3 hours later
This commit is contained in:
Executable
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
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// KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
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// PURPOSE. IT CAN BE DISTRIBUTED FREE OF CHARGE AS LONG AS THIS HEADER
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// REMAINS UNCHANGED.
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//
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// Email: gustavo_franco@hotmail.com
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//
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// Copyright (C) 2006 Franco, Gustavo
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//
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#define DEBUGON
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using System;
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using System.Text;
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using System.Drawing;
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using System.Threading;
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using System.Collections;
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using System.Drawing.Drawing2D;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using AStar;
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namespace AStar
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{
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[Author("Franco, Gustavo")]
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public class PathFinderFast : IPathFinder
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{
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#region Structs
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[Author("Franco, Gustavo")]
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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internal struct PathFinderNodeFast
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{
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#region Variables Declaration
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public int F; // f = gone + heuristic
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public int G;
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public ushort PX; // Parent
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public ushort PY;
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public byte Status;
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#endregion
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}
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#endregion
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#region Win32APIs
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[System.Runtime.InteropServices.DllImport("KERNEL32.DLL", EntryPoint="RtlZeroMemory")]
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public unsafe static extern bool ZeroMemory(byte* destination, int length);
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#endregion
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#region Events
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public event PathFinderDebugHandler PathFinderDebug;
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#endregion
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#region Variables Declaration
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// Heap variables are initializated to default, but I like to do it anyway
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private byte[,] mGrid = null;
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private PriorityQueueB<int> mOpen = null;
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private List<PathFinderNode> mClose = new List<PathFinderNode>();
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private bool mStop = false;
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private bool mStopped = true;
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private int mHoriz = 0;
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private HeuristicFormula mFormula = HeuristicFormula.Manhattan;
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private bool mDiagonals = true;
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private int mHEstimate = 2;
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private bool mPunishChangeDirection = false;
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private bool mTieBreaker = false;
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private bool mHeavyDiagonals = false;
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private int mSearchLimit = 2000;
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private double mCompletedTime = 0;
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private bool mDebugProgress = false;
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private bool mDebugFoundPath = false;
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private PathFinderNodeFast[] mCalcGrid = null;
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private byte mOpenNodeValue = 1;
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private byte mCloseNodeValue = 2;
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//Promoted local variables to member variables to avoid recreation between calls
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private int mH = 0;
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private int mLocation = 0;
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private int mNewLocation = 0;
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private ushort mLocationX = 0;
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private ushort mLocationY = 0;
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private ushort mNewLocationX = 0;
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private ushort mNewLocationY = 0;
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private int mCloseNodeCounter = 0;
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private ushort mGridX = 0;
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private ushort mGridY = 0;
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private ushort mGridXMinus1 = 0;
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private ushort mGridYLog2 = 0;
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private bool mFound = false;
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private sbyte[,] mDirection = new sbyte[8,2]{{0,-1} , {1,0}, {0,1}, {-1,0}, {1,-1}, {1,1}, {-1,1}, {-1,-1}};
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private int mEndLocation = 0;
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private int mNewG = 0;
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#endregion
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#region Constructors
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public PathFinderFast(byte[,] grid)
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{
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if (grid == null)
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throw new Exception("Grid cannot be null");
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mGrid = grid;
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mGridX = (ushort) (mGrid.GetUpperBound(0) + 1);
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mGridY = (ushort) (mGrid.GetUpperBound(1) + 1);
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mGridXMinus1 = (ushort) (mGridX - 1);
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mGridYLog2 = (ushort) Math.Log(mGridY, 2);
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// This should be done at the constructor, for now we leave it here.
