This project was started after I was inspired by PathFinding.js by Xueqiao Xu and the article by D. Harabor. It comes along with a demo to show how the agorithm execute as similar to Xueqiao Xu's Online Demo.
Add EpPathFinding.cs\PathFinder
folder to your Unity Project's Assets
folder. Then within the script file, you want to use the EpPathFinding.cs
, just add using EpPathFinding.cs;
namespace at the top of the file, and use it as the guide below.
(If you have a problem when compiling, please refer to Unity Forum)
The usage and the demo has been made very similar to PathFinding.js for ease of usage.
You first need to build a grid-map. (For example: width 64 and height 32):
BaseGrid searchGrid = new StaticGrid(64, 32);
By default, every nodes in the grid will NOT allow to be walked through. To set whether a node at a given coordinate is walkable or not, use the SetWalkableAt
function.
For example, in order to set the node at (10 , 20) to be walkable, where 10 is the x coordinate (from left to right), and 20 is the y coordinate (from top to bottom):
searchGrid.SetWalkableAt(10, 20, true);
// OR
searchGrid.SetWalkableAt(new GridPos(10,20),true);
You may also use in a 2-d array while instantiating the StaticGrid
class. It will initiate all the nodes in the grid with the walkability indicated by the array. (true
for walkable otherwise not walkable):
bool [][] movableMatrix = new bool [width][];
for(int widthTrav=0; widthTrav< 64; widthTrav++)
{
movableMatrix[widthTrav]=new bool[height];
for(int heightTrav=0; heightTrav < 32; heightTrav++)
{
movableMatrix[widthTrav][heightTrav]=true;
}
}
Grid searchGrid = new StaticGrid(64,32, movableMatrix);
In order to search the route from (10,10) to (20,10), you need to create JumpPointParam
class with grid and start/end positions. (Note: both the start point and end point must be walkable):
GridPos startPos=new GridPos(10,10);
GridPos endPos = new GridPos(20,10);
JumpPointParam jpParam = new JumpPointParam(searchGrid,startPos,endPos );
You can also set/change the start and end positions later. (However the start and end positions must be set before the actual search):
JumpPoinParam jpParam = new JumpPointParam(searchGrid);
jpParam.Reset(new GridPos(10,10), new GridPos(20,10));
To find a path, simply run FindPath
function with JumpPointParam
object created above:
List<GridPos> resultPathList = JumpPointFinder.FindPath(jpParam);
JumpPointParam
class can be used as much as you want with different start/end positions unlike PathFinding.js:
jpParam.Reset(new GridPos(15,15), new GridPos(20,15));
resultPathList = JumpPointFinder.FindPath(jpParam);
When instantiating the JumpPointParam
, you may pass in additional parameter to make the search able to find path even the end node is unwalkable grid:
Note that it automatically sets to true as a default when the parameter is not specified.
JumpPointParam jpParam = new JumpPointParam(searchGrid,true);
If iAllowEndNodeUnWalkable
is false the FindPath will return the empty path if the end node is unwalkable:
JumpPointParam jpParam = new JumpPointParam(searchGrid,false);
When instantiating the JumpPointParam
, you may pass in additional parameter to make the search able to walk diagonally when one of the side is unwalkable grid:
Note that it automatically sets to true as a default when the parameter is not specified.
JumpPointParam jpParam = new JumpPointParam(searchGrid,true,true);
To make it unable to walk diagonally when one of the side is unwalkable and rather go around the corner:
JumpPointParam jpParam = new JumpPointParam(searchGrid,true,false);
When instantiating the JumpPointParam
, you may pass in additional parameters to indicate specific strategies to use.
Note that this option will be ignored if the `Cross Corner` option is false.
In order to make search able to walk diagonally across corner of two diagonal unwalkable nodes:
JumpPointParam jpParam = new JumpPointParam(searchGrid,true,true,true);
To make it unable to walk diagonally across two diagonal unwalkable corners:
JumpPointParam jpParam = new JumpPointParam(searchGrid,true,true,false);
The predefined heuristics are Heuristic.EUCLIDEAN
(default), Heuristic.MANHATTAN
, and Heuristic.CHEBYSHEV
.
To use the MANHATTAN
heuristic:
JumpPointParam jpParam = new JumpPointParam(searchGrid,true,true,true, Heuristic.MANHATTAN);
You can always change the heuristics later with SetHeuristic
function:
jpParam.SetHeuristic(Heuristic.MANHATTAN);
For my grid-based game, I had much less walkable grid nodes than un-walkable grid nodes. So above StaticGrid
was wasting too much memory to hold un-walkable grid nodes. To avoid the memory waste, I have created DynamicGrid
, which allocates the memory for only walkable grid nodes.
(Please note that there is trade off of memory and performance. This degrades the performance to improve memory usage.)
BaseGrid seachGrid = new DynamicGrid();
You may also use a List
of walkable GridPos
, while instantiating the DynamicGrid
class. It will initiate only the nodes in the grid where the walkability is true
:
List<GridPos> walkableGridPosList= new List<GridPos>();
for(int widthTrav=0; widthTrav< 64; widthTrav++)
{
movableMatrix[widthTrav]=new bool[height];
for(int heightTrav=0; heightTrav < 32; heightTrav++)
{
walkableGridPosList.Add(new GridPos(widthTrav, heightTrav));
}
}
BaseGrid searchGrid = new DynamicGrid(walkableGridPosList);
Rest of the functionality like SetWalkableAt
, Reset
, etc. are same as StaticGrid
.
In many cases, you might want to reuse the same grid for next search. And this can be extremely useful when used with PartialGridWPool
, since you don't have to allocate the grid again.
NodePool nodePool = new NodePool();
BaseGrid seachGrid = new DynamicGridWPool(nodePool);
Rest of the functionality like SetWalkableAt
, Reset
, etc. are same as DynamicGrid
.
As mentioned above, if you want to search only partial of the grid for performance reason, you can use PartialGridWPool
. Just give the GridRect
which shows the portion of the grid you want to search within.
NodePool nodePool = new NodePool();
...
BaseGrid seachGrid = new PartialGridWPool(nodePool, new GridRect(1,3,15,30);
Rest of the functionality like SetWalkableAt
, Reset
, etc. are same as DynamicGridWPool
.
You may use recursive function or loop function to find the path. This can be simply done by setting UseRecursive flag in JumpPointParam:
Note that the default is false, which uses loop function.
// To use recursive function
JumpPointParam jpParam = new JumpPointParam(...);
jpParam.UseRecursive = true;
To change back to loop function
// To change back to loop function
jpParam.UseRecursive = false;
You can also create a sub-class of BaseGrid
to create your own way of Grid
class to best support your situation.
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Copyright (c) 2013 Woong Gyu La <[email protected]>
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