Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^)

Programmation avancée de jeux en PureBasic
Shadow
Messages : 1373
Inscription : mer. 04/nov./2015 17:39

Re: Pathfinding dans jeu d'aventure Point'n Click 2D

Message par Shadow »

Courage :D
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Système: Windows 7 64 Bits.

PureBasic: 5.60 x64 Bits.
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Thyphoon
Messages : 2697
Inscription : mer. 25/août/2004 6:31
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Thyphoon »

Encore quelques imperfections mais ça fonctionne pas trop mal :mrgreen:

Code : Tout sélectionner

;
;AdventurePathfinding
;
;http://www.groebelsloot.com/2015/12/24/pathfinding-part-1/
;http://www.groebelsloot.com/2016/03/13/pathfinding-part-2/
;
;Haxe Source : https://github.com/MicUurloon/AdventurePathfinding
;
;LUA Source : https://github.com/To-mos/love2d-pathfinding-polygon
;https://www.maths-cours.fr/methode/algorithme-de-dijkstra-etape-par-etape/

;https://github.com/bladecoder/bladecoder-adventure-engine

;-Vector

DeclareModule vector
  Declare new(*v.point,x.l,y.l)
  Declare set(*from.point,*target.point)
  Declare.s toString(*v.point)
  Declare add(*vResult.point,*v1.point, *v2.point )
  Declare diff(*vResult.point,*v1.point, *v2.point )
  Declare.l dist(*v1.point, *v2.point )
  Declare.l length(*v.point)
  Declare normalized(*vResult.point,*v.point)
EndDeclareModule

Module vector
  EnableExplicit
  
  Procedure new(*v.point,x.l,y.l)
    *v\x=x
    *v\y=y
  EndProcedure
  
  Procedure set(*from.point,*target.point)
    *target\x=*from\x
    *target\y=*from\y
  EndProcedure
  
  
  Procedure.s toString(*v.point)
    ProcedureReturn "<"+Str(*v\x)+", "+Str(*v\y)+">"
  EndProcedure
  
  Procedure add(*vResult.point,*v1.point, *v2.point )
    *vResult\x=*v1\x+*v2\x
    *vResult\y=*v1\y+*v2\y
  EndProcedure
  
  Procedure diff(*vResult.point,*v1.point, *v2.point )
    *vResult\x=*v2\x-*v1\x
    *vResult\y=*v2\y+*v1\y
  EndProcedure
  
  Procedure.l dist(*v1.point, *v2.point )
    Protected vResult.point
    vResult\x=*v2\x-*v1\x
    vResult\y=*v2\y-*v1\y
    ProcedureReturn length(@vResult)
  EndProcedure
  
  Procedure.l length(*v.point)
    ProcedureReturn Sqr(*v\x * *v\x + *v\y * *v\y)
  EndProcedure
  
  Procedure normalized(*vResult.point,*v.point)
    Protected len.l = length(@*v)
    *vResult\x = *v\x / len
    *vResult\y = *v\y / len
  EndProcedure
  
  
EndModule

;-PathFinding

DeclareModule Pathfinding
  Declare dijkstra(Array graph(2),List walkPath.i(), srcIndex.i,destIndex.i)
EndDeclareModule

Module Pathfinding
  #M=999999 ; Infinity
  
  Procedure dijkstra(Array graph.l(2),List walkPath.l(), srcIndex.i,destIndex.i)
    Protected Nb.l=ArraySize(graph(),1)
    ; Démarrer et arrêter le nœud
    
    
    ; Distances par rapport au nœud de départ
    Dim Distance(Nb - 1)
    
    ; Prédécesseur du nœud
    Dim Predecessor(Nb - 1)
    
    ; Noeuds où vous connaissez déjà le chemin le plus court
    Dim Mark(Nb-1)
    For z = 0 To Nb - 1
      Mark(z) = #False
    Next
    
    ; Nœud de départ déjà visité!
    Mark(srcIndex) = #True
    ; Distance par rapport à vous-même = 0
    Distance(srcIndex) = 0
    ; Prédécesseurs d'eux-mêmes
    Predecessor(srcIndex) = srcIndex
    
    ; Définissez les distances et les prédécesseurs pour tous les autres nœuds.
    For z = 0 To Nb - 1
      ; ausser srcIndexnoten (s.o.)
      If z <> srcIndex
        Distance(z)    = Graph(srcIndex, z)
        Predecessor(z) = srcIndex
      EndIf
    Next
    
    
    ; Tant que le plus court Chemin vers le noeud cible est introuvable
    While Mark(destIndex) = #False
      ; Trouvez la distance la plus courte pour les nœuds qui ne sont pas marqués
      MinK = -1
      MinD = #M
      For z = 0 To Nb - 1
        ; Si non marqué
        If Mark(z) = #False
          ; sidistance plus courte
          If Distance(z) < MinD
            MinK = z
            MinD = Distance(z)
          EndIf
        EndIf
      Next
      
      
      ; Si aucun plus court n'a été trouvé (ie distance = infini) -> aucun chemin disponible
      If MinD = #M
        Debug "Il n'y a pas de connexion entre srcIndex et destIndex"
        Break
        
      ElseIf MinK = destIndex
        ; Dle plus court trouvé
        Debug "Walk Path Found"
        Break
        
      Else
        ; Marquez-le, donc un moyen le plus court a été trouvé
        Mark(MinK) = #True
      EndIf
      
      
      ; Pour tous les nœuds non marqués: vérifiez s'il existe un chemin plus court via MinK
      For z = 0 To Nb - 1
        If Mark(z) = #False
          ; Si le détour par MinK est plus court que l'itinéraire direct
          If Distance(MinK) + Graph(MinK, z) < Distance(z)
            ; Calculer la nouvelle longueur de chemin
            Distance(z)    = Distance(MinK) + Graph(MinK, z)
            ; Enregistrez le détour à 'z'
            Predecessor(z) = MinK
          EndIf
        EndIf
      Next
      
    Wend
    
    
    If MinK = destIndex
      ClearList(walkPath())
      ; Retracer le chemin depuis le destIndex
      s.s  = Str(destIndex)
      z    = MinK
      AddElement(walkPath())
      walkPath()=destIndex
      While Predecessor(z) <> srcIndex
        FirstElement(walkPath())
        InsertElement(walkPath())
        walkPath()=Predecessor(z)
        
        s = ">"+Str(Predecessor(z)) + ", " + s
        z = Predecessor(z)
      Wend
      FirstElement(walkPath())
      InsertElement(walkPath())
      walkPath()=Predecessor(z)
      s = Str(Predecessor(z)) + ", " + s
      Debug "Distance: " + Str(Distance(destIndex))
    EndIf
    ForEach walkPath()
      Debug ">"+walkPath()
    Next
  EndProcedure
  