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if (Math.Log(mGridX, 2) != (int) Math.Log(mGridX, 2) ||
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Math.Log(mGridY, 2) != (int) Math.Log(mGridY, 2))
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throw new Exception("Invalid Grid, size in X and Y must be power of 2");
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if (mCalcGrid == null || mCalcGrid.Length != (mGridX * mGridY))
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mCalcGrid = new PathFinderNodeFast[mGridX * mGridY];
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mOpen = new PriorityQueueB<int>(new ComparePFNodeMatrix(mCalcGrid));
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}
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#endregion
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#region Properties
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public bool Stopped
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{
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get { return mStopped; }
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}
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public HeuristicFormula Formula
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{
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get { return mFormula; }
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set { mFormula = value; }
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}
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public bool Diagonals
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{
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get { return mDiagonals; }
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set
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{
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mDiagonals = value;
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if (mDiagonals)
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mDirection = new sbyte[8,2]{{0,-1} , {1,0}, {0,1}, {-1,0}, {1,-1}, {1,1}, {-1,1}, {-1,-1}};
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else
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mDirection = new sbyte[4,2]{{0,-1} , {1,0}, {0,1}, {-1,0}};
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}
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}
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public bool HeavyDiagonals
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{
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get { return mHeavyDiagonals; }
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set { mHeavyDiagonals = value; }
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}
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public int HeuristicEstimate
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{
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get { return mHEstimate; }
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set { mHEstimate = value; }
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}
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public bool PunishChangeDirection
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{
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get { return mPunishChangeDirection; }
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set { mPunishChangeDirection = value; }
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}
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public bool TieBreaker
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{
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get { return mTieBreaker; }
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set { mTieBreaker = value; }
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}
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public int SearchLimit
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{
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get { return mSearchLimit; }
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set { mSearchLimit = value; }
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}
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public double CompletedTime
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{
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get { return mCompletedTime; }
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set { mCompletedTime = value; }
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}
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public bool DebugProgress
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{
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get { return mDebugProgress; }
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set { mDebugProgress = value; }
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}
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public bool DebugFoundPath
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{
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get { return mDebugFoundPath; }
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set { mDebugFoundPath = value; }
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}
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#endregion
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#region Methods
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public void FindPathStop()
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{
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mStop = true;
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}
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public List<PathFinderNode> FindPath(Point start, Point end)
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{
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lock(this)
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{
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HighResolutionTime.Start();
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// Is faster if we don't clear the matrix, just assign different values for open and close and ignore the rest
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// I could have user Array.Clear() but using unsafe code is faster, no much but it is.
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//fixed (PathFinderNodeFast* pGrid = tmpGrid)
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// ZeroMemory((byte*) pGrid, sizeof(PathFinderNodeFast) * 1000000);
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mFound = false;
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mStop = false;
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mStopped = false;
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mCloseNodeCounter = 0;
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mOpenNodeValue += 2;
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mCloseNodeValue += 2;
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mOpen.Clear();
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mClose.Clear();
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#if DEBUGON
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if (mDebugProgress && PathFinderDebug != null)
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PathFinderDebug(0, 0, start.X, start.Y, PathFinderNodeType.Start, -1, -1);
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if (mDebugProgress && PathFinderDebug != null)
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PathFinderDebug(0, 0, end.X, end.Y, PathFinderNodeType.End, -1, -1);
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#endif
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mLocation = (start.Y << mGridYLog2) + start.X;
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mEndLocation = (end.Y << mGridYLog2) + end.X;
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mCalcGrid[mLocation].G = 0;
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mCalcGrid[mLocation].F = mHEstimate;
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mCalcGrid[mLocation].PX = (ushort) start.X;
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mCalcGrid[mLocation].PY = (ushort) start.Y;
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mCalcGrid[mLocation].Status = mOpenNodeValue;
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mOpen.Push(mLocation);
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while(mOpen.Count > 0 && !mStop)
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{
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mLocation = mOpen.Pop();
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//Is it in closed list? means this node was already processed
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if (mCalcGrid[mLocation].Status == mCloseNodeValue)
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continue;
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mLocationX = (ushort) (mLocation & mGridXMinus1);
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mLocationY = (ushort) (mLocation >> mGridYLog2);
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#if DEBUGON
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if (mDebugProgress && PathFinderDebug != null)
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PathFinderDebug(0, 0, mLocation & mGridXMinus1, mLocation >> mGridYLog2, PathFinderNodeType.Current, -1, -1);
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#endif
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if (mLocation == mEndLocation)
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{
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mCalcGrid[mLocation].Status = mCloseNodeValue;
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mFound = true;
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break;
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}
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if (mCloseNodeCounter > mSearchLimit)
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{
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mStopped = true;
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mCompletedTime = HighResolutionTime.GetTime();
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return null;
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}
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if (mPunishChangeDirection)
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mHoriz = (mLocationX - mCalcGrid[mLocation].PX);
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//Lets calculate each successors
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for (int i=0; i<(mDiagonals ? 8 : 4); i++)
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{
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mNewLocationX = (ushort) (mLocationX + mDirection[i,0]);
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mNewLocationY = (ushort) (mLocationY + mDirection[i,1]);
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mNewLocation = (mNewLocationY << mGridYLog2) + mNewLocationX;
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if (mNewLocationX >= mGridX || mNewLocationY >= mGridY)
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continue;
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// Unbreakeable?
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if (mGrid[mNewLocationX, mNewLocationY] == 0)
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continue;
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if (mHeavyDiagonals && i>3)
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mNewG = mCalcGrid[mLocation].G + (int) (mGrid[mNewLocationX, mNewLocationY] * 2.41);
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else
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mNewG = mCalcGrid[mLocation].G + mGrid[mNewLocationX, mNewLocationY];
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if (mPunishChangeDirection)
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{
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if ((mNewLocationX - mLocationX) != 0)
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{
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if (mHoriz == 0)
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mNewG += Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y);
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}
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if ((mNewLocationY - mLocationY) != 0)
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{
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if (mHoriz != 0)
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mNewG += Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y);
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}
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}
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//Is it open or closed?
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if (mCalcGrid[mNewLocation].Status == mOpenNodeValue || mCalcGrid[mNewLocation].Status == mCloseNodeValue)
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{
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// The current node has less code than the previous? then skip this node
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if (mCalcGrid[mNewLocation].G <= mNewG)
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continue;
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}
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mCalcGrid[mNewLocation].PX = mLocationX;
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mCalcGrid[mNewLocation].PY = mLocationY;
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mCalcGrid[mNewLocation].G = mNewG;
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switch(mFormula)
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{
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default:
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case HeuristicFormula.Manhattan:
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mH = mHEstimate * (Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y));
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break;
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case HeuristicFormula.MaxDXDY:
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mH = mHEstimate * (Math.Max(Math.Abs(mNewLocationX - end.X), Math.Abs(mNewLocationY - end.Y)));
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break;
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case HeuristicFormula.DiagonalShortCut:
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int h_diagonal = Math.Min(Math.Abs(mNewLocationX - end.X), Math.Abs(mNewLocationY - end.Y));
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int h_straight = (Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y));
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mH = (mHEstimate * 2) * h_diagonal + mHEstimate * (h_straight - 2 * h_diagonal);
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break;
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case HeuristicFormula.Euclidean:
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mH = (int) (mHEstimate * Math.Sqrt(Math.Pow((mNewLocationY - end.X) , 2) + Math.Pow((mNewLocationY - end.Y), 2)));
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break;
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case HeuristicFormula.EuclideanNoSQR:
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mH = (int) (mHEstimate * (Math.Pow((mNewLocationX - end.X) , 2) + Math.Pow((mNewLocationY - end.Y), 2)));
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break;
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case HeuristicFormula.Custom1:
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Point dxy = new Point(Math.Abs(end.X - mNewLocationX), Math.Abs(end.Y - mNewLocationY));
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int Orthogonal = Math.Abs(dxy.X - dxy.Y);
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int Diagonal = Math.Abs(((dxy.X + dxy.Y) - Orthogonal) / 2);
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mH = mHEstimate * (Diagonal + Orthogonal + dxy.X + dxy.Y);
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break;
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}
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if (mTieBreaker)
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{
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int dx1 = mLocationX - end.X;
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int dy1 = mLocationY - end.Y;
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int dx2 = start.X - end.X;
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int dy2 = start.Y - end.Y;
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int cross = Math.Abs(dx1 * dy2 - dx2 * dy1);
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mH = (int) (mH + cross * 0.001);
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}
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mCalcGrid[mNewLocation].F = mNewG + mH;
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#if DEBUGON
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if (mDebugProgress && PathFinderDebug != null)
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PathFinderDebug(mLocationX, mLocationY, mNewLocationX, mNewLocationY, PathFinderNodeType.Open, mCalcGrid[mNewLocation].F, mCalcGrid[mNewLocation].G);
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#endif
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//It is faster if we leave the open node in the priority queue
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//When it is removed, it will be already closed, it will be ignored automatically
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//if (tmpGrid[newLocation].Status == 1)
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//{
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// //int removeX = newLocation & gridXMinus1;
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// //int removeY = newLocation >> gridYLog2;
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// mOpen.RemoveLocation(newLocation);
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//}
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//if (tmpGrid[newLocation].Status != 1)
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//{
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mOpen.Push(mNewLocation);
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//}
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mCalcGrid[mNewLocation].Status = mOpenNodeValue;
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}
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mCloseNodeCounter++;
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mCalcGrid[mLocation].Status = mCloseNodeValue;
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#if DEBUGON
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if (mDebugProgress && PathFinderDebug != null)
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PathFinderDebug(0, 0, mLocationX, mLocationY, PathFinderNodeType.Close, mCalcGrid[mLocation].F, mCalcGrid[mLocation].G);
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#endif
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}
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mCompletedTime = HighResolutionTime.GetTime();
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if (mFound)
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{
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mClose.Clear();
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int posX = end.X;
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int posY = end.Y;
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PathFinderNodeFast fNodeTmp = mCalcGrid[(end.Y << mGridYLog2) + end.X];
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PathFinderNode fNode;
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fNode.F = fNodeTmp.F;
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fNode.G = fNodeTmp.G;
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fNode.H = 0;
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fNode.PX = fNodeTmp.PX;
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fNode.PY = fNodeTmp.PY;
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fNode.X = end.X;
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fNode.Y = end.Y;
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while(fNode.X != fNode.PX || fNode.Y != fNode.PY)
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{
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mClose.Add(fNode);
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#if DEBUGON
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if (mDebugFoundPath && PathFinderDebug != null)
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PathFinderDebug(fNode.PX, fNode.PY, fNode.X, fNode.Y, PathFinderNodeType.Path, fNode.F, fNode.G);
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#endif
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posX = fNode.PX;
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posY = fNode.PY;
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fNodeTmp = mCalcGrid[(posY << mGridYLog2) + posX];
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fNode.F = fNodeTmp.F;
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fNode.G = fNodeTmp.G;
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fNode.H = 0;
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fNode.PX = fNodeTmp.PX;
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fNode.PY = fNodeTmp.PY;
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fNode.X = posX;
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fNode.Y = posY;
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}
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mClose.Add(fNode);
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#if DEBUGON
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if (mDebugFoundPath && PathFinderDebug != null)
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PathFinderDebug(fNode.PX, fNode.PY, fNode.X, fNode.Y, PathFinderNodeType.Path, fNode.F, fNode.G);
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#endif
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mStopped = true;
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return mClose;
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}
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mStopped = true;
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return null;
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}
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}
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#endregion
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#region Inner Classes
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[Author("Franco, Gustavo")]
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internal class ComparePFNodeMatrix : IComparer<int>
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{
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#region Variables Declaration
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PathFinderNodeFast[] mMatrix;
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#endregion
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#region Constructors
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public ComparePFNodeMatrix(PathFinderNodeFast[] matrix)
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{
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mMatrix = matrix;
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}
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#endregion
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#region IComparer Members
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public int Compare(int a, int b)
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{
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if (mMatrix[a].F > mMatrix[b].F)
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return 1;
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else if (mMatrix[a].F < mMatrix[b].F)
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return -1;
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return 0;
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}
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#endregion
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||||
}
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||||
#endregion
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||||
}
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||||
}
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||||
Reference in New Issue
Block a user