FPathPoint>> close_set;// 已遍历的节点 TSharedPtr<FPathPoint> currentpoint; void AStar_FindPath(); //寻找路径 void AStar_DrawPath(); //绘制路径
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cpp
void AMazeCreator::FinishedCreation() { if (timerHandle.IsValid()) { GetWorld()->GetTimerManager().ClearTimer(timerHandle); } startPoint = NewObject<UArrowComponent>(this); startPoint->SetupAttachment(rootComp); startPoint->RegisterComponent(); startPoint->SetRelativeLocation(roadrMeshs[height+1]->GetRelativeLocation()); startPoint->SetRelativeRotation(FRotator(90, 0, 0)); startPoint->ArrowSize = 4; startPoint->SetHiddenInGame(false); targetPoint = NewObject<UArrowComponent>(this); targetPoint->SetupAttachment(rootComp); targetPoint->RegisterComponent(); targetPoint->SetRelativeRotation(FRotator(90, 0, 0)); targetPoint->ArrowSize = 4; targetPoint->SetHiddenInGame(false); while (true) { int32 x = UKismetMathLibrary::RandomIntegerInRange(width / 2, width-1); int32 y = UKismetMathLibrary::RandomIntegerInRange(height / 2, height-1); if (roadArr[x][y]==1) { targetPoint->SetRelativeLocation(roadrMeshs[height * x + y]->GetRelativeLocation()); break; } } //第一个点放入到待遍历列表 open_set.HeapPush( MakeShareable ( new FPathPoint( startPoint->GetComponentLocation(), targetPoint->GetComponentLocation()) )); GetWorld()->GetTimerManager().SetTimer(timerHandle,this, &AMazeCreator::AStar_FindPath, 0.04f, true,1); }
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主要寻路算法
// 原文地址 https://www.cnblogs.com/shiroe/p/15516246.html void AMazeCreator::AStar_FindPath() { if (open_set.Num() > 0) { //待遍历列表不为空 open_set.HeapPop(currentpoint); //待遍历堆取出 Fn最小的点 close_set.Add(currentpoint); //将取出的点放入到已经遍历的列表中 //若到达目标点,停止继续查询 if (currentpoint->pos.Equals(targetPoint->GetComponentLocation(), 1.0f)) { GetWorld()->GetTimerManager().ClearTimer(timerHandle); GetWorld()->GetTimerManager().SetTimer(timerHandle,this, &AMazeCreator::AStar_DrawPath, 0.04f, true,1); UE_LOG(LogTemp, Warning, TEXT("find target ")); return; } TArray <TEnumAsByte<EObjectTypeQuery>> ObjectTypes; ObjectTypes.Add(EObjectTypeQuery::ObjectTypeQuery2); TArray <AActor*> ActorsToIgnore; ActorsToIgnore.Empty(); FHitResult OutHit; bool bIgnoreSelf = false; // 四个方向检测,此处用射线 TArray<float> dirX = { -1, 0, 1, 0 }; TArray<float> dirY = { 0, -1, 0, 1 }; for (int i = 0; i < 4; i++) { if (!UKismetSystemLibrary::LineTraceSingleForObjects( GetWorld(), currentpoint->pos + FVector(0, 0, 50), currentpoint->pos + FVector(dirX[i] * 100, dirY[i] * 100, - 10), ObjectTypes, false, ActorsToIgnore, EDrawDebugTrace::ForDuration, OutHit, bIgnoreSelf )) { continue; } //判断找到的是否是道路 UStaticMeshComponent* smComp = Cast<UStaticMeshComponent>(OutHit.GetComponent()); if (smComp && OutHit.Location.Z < -50.f+0.001f ) { //此处用z轴值筛出是道路 TSharedPtr<FPathPoint> point = MakeShareable(new FPathPoint( smComp->GetComponentLocation(), currentpoint, startPoint->GetComponentLocation(), targetPoint->GetComponentLocation()) ); if(close_set.Contains(point)) //判断点是否已经遍历过 continue; int idx = open_set.Find(point); //判断点是否在待遍历列表中,如果是就更新消耗比较小的值;如果不在,则直接添加 if (idx!=INDEX_NONE) { UE_LOG(LogTemp, Warning, TEXT("Find repeat point!")); if (point.Get() < open_set[idx].Get()) { open_set[idx]->cost_from_origin = point->cost_from_origin; open_set[idx]->total_cost = point->total_cost; open_set[idx]->pre_point = point->pre_point; } }else{ open_set.HeapPush(point); } } } }else UE_LOG(LogTemp, Warning, TEXT("open_set is null ")); }
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绘制路径
// 原文地址 https://www.cnblogs.com/shiroe/p/15516246.html void AMazeCreator::AStar_DrawPath() { if (!currentpoint.IsValid()) return; if (!currentpoint->pre_point.IsValid()) { GetWorld()->GetTimerManager().ClearTimer(timerHandle); return; } UKismetSystemLibrary::DrawDebugPlane(GetWorld(),FPlane( FVector(0,0,25), FVector::UpVector), currentpoint->pos, 50, FLinearColor::Green,5); currentpoint = currentpoint->pre_point; //除了第一个点,每个点都指向前一个点,可以通过它来绘制路径 }
其他
- A* Pathfinding for Beginners
- 保姆级蓝图解说 —— UE4-A星寻路制作