EndModule

;-Polygon

DeclareModule polygon
  
  Structure Polygon
    List Polygon.point()
  EndStructure
  
  Declare addPoint(List polygon.point(), x.l, y.l )
  Declare.f distanceBetwenPoint(x1, y1, x2, y2)
  Declare pointInside( *p.point,List polygon.point())
  Declare.f distanceToSegment(Px.l, Py.l, x1.l, y1.l, x2.l, y2.l)
  Declare getClosestPointOnEdge(*resultV.point,*p3.point,List polygon.point() )

  Declare.b inLineOfSight(*p1.point, *p2.point,List Polygon.point(),obstacle.b=#False)
  Declare.b inLineOfSightGlobal(*p1.point, *p2.point,List walkArea.Polygon())
  Declare drawPoly(List polygon.point(),lineColor=#White,pointColor=#White)
  Declare walkInit(List walkArea.Polygon(),*Start.point,*Target.point,drawWalkPath.b=#True)
  
  
  
EndDeclareModule

Module polygon
  
  EnableExplicit
  
  ;UseModule vector
  
  Procedure addPoint(List polygon.point(), x.l, y.l )
    AddElement(polygon())
    polygon()\x=x*2
    polygon()\y=y*2-400
  EndProcedure
  
  Procedure.f distanceBetwenPoint(x1, y1, x2, y2)
    ProcedureReturn Sqr((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2))
  EndProcedure
  
  Procedure pointInside( *p.point,List polygon.point())
    Protected cn.l = 0                              ;the crossing number counter
    Define pa.point, pb.point
    ; loop through all edges of the polygon
    Protected i.l
    For i=0 To ListSize(polygon())-1    ; edge from V[i] To V[i+1]
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else
        SelectElement(polygon(),i+1)
      EndIf
      pb\x=polygon()\x
      pb\y=polygon()\y
      If (((pa\y <= *P\y) And (pb\y > *P\y))  Or ((pa\y > *P\y) And (pb\y <= *P\y))) ; an upward crossing Or // a downward crossing
                                                                                     ; compute the actual edge-ray intersect x-coordinate
        Protected vt.f
        vt= (*P\y - pa\y) / (pb\y - pa\y);
        If (*P\x < pa\x + vt * (pb\x - pa\x)) ; *P\x < intersect
          cn+1                                ;   ; a valid crossing of y=*P\y right of *P\x
        EndIf
      EndIf
    Next
    ProcedureReturn (cn&1);    // 0 if even (out), and 1 if odd (in)
  EndProcedure
  
  Procedure.f distanceToSegment(Px.l, Py.l, x1.l, y1.l, x2.l, y2.l)
    Define.f Ratio, Dx, Dy, Result
    If x1 = x2 And y1 = y2
      Result = distanceBetwenPoint(Px, Py, x1, y1)
    Else
      Dx    = x2 - x1
      Dy    = y2 - y1
      Ratio = ((Px - x1) * Dx + (Py - y1) * Dy) / (Dx * Dx + Dy * Dy)
      If Ratio < 0
        Result = distanceBetwenPoint(Px, Py, x1, y1)
      ElseIf Ratio > 1
        Result = distanceBetwenPoint(Px, Py, x2, y2)
      Else
        Result = distanceBetwenPoint(Px, Py, (1 - Ratio) * x1 + Ratio * x2, (1 - Ratio) * y1 + Ratio * y2)
      EndIf
    EndIf
    ProcedureReturn Result
    ;   If Result > -#Epsilon And Result < #Epsilon
    ;     ProcedureReturn 1
    ;   Else
    ;     ProcedureReturn 0
    ;   EndIf   
  EndProcedure
  
  Procedure getClosestPointOnEdge(*resultV.point,*p3.point,List polygon.point() )
    Protected tx.f = *p3\x
    Protected ty.f = *p3\y
    Protected vi1 = -1
    Protected vi2 = -1
    Protected mindist.f = 100000
    
    Protected.l ia,ib
    For ia=0 To ListSize(polygon())-1
      Protected.point va,vb
      SelectElement(polygon(),ia)
      va\x=polygon()\x
      va\y=polygon()\y
      If ia=ListSize(polygon())-1
        ib=0
      Else
        ib=ia+1
      EndIf
      SelectElement(polygon(),ib)
      vb\x=polygon()\x
      vb\y=polygon()\y
      Protected dist.l = distanceToSegment(tx, ty, va\x, va\y, vb\x, vb\y)
      If dist< mindist
        mindist = dist
        vi1 =ia
        vi2 =ib
      EndIf
    Next
    
    Protected.f x1,x2,x3,y1,y2,y3
    
    SelectElement(polygon(),vi1)
    x1 = polygon()\x
    y1 = polygon()\y
    SelectElement(polygon(),vi2)
    x2 = polygon()\x
    y2 = polygon()\y
    x3 = *p3\x
    y3 = *p3\y
    Protected u.f = (((x3 - x1) * (x2 - x1)) + ((y3 - y1) * (y2 - y1))) / (((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1)))
    
    Protected xu.f = x1 + u * (x2 - x1)
    Protected yu.f = y1 + u * (y2 - y1)
    
    If u < 0
      vector::new(*resultV,x1, y1)
    ElseIf u > 1
      vector::new(*resultV,x2, y2)
    Else
      vector::new(*resultV,xu, yu)
    EndIf
  EndProcedure
  
  Procedure isVertexConcave(List Polygon.point(), Index.i)
    
    Protected.i nextIndex,prevIndex
    Protected.f currentX,currentY
    
    SelectElement(Polygon(),Index)
    currentX = Polygon()\x
    currentY = Polygon()\y
    
    Protected.f nextX,nextY
    nextIndex=Index+1
    If nextIndex>ListSize(Polygon())-1:nextIndex=0:EndIf
    SelectElement(Polygon(),nextIndex)
    nextX =  Polygon()\x
    nextY = Polygon()\y
    
    Protected.f previousX,previousY
    prevIndex=Index-1
    If prevIndex<0:prevIndex=ListSize(Polygon())-1:EndIf
    SelectElement(Polygon(),prevIndex)
    previousX = Polygon()\x
    previousY = Polygon()\y
    
    ;Debug Str(prevIndex)+" "+Str(Index)+" "+Str(nextIndex)
    
    Protected.f leftX,leftY,rightX,rightY,cross
    leftX = currentX - previousX;
    leftY = currentY - previousY;
    rightX = nextX - currentX   ;
    rightY = nextY - currentY   ;
    
    cross = (leftX * rightY) - (leftY * rightX)
    ;Debug "cross :"+StrF(cross)+" ="+Str(Bool(cross < 0))
    ProcedureReturn Bool(cross < 0)
  EndProcedure
  
  Procedure LineSegmentsCross(*A.point,*B.point, *C.point, *D.point)
    Protected.f denominator,numerator1,numerator2,r,s
    
    denominator = ((*B\x - *A\x) * (*D\y - *C\y)) - ((*B\y - *A\y) * (*D\x - *C\x));
    
    If denominator = 0
      ProcedureReturn #False
    EndIf
    
    numerator1 = ((*A\y - *C\y) * (*D\x - *C\x)) - ((*A\x - *C\x) * (*D\y - *C\y));
    
    numerator2 = ((*A\y - *C\y) * (*B\x- *A\x)) - ((*A\x - *C\x) * (*B\y - *A\y));
    
    If numerator1 = 0 Or numerator2 = 0
      ProcedureReturn #False
    EndIf
    
    r = numerator1 / denominator
    s = numerator2 / denominator
    
    ProcedureReturn Bool((Bool(r > 0) And Bool(r < 1)) And (Bool(s > 0) And Bool(s < 1)))
  EndProcedure
  
  Procedure Max(A, B)
    If A > B
      ProcedureReturn A
    EndIf
    ProcedureReturn B
  EndProcedure
  
  Procedure Min(A, B)
    If A < B
      ProcedureReturn A
    EndIf
    ProcedureReturn B
  EndProcedure
  
  Procedure nearestSegment(*P.point,List polygon.point(),distMax=5)
    Protected pa.point
    Protected pb.point
    Protected segment.l=-1
    Protected minDist.l=4096
    Protected i.l
    For i=0 To ListSize(polygon())-1
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else  
        SelectElement(polygon(),i+1)
      EndIf  
      pb\x=polygon()\x
      pb\y=polygon()\y
      Protected dist.l
      dist=distanceToSegment(*P\x,*P\y,pa\x, pa\y, pb\x, pb\y)
      If dist<=distMax And dist<minDist
        segment=ListIndex(polygon())
        Debug "Trouve Segment:"+Str(segment)
        minDist=dist
      EndIf
    Next
    ProcedureReturn segment
  EndProcedure
  
  Procedure LineIntersection(*L1PA.point,*L1PB.point,*L2PA.point,*L2PB.point, *Cross.point)
    Protected.l A1,B1,C1,A2,B2,C2
    A1 = *L1PB\y - *L1PA\y
    B1 = *L1PA\x - *L1PB\x
    C1 = A1 * *L1PA\x + B1 * *L1PA\y
    
    A2 = *L2PB\y - *L2PA\y
    B2 = *L2PA\x - *L2PB\x
    C2 = A2 * *L2PA\x + B2 * *L2PA\y
    
    Protected det.d = A1*B2 - A2*B1
    If det = 0
      ProcedureReturn 0 ; No intersection
    Else
      *cross\x = (B2*C1 - B1*C2)/det
      *Cross\y = (A1*C2 - A2*C1)/det
      
      ; On *L1 line segment?
      If Min(*L1PA\x, *L1PB\x) <= *cross\x And Max(*L1PA\x, *L1PB\x) >= *cross\x
        If Min(*L1PA\y, *L1PB\y) <= *cross\y And Max(*L1PA\y, *L1PB\y) >= *cross\y
          
          ; On *L2 line segment?
          If Min(*L2PA\x, *L2PB\x) <= *cross\x And Max(*L2PA\x, *L2PB\x) >= *cross\x
            If Min(*L2PA\y, *L2PB\y) <= *cross\y And Max(*L2PA\y, *L2PB\y) >= *cross\y
              ProcedureReturn 1
            EndIf
          EndIf
        EndIf
      EndIf
      
      ProcedureReturn 2 ; Lines intersect, but line segments do not
    EndIf
  EndProcedure
  
  
  Procedure.b inLineOfSightA(*p1.point, *p2.point,List Polygon.point())
    Protected   epsilon.f   =   0.5 ;
    
    ;Not in LOS If any of the ends is outside the polygon
    If Not pointInside(*p1,Polygon()) Or Not pointInside(*p2,Polygon())
      ProcedureReturn #False
    EndIf
    
    
    ;In LOS If it's the same start and end location
    ; If   ( Vector . Subtract ( start ,   End ) . length   & lt ;   epsilon )   { 
    ;    Return   false ; 
    ; }
    
    ;Not in LOS If any edge is intersected by the start-End line segment 
    Protected inSight.b=#True ; 
                              ;For   ( polygon  in   polygons )   { 
    Protected.l i,ni      
    For i=0 To ListSize(Polygon())-1
      
      SelectElement(Polygon(),i)
      Protected.point v1,v2
      vector::set(@Polygon(),@v1)
      ni=i+1:If ni>ListSize(Polygon())-1:ni=0:EndIf
      SelectElement(Polygon(),ni)
      vector::set(@Polygon(),@v2)
      
      If LineSegmentsCross ( *p1 ,   *p2 ,   @v1 ,   @v2 )
        ;In some cases a 'snapped' endpoint is just a little over the line due To rounding errors. So a 0.5 margin is used To tackle those cases. 
        If    polygon::distanceToSegment( *p1\x ,   *p1\y ,   v1\x ,   v1\y ,   v2\x ,   v2\y   )  >   0.5   And   polygon::distanceToSegment ( *p2\x ,   *p2\y ,   v1\x ,   v1\y ,   v2\x ,   v2\y   )  >   0.5
          ProcedureReturn   #False ;
        EndIf
      EndIf
    Next
    ;}
    
    ;Finally the middle point in the segment determines If in LOS Or Not
    vector::add(@v1,*p1,*p2)
    vector::new(@v2,v1\x/2,v1\y/2)
    Protected inside.b = polygon::pointInside(@v2,Polygon())
    
    ;For   ( i   in   1...polygons.length )   {
    ;If   ( polygons [ i ] . pointInside ( v2 ,   false ) )   {
    ; inside   =   #False ;
    ;EndIf 
    ;Next
    ProcedureReturn   inside ;
  EndProcedure
  
  
  Procedure.b inLineOfSight(*p1.point, *p2.point,List Polygon.point(),obstacle.b=#False)
    Protected.point tmp,tmp2,c,d,tmp3
    vector::set(*p1,@tmp)
    vector::set(*p2,@tmp2)
    
    Protected.l i,ni      
    For i=0 To ListSize(Polygon())-1
      SelectElement(Polygon(),i)
      vector::set(@Polygon(),@c)
      ni=i+1:If ni>ListSize(Polygon())-1:ni=0:EndIf
      SelectElement(Polygon(),ni)
      vector::set(@Polygon(),@d)
      
      If (*p1\x=c\x And *p1\y=c\y And *p2\x=d\x And *p2\y=d\y) Or (*p1\x=d\x And *p1\y=d\y And *p2\x=c\x And *p2\y=c\y)
        ProcedureReturn #True
      EndIf 
      
      If LineSegmentsCross(@tmp,@tmp2, @c, @d)
        
        If    polygon::distanceToSegment( tmp\x ,   tmp\y ,   c\x ,   c\y ,   d\x ,   d\y   )  >   0.5   And   polygon::distanceToSegment ( tmp2\x ,   tmp2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  >   0.5
          ProcedureReturn   #False ;
        EndIf
      EndIf
    Next   
    
    vector::add(@tmp3,@tmp,@tmp2)
    tmp3\x=tmp3\x/2
    tmp3\y=tmp3\y/2
    
    Protected result.b = PointInside(@tmp3,polygon());
    
    
    If obstacle=#True
      result=1-result 
    EndIf
    
    
    ProcedureReturn result
    
  EndProcedure
  
  Procedure.b inLineOfSightGlobal(*p1.point, *p2.point,List walkArea.Polygon())
    Protected.b result,obstacle=#False
    ForEach walkArea()
      If ListIndex(walkArea())>0
        obstacle=#True
      EndIf  
      result.b=inLineOfSight(*p1, *p2,walkArea()\Polygon(),obstacle)
      
      If result=#False:Break:EndIf 
    Next
    ProcedureReturn result
  EndProcedure
  
  
  Procedure drawPoly(List polygon.point(),lineColor=#White,pointColor=#White)
    Protected pa.point
    Protected pb.point
    Protected dist.l
    Protected i.l
    For i=0 To ListSize(polygon())-1
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else 
        SelectElement(polygon(),i+1)
      EndIf 
      pb\x=polygon()\x
      pb\y=polygon()\y
      LineXY(pa\x,pa\y,pb\x,pb\y,lineColor)
      Circle(pa\x,pa\y,5,pointColor)
      ;DrawText(pa\x+10,pa\y+10,Str(i),pointColor)
      
    Next
    
  EndProcedure
  
  Procedure drawWalkPath(Array graph.l(2),List walkPointCoord.point())
    Protected pa.point
    Protected pb.point
    
    Protected.l i,j,Nb=ArraySize(graph(),1)
    For i=0 To Nb-1
      For j=0 To Nb-1
        If graph(i,j)<>0 And graph(i,j)<>999999
          SelectElement(walkPointCoord(),i)
          pa\x=walkPointCoord()\x
          pa\y=walkPointCoord()\y
          SelectElement(walkPointCoord(),j)
          pb\x=walkPointCoord()\x
          pb\y=walkPointCoord()\y
          LineXY(pa\x,pa\y,pb\x,pb\y,#Green)
          Circle(pa\x,pa\y,5,#Yellow)
          Circle(pb\x,pb\y,5,#Yellow)
        EndIf 
      Next
    Next
    
  EndProcedure
  
  Procedure drawShortestPath(List walkPointCoord.point(),List walkPointIndex.l())
    ;Draw Walk
    Protected.l Ax,Ay,Bx,By,n
    For n=0 To ListSize(walkPointIndex())-1
      SelectElement(walkPointIndex(),n)
      SelectElement(walkPointCoord(),walkPointIndex())
      Ax.l=walkPointCoord()\x
      Ay.l=walkPointCoord()\y
      If SelectElement(walkPointIndex(),n+1)
        SelectElement(walkPointCoord(),walkPointIndex())
        Bx.l=walkPointCoord()\x
        By.l=walkPointCoord()\y
        Circle(Ax,Ay,5,#Yellow)
        LineXY(Ax,Ay,Bx,By,RGB(255,255,255))
        Circle(Bx,By,5,#Yellow)
      EndIf 
    Next
  EndProcedure
  
  
  Procedure walkInit(List walkArea.Polygon(),*Start.point,*Target.point,drawWalkPath.b=#True)
    Protected pa.point
    Protected pb.point
    Protected.l dist,i
    Protected p.point
    NewList walkPointCoord.Point() ; List with only walkable point
    NewList walkPointIndex.l()     ;Sort wakable point with shortest path
    
    
    ;-Id Target out walk area
    Protected.b result
    ForEach walkArea()
      ;SelectElement(walkArea(),0)
      result=pointInside(*Target,walkArea()\Polygon())
      If ListIndex(walkArea())=0
        result=1-result 
      EndIf 
    If result=#True
      If *Target\x>0 And *Target\y>0
        getClosestPointOnEdge(@p,*Target,walkArea()\Polygon()) ;get Closest Point on Edge
        *Target\x=p\x
        *Target\y=p\y
      EndIf 
    EndIf 
    Next 
    ;Add point to list with only walkable point
    ;Add Start Point
    AddElement(walkPointCoord())
    walkPointCoord()\x=*Start\x
    walkPointCoord()\y=*Start\y
    ;Add Target Point
    AddElement(walkPointCoord())
    walkPointCoord()\x=*Target\x
    walkPointCoord()\y=*Target\y   
    
    
    ;If not in line of Sight we must to found the path
    If Not inLineOfSightGlobal(*Start, *Target,walkArea());inLineOfSight(*Start, *Target,walkArea()\Polygon())
      ;Select all point to found the way
      ;SelectElement(walkArea(),0)
      ForEach(walkArea())
        For i=0 To ListSize(walkArea()\Polygon())-1
          SelectElement(walkArea()\Polygon(),i)
          pa\x=walkArea()\Polygon()\x
          pa\y=walkArea()\Polygon()\y
          If ListIndex(walkArea())=0
            ; Add only concave point
            If IsVertexConcave(walkArea()\Polygon(),i)=#True
              AddElement(walkPointCoord())
              walkPointCoord()\x=pa\x
              walkPointCoord()\y=pa\y
            EndIf
          Else
            ; Add only convex point
            If IsVertexConcave(walkArea()\Polygon(),i)=#False 
              AddElement(walkPointCoord())
              walkPointCoord()\x=pa\x
              walkPointCoord()\y=pa\y
            EndIf
          EndIf 
        Next
      Next 
      ;generate Graph
      
      
      Dim Graph.l(ListSize(walkPointCoord()),ListSize(walkPointCoord()))
      
      
      For i=0 To ListSize(walkPointCoord())-1
        SelectElement(walkPointCoord(),i)
        pa\x=walkPointCoord()\x
        pa\y=walkPointCoord()\y
        Protected j.l
        For j=0 To ListSize(walkPointCoord())-1
          If i<>j
            SelectElement(walkPointCoord(),j)
            pb\x=walkPointCoord()\x
            pb\y=walkPointCoord()\y
            ; (i>2 And j>2  : because Point 0 is Start and 1 target
            ; And (j=i+1 Or i=j+1)) : because in polygon previous and next point are always connected
            ; Or inLineOfSightB(@pa, @pb,polygon()) : if Points are in line of sight

            If inLineOfSightGlobal(@pa, @pb,walkArea())
              Graph(i,j)=distanceBetwenPoint(pa\x,pa\y,pb\x,pb\y)
              
            Else ; Points are not connected to do walkpath
              Graph(i,j)=999999
            EndIf
            
          Else ; it's the same point 
            Graph(i,j)=0
          EndIf
        Next
      Next
      
      Pathfinding::dijkstra(Graph(),walkPointIndex(),0,1)
      ;In line of Sight it's easy, start to target directly  
    Else
      AddElement(walkPointIndex())
      walkPointIndex()=0
      AddElement(walkPointIndex())
      walkPointIndex()=1
    EndIf
    
    If drawWalkPath=#True
      ;drawWalkPath(Graph(),walkPointCoord()) 
      drawShortestPath(walkPointCoord(),walkPointIndex())
    EndIf
    
  EndProcedure
  
EndModule



;-Test

Structure room
  List walkArea.Polygon::Polygon()
EndStructure

Structure chara
  coord.point
  target.point
  List walkPointCoord.Point() ; List with only walkable point
  List walkPointIndex.l()     ; Sort wakable point with shortest path
EndStructure

Define mainChara.chara
mainChara\coord\x=63
mainChara\coord\y=290

Define room.room


AddElement (room\walkArea())
polygon::addpoint(room\walkArea()\Polygon(),5,248)
polygon::addpoint(room\walkArea()\Polygon(),5,248)
polygon::addpoint(room\walkArea()\Polygon(),235,248)
polygon::addpoint(room\walkArea()\Polygon(),252,277)
polygon::addpoint(room\walkArea()\Polygon(),214,283)
polygon::addpoint(room\walkArea()\Polygon(),217,300)
polygon::addpoint(room\walkArea()\Polygon(),235,319)
polygon::addpoint(room\walkArea()\Polygon(),265,339)
polygon::addpoint(room\walkArea()\Polygon(),275,352)
polygon::addpoint(room\walkArea()\Polygon(),310,350)
polygon::addpoint(room\walkArea()\Polygon(),309,312)
polygon::addpoint(room\walkArea()\Polygon(),322,308)
polygon::addpoint(room\walkArea()\Polygon(),304,279)
polygon::addpoint(room\walkArea()\Polygon(),307,249)
polygon::addpoint(room\walkArea()\Polygon(),419,248)
polygon::addpoint(room\walkArea()\Polygon(),431,262)
polygon::addpoint(room\walkArea()\Polygon(),389,274)
polygon::addpoint(room\walkArea()\Polygon(),378,295)
polygon::addpoint(room\walkArea()\Polygon(),408,311)
polygon::addpoint(room\walkArea()\Polygon(),397,316)
polygon::addpoint(room\walkArea()\Polygon(),378,309)
polygon::addpoint(room\walkArea()\Polygon(),365,323)
polygon::addpoint(room\walkArea()\Polygon(),342,360)
polygon::addpoint(room\walkArea()\Polygon(),358,379)
polygon::addpoint(room\walkArea()\Polygon(),205,379)
polygon::addpoint(room\walkArea()\Polygon(),206,338)
polygon::addpoint(room\walkArea()\Polygon(),212,320)
polygon::addpoint(room\walkArea()\Polygon(),198,316)
polygon::addpoint(room\walkArea()\Polygon(),162,298)
polygon::addpoint(room\walkArea()\Polygon(),119,305)
polygon::addpoint(room\walkArea()\Polygon(),99,338)
polygon::addpoint(room\walkArea()\Polygon(),91,362)
polygon::addpoint(room\walkArea()\Polygon(),79,372)
polygon::addpoint(room\walkArea()\Polygon(),90,380)
polygon::addpoint(room\walkArea()\Polygon(),4, 379)
AddElement (room\walkArea())
polygon::addpoint(room\walkArea()\Polygon(),120,280)
polygon::addpoint(room\walkArea()\Polygon(),120,260)
polygon::addpoint(room\walkArea()\Polygon(),140,260)
polygon::addpoint(room\walkArea()\Polygon(),140,280)
AddElement (room\walkArea())
For z=0 To 360 Step 36
  Debug Str(120+10*Cos(Radian(z)))+","+Str(200+10*Sin(Radian(z)))
  polygon::addpoint(room\walkArea()\Polygon(),60+20*Cos(Radian(z)),300+20*Sin(Radian(z)))
Next   

If InitSprite()
  If InitKeyboard() And InitMouse()
    Define winMain.i = OpenWindow(#PB_Any,0,0,1024,800,"Press [Esc] to close",#PB_Window_ScreenCentered | #PB_Window_SystemMenu)
    OpenWindowedScreen(WindowID(winMain), 0, 0,1024,800, 1, 0, 0)
    
  EndIf
Else
  MessageRequester("","Unable to initsprite") :
EndIf

Define EventID.l,mode.b,result.l
Repeat
  Delay(1)
  EventID = WindowEvent()
  ExamineKeyboard()
  ;ExamineMouse()
  ClearScreen(0)
  
  StartDrawing(ScreenOutput())
  mainChara\target\x=WindowMouseX(winMain)
  mainChara\target\y=WindowMouseY(winMain)
  ForEach room\walkArea()
    Define.point target
    
    If ListIndex(room\walkArea())=0
      color=RGB(0,0,255)
    Else
      color=RGB(100,100,255)
    EndIf 
    polygon::drawPoly(room\walkArea()\Polygon(),color)
    
    ;ForEach polyMap()\Polygon()
    
    
    ;    Debug "no"
    ;  EndIf
    ;Next
  Next
  polygon::walkInit(room\walkArea(),@mainChara\coord,@mainChara\target,#True)
  
  Circle(mainChara\target\x,mainChara\target\y,5,#Blue)
  
  Circle(mainChara\Coord\x,mainChara\Coord\y,5,#Red)
  StopDrawing()
  FlipBuffers()
Until KeyboardReleased(#PB_Key_Escape) Or EventID = #PB_Event_CloseWindow
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Ar-S
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Ar-S »

Le rendu est effectivement pas mal. Par contre le path ne suit pas les chemin (il fait un saut dans le vide pour aller au plus vite et s'il croise un point il le catch.
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Thyphoon
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Thyphoon »

Ar-S a écrit :Le rendu est effectivement pas mal. Par contre le path ne suit pas les chemin (il fait un saut dans le vide pour aller au plus vite et s'il croise un point il le catch.
comme je le disais il reste quelques imperfections
du parle des cas ou ça fait quelques choses comme ça ?
Image

je n'arrive pas encore a comprendre pourquoi. si tu as une idée .... :|

Le principe est pourtant simple... J'ai une liste de polygon : List walkArea.Polygon()
Le premier est là "zone marchable", et les autres sont des obstacles. Pour trouver les points susceptibles d'être sur le chemin j'utilise la fonction walkInit()
- Je regarde si ma cible si elle est en dehors de la zone marchable ou dans un obstable et dans ces cas là je cherche le point le plus prêt sur le bord du polygon concerné avec getClosestPointOnEdge() ce qui permet d'avoir toujours mon point d'arrivée dans le polygon de "zone marchable"
-Puis je rajoute dans la liste walkPointCoord.Point() les points utilisables pour trouver un chemin. Les 2 premiers qui sont certain ce sont le point de départ et le point d'arrivé.
-Ensuite je rajoute tout les angles Concave IsVertexConcave() de la zone de marche, et tout les angles convexe des obstacles dans la liste walkPointCoord.Point()
-Après, je créer un tableau Dim Graph.l(ListSize(walkPointCoord()),ListSize(walkPointCoord())) dans lequel je note la distance entre chaque point.

Pour cela, je fais un lancé de rayon sur tout ces points avec inLineOfSightGlobal() si 2 points ne sont pas coupé par un polygon c'est qu'ils sont directement en ligne de vue. Je met leur distance dans le tableau. si il ne le sont pas je met la valeur 999999 que je considère comme étant l'infinie.
Et ensuite j'envoie ce tableau a la fonction dijkstra(Array graph.l(2),List walkPath.l(), srcIndex.i,destIndex.i) avec une liste List walkPath.l() qui va comporter l'index des points pour le chemin le plus rapide...

Le premier soucis c'est que inLineOfSight() retourneé un négatif lorsque ces 2 points représentait un bord du polygon.
J'ai donc rajouté ce petit bout de code dans inLineOfSight(). Si jamais ces 2 points étaient un segment de polygon (en gros 2 points de List Polygon.point() qui se suivent)

Code : Tout sélectionner

 If (*p1\x=c\x And *p1\y=c\y And *p2\x=d\x And *p2\y=d\y) Or (*p1\x=d\x And *p1\y=d\y And *p2\x=c\x And *p2\y=c\y)
        ProcedureReturn #True
      EndIf
Ce qui résout quelques problèmes.

mais j'ai encore effectivement un comportement un peu currieux parfois... on le voit bien si tu affiche visuellement le tableau Dim Graph.l() en retirant le commentaire de la ligne

Code : Tout sélectionner

;drawWalkPath(Graph(),walkPointCoord())
a la fin de la fonction walkInit().

Certain chemin coupe les polygons obstacles ou ne prennent pas le chemin les plus courts... mais je séche sur le pourquoi du comment ... si quelqu'un a une idée.. :?
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Thyphoon
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Thyphoon »

Bon j'ai trouvé :mrgreen:

le problème venait que la commande inLineOfSight() retournait #False lorsque le point d'arrivé était sur le segment et que le point d'avant était le point du début de segment.

j'ai donc rajouté dans la fonction inLineOfSight()

Code : Tout sélectionner

      ;if first point is start of polygon segment and second point is on the segment
      If (*p1\x=c\x And *p1\y=c\y And polygon::distanceToSegment ( *p2\x ,   *p2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  < 3) Or (*p1\x=d\x And *p1\y=d\y And polygon::distanceToSegment ( *p2\x ,   *p2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  < 3)
        ProcedureReturn #True
      EndIf 
et tout marche maintenant parfaitement. :mrgreen:
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Thyphoon »

Code : Tout sélectionner

;
;AdventurePathfinding
;
;http://www.groebelsloot.com/2015/12/24/pathfinding-part-1/
;http://www.groebelsloot.com/2016/03/13/pathfinding-part-2/
;
;Haxe Source : https://github.com/MicUurloon/AdventurePathfinding
;
;LUA Source : https://github.com/To-mos/love2d-pathfinding-polygon
;https://www.maths-cours.fr/methode/algorithme-de-dijkstra-etape-par-etape/

;https://github.com/bladecoder/bladecoder-adventure-engine

;-Vector

DeclareModule vector
  Declare new(*v.point,x.l,y.l)
  Declare set(*from.point,*target.point)
  Declare.s toString(*v.point)
  Declare add(*vResult.point,*v1.point, *v2.point )
  Declare diff(*vResult.point,*v1.point, *v2.point )
  Declare.l dist(*v1.point, *v2.point )
  Declare.l length(*v.point)
  Declare normalized(*vResult.point,*v.point)
EndDeclareModule

Module vector
  EnableExplicit
  
  Procedure new(*v.point,x.l,y.l)
    *v\x=x
    *v\y=y
  EndProcedure
  
  Procedure set(*from.point,*target.point)
    *target\x=*from\x
    *target\y=*from\y
  EndProcedure
  
  
  Procedure.s toString(*v.point)
    ProcedureReturn "<"+Str(*v\x)+", "+Str(*v\y)+">"
  EndProcedure
  
  Procedure add(*vResult.point,*v1.point, *v2.point )
    *vResult\x=*v1\x+*v2\x
    *vResult\y=*v1\y+*v2\y
  EndProcedure
  
  Procedure diff(*vResult.point,*v1.point, *v2.point )
    *vResult\x=*v2\x-*v1\x
    *vResult\y=*v2\y+*v1\y
  EndProcedure
  
  Procedure.l dist(*v1.point, *v2.point )
    Protected vResult.point
    vResult\x=*v2\x-*v1\x
    vResult\y=*v2\y-*v1\y
    ProcedureReturn length(@vResult)
  EndProcedure
  
  Procedure.l length(*v.point)
    ProcedureReturn Sqr(*v\x * *v\x + *v\y * *v\y)
  EndProcedure
  
  Procedure normalized(*vResult.point,*v.point)
    Protected len.l = length(@*v)
    *vResult\x = *v\x / len
    *vResult\y = *v\y / len
  EndProcedure
  
  
EndModule

;-PathFinding

DeclareModule Pathfinding
  Declare dijkstra(Array graph(2),List walkPath.i(), srcIndex.i,destIndex.i)
EndDeclareModule

Module Pathfinding
  #M=999999 ; Infinity
  
  Procedure dijkstra(Array graph.l(2),List walkPath.l(), srcIndex.i,destIndex.i)
    Protected Nb.l=ArraySize(graph(),1)
    ; Démarrer et arrêter le nœud
    
    
    ; Distances par rapport au nœud de départ
    Dim Distance(Nb - 1)
    
    ; Prédécesseur du nœud
    Dim Predecessor(Nb - 1)
    
    ; Noeuds où vous connaissez déjà le chemin le plus court
    Dim Mark(Nb-1)
    For z = 0 To Nb - 1
      Mark(z) = #False
    Next
    
    ; Nœud de départ déjà visité!
    Mark(srcIndex) = #True
    ; Distance par rapport à vous-même = 0
    Distance(srcIndex) = 0
    ; Prédécesseurs d'eux-mêmes
    Predecessor(srcIndex) = srcIndex
    
    ; Définissez les distances et les prédécesseurs pour tous les autres nœuds.
    For z = 0 To Nb - 1
      ; ausser srcIndexnoten (s.o.)
      If z <> srcIndex
        Distance(z)    = Graph(srcIndex, z)
        Predecessor(z) = srcIndex
      EndIf
    Next
    
    
    ; Tant que le plus court Chemin vers le noeud cible est introuvable
    While Mark(destIndex) = #False
      ; Trouvez la distance la plus courte pour les nœuds qui ne sont pas marqués
      MinK = -1
      MinD = #M
      For z = 0 To Nb - 1
        ; Si non marqué
        If Mark(z) = #False
          ; sidistance plus courte
          If Distance(z) < MinD
            MinK = z
            MinD = Distance(z)
          EndIf
        EndIf
      Next
      
      
      ; Si aucun plus court n'a été trouvé (ie distance = infini) -> aucun chemin disponible
      If MinD = #M
        Debug "Il n'y a pas de connexion entre srcIndex et destIndex"
        Break
        
      ElseIf MinK = destIndex
        ; Dle plus court trouvé
        Debug "Walk Path Found"
        Break
        
      Else
        ; Marquez-le, donc un moyen le plus court a été trouvé
        Mark(MinK) = #True
      EndIf
      
      
      ; Pour tous les nœuds non marqués: vérifiez s'il existe un chemin plus court via MinK
      For z = 0 To Nb - 1
        If Mark(z) = #False
          ; Si le détour par MinK est plus court que l'itinéraire direct
          If Distance(MinK) + Graph(MinK, z) < Distance(z)
            ; Calculer la nouvelle longueur de chemin
            Distance(z)    = Distance(MinK) + Graph(MinK, z)
            ; Enregistrez le détour à 'z'
            Predecessor(z) = MinK
          EndIf
        EndIf
      Next
      
    Wend
    
    
    If MinK = destIndex
      ClearList(walkPath())
      ; Retracer le chemin depuis le destIndex
      s.s  = Str(destIndex)
      z    = MinK
      AddElement(walkPath())
      walkPath()=destIndex
      While Predecessor(z) <> srcIndex
        FirstElement(walkPath())
        InsertElement(walkPath())
        walkPath()=Predecessor(z)
        
        s = ">"+Str(Predecessor(z)) + ", " + s
        z = Predecessor(z)
      Wend
      FirstElement(walkPath())
      InsertElement(walkPath())
      walkPath()=Predecessor(z)
      s = Str(Predecessor(z)) + ", " + s
      Debug "Distance: " + Str(Distance(destIndex))
    EndIf
    ForEach walkPath()
      Debug ">"+walkPath()
    Next
  EndProcedure
  
EndModule

;-Polygon

DeclareModule polygon
  
  Structure Polygon
    List Polygon.point()
  EndStructure
  
  Declare addPoint(List polygon.point(), x.l, y.l )
  Declare.f distanceBetwenPoint(x1, y1, x2, y2)
  Declare pointInside( *p.point,List polygon.point())
  Declare.f distanceToSegment(Px.l, Py.l, x1.l, y1.l, x2.l, y2.l)
  Declare getClosestPointOnEdge(*resultV.point,*p3.point,List polygon.point() )

  Declare.b inLineOfSight(*p1.point, *p2.point,List Polygon.point(),obstacle.b=#False)
  Declare.b inLineOfSightGlobal(*p1.point, *p2.point,List walkArea.Polygon())
  Declare drawPoly(List polygon.point(),lineColor=#White,pointColor=#White)
  Declare walkInit(List walkArea.Polygon(),*Start.point,*Target.point,drawWalkPath.b=#True)
  
  
  
EndDeclareModule

Module polygon
  
  EnableExplicit
  
  ;UseModule vector
  
  Procedure addPoint(List polygon.point(), x.l, y.l )
    AddElement(polygon())
    polygon()\x=x*2
    polygon()\y=y*2-400
  EndProcedure
  
  Procedure.f distanceBetwenPoint(x1, y1, x2, y2)
    ProcedureReturn Sqr((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2))
  EndProcedure
  
  Procedure pointInside( *p.point,List polygon.point())
    Protected cn.l = 0                              ;the crossing number counter
    Define pa.point, pb.point
    ; loop through all edges of the polygon
    Protected i.l
    For i=0 To ListSize(polygon())-1    ; edge from V[i] To V[i+1]
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else
        SelectElement(polygon(),i+1)
      EndIf
      pb\x=polygon()\x
      pb\y=polygon()\y
      If (((pa\y <= *P\y) And (pb\y > *P\y))  Or ((pa\y > *P\y) And (pb\y <= *P\y))) ; an upward crossing Or // a downward crossing
                                                                                     ; compute the actual edge-ray intersect x-coordinate
        Protected vt.f
        vt= (*P\y - pa\y) / (pb\y - pa\y);
        If (*P\x < pa\x + vt * (pb\x - pa\x)) ; *P\x < intersect
          cn+1                                ;   ; a valid crossing of y=*P\y right of *P\x
        EndIf
      EndIf
    Next
    ProcedureReturn (cn&1);    // 0 if even (out), and 1 if odd (in)
  EndProcedure
  
  Procedure.f distanceToSegment(Px.l, Py.l, x1.l, y1.l, x2.l, y2.l)
    Define.f Ratio, Dx, Dy, Result
    If x1 = x2 And y1 = y2
      Result = distanceBetwenPoint(Px, Py, x1, y1)
    Else
      Dx    = x2 - x1
      Dy    = y2 - y1
      Ratio = ((Px - x1) * Dx + (Py - y1) * Dy) / (Dx * Dx + Dy * Dy)
      If Ratio < 0
        Result = distanceBetwenPoint(Px, Py, x1, y1)
      ElseIf Ratio > 1
        Result = distanceBetwenPoint(Px, Py, x2, y2)
      Else
        Result = distanceBetwenPoint(Px, Py, (1 - Ratio) * x1 + Ratio * x2, (1 - Ratio) * y1 + Ratio * y2)
      EndIf
    EndIf
    ProcedureReturn Result
    ;   If Result > -#Epsilon And Result < #Epsilon
    ;     ProcedureReturn 1
    ;   Else
    ;     ProcedureReturn 0
    ;   EndIf   
  EndProcedure
  
  Procedure getClosestPointOnEdge(*resultV.point,*p3.point,List polygon.point() )
    Protected tx.f = *p3\x
    Protected ty.f = *p3\y
    Protected vi1 = -1
    Protected vi2 = -1
    Protected mindist.f = 100000
    
    Protected.l ia,ib
    For ia=0 To ListSize(polygon())-1
      Protected.point va,vb
      SelectElement(polygon(),ia)
      va\x=polygon()\x
      va\y=polygon()\y
      If ia=ListSize(polygon())-1
        ib=0
      Else
        ib=ia+1
      EndIf
      SelectElement(polygon(),ib)
      vb\x=polygon()\x
      vb\y=polygon()\y
      Protected dist.l = distanceToSegment(tx, ty, va\x, va\y, vb\x, vb\y)
      If dist< mindist
        mindist = dist
        vi1 =ia
        vi2 =ib
      EndIf
    Next
    
    Protected.f x1,x2,x3,y1,y2,y3
    
    SelectElement(polygon(),vi1)
    x1 = polygon()\x
    y1 = polygon()\y
    SelectElement(polygon(),vi2)
    x2 = polygon()\x
    y2 = polygon()\y
    x3 = *p3\x
    y3 = *p3\y
    Protected u.f = (((x3 - x1) * (x2 - x1)) + ((y3 - y1) * (y2 - y1))) / (((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1)))
    
    Protected xu.f = x1 + u * (x2 - x1)
    Protected yu.f = y1 + u * (y2 - y1)
    
    If u < 0
      vector::new(*resultV,x1, y1)
    ElseIf u > 1
      vector::new(*resultV,x2, y2)
    Else
      vector::new(*resultV,xu, yu)
    EndIf
  EndProcedure
  
  Procedure isVertexConcave(List Polygon.point(), Index.i)
    
    Protected.i nextIndex,prevIndex
    Protected.f currentX,currentY
    
    SelectElement(Polygon(),Index)
    currentX = Polygon()\x
    currentY = Polygon()\y
    
    Protected.f nextX,nextY
    nextIndex=Index+1
    If nextIndex>ListSize(Polygon())-1:nextIndex=0:EndIf
    SelectElement(Polygon(),nextIndex)
    nextX =  Polygon()\x
    nextY = Polygon()\y
    
    Protected.f previousX,previousY
    prevIndex=Index-1
    If prevIndex<0:prevIndex=ListSize(Polygon())-1:EndIf
    SelectElement(Polygon(),prevIndex)
    previousX = Polygon()\x
    previousY = Polygon()\y
    
    ;Debug Str(prevIndex)+" "+Str(Index)+" "+Str(nextIndex)
    
    Protected.f leftX,leftY,rightX,rightY,cross
    leftX = currentX - previousX;
    leftY = currentY - previousY;
    rightX = nextX - currentX   ;
    rightY = nextY - currentY   ;
    
    cross = (leftX * rightY) - (leftY * rightX)
    ;Debug "cross :"+StrF(cross)+" ="+Str(Bool(cross < 0))
    ProcedureReturn Bool(cross < 0)
  EndProcedure
  
  Procedure LineSegmentsCross(*A.point,*B.point, *C.point, *D.point)
    Protected.f denominator,numerator1,numerator2,r,s
    
    denominator = ((*B\x - *A\x) * (*D\y - *C\y)) - ((*B\y - *A\y) * (*D\x - *C\x));
    
    If denominator = 0
      ProcedureReturn #False
    EndIf
    
    numerator1 = ((*A\y - *C\y) * (*D\x - *C\x)) - ((*A\x - *C\x) * (*D\y - *C\y));
    
    numerator2 = ((*A\y - *C\y) * (*B\x- *A\x)) - ((*A\x - *C\x) * (*B\y - *A\y));
    
    If numerator1 = 0 Or numerator2 = 0
      ProcedureReturn #False
    EndIf
    
    r = numerator1 / denominator
    s = numerator2 / denominator
    
    ProcedureReturn Bool((Bool(r > 0) And Bool(r < 1)) And (Bool(s > 0) And Bool(s < 1)))
  EndProcedure
  
  Procedure Max(A, B)
    If A > B
      ProcedureReturn A
    EndIf
    ProcedureReturn B
  EndProcedure
  
  Procedure Min(A, B)
    If A < B
      ProcedureReturn A
    EndIf
    ProcedureReturn B
  EndProcedure
  
  Procedure nearestSegment(*P.point,List polygon.point(),distMax=5)
    Protected pa.point
    Protected pb.point
    Protected segment.l=-1
    Protected minDist.l=4096
    Protected i.l
    For i=0 To ListSize(polygon())-1
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else  
        SelectElement(polygon(),i+1)
      EndIf  
      pb\x=polygon()\x
      pb\y=polygon()\y
      Protected dist.l
      dist=distanceToSegment(*P\x,*P\y,pa\x, pa\y, pb\x, pb\y)
      If dist<=distMax And dist<minDist
        segment=ListIndex(polygon())
        Debug "Trouve Segment:"+Str(segment)
        minDist=dist
      EndIf
    Next
    ProcedureReturn segment
  EndProcedure
  
  Procedure LineIntersection(*L1PA.point,*L1PB.point,*L2PA.point,*L2PB.point, *Cross.point)
    Protected.l A1,B1,C1,A2,B2,C2
    A1 = *L1PB\y - *L1PA\y
    B1 = *L1PA\x - *L1PB\x
    C1 = A1 * *L1PA\x + B1 * *L1PA\y
    
    A2 = *L2PB\y - *L2PA\y
    B2 = *L2PA\x - *L2PB\x
    C2 = A2 * *L2PA\x + B2 * *L2PA\y
    
    Protected det.d = A1*B2 - A2*B1
    If det = 0
      ProcedureReturn 0 ; No intersection
    Else
      *cross\x = (B2*C1 - B1*C2)/det
      *Cross\y = (A1*C2 - A2*C1)/det
      
      ; On *L1 line segment?
      If Min(*L1PA\x, *L1PB\x) <= *cross\x And Max(*L1PA\x, *L1PB\x) >= *cross\x
        If Min(*L1PA\y, *L1PB\y) <= *cross\y And Max(*L1PA\y, *L1PB\y) >= *cross\y
          
          ; On *L2 line segment?
          If Min(*L2PA\x, *L2PB\x) <= *cross\x And Max(*L2PA\x, *L2PB\x) >= *cross\x
            If Min(*L2PA\y, *L2PB\y) <= *cross\y And Max(*L2PA\y, *L2PB\y) >= *cross\y
              ProcedureReturn 1
            EndIf
          EndIf
        EndIf
      EndIf
      
      ProcedureReturn 2 ; Lines intersect, but line segments do not
    EndIf
  EndProcedure
  
  
  Procedure.b inLineOfSightA(*p1.point, *p2.point,List Polygon.point())
    Protected   epsilon.f   =   0.5 ;
    
    ;Not in LOS If any of the ends is outside the polygon
    If Not pointInside(*p1,Polygon()) Or Not pointInside(*p2,Polygon())
      ProcedureReturn #False
    EndIf
    
    
    ;In LOS If it's the same start and end location
    ; If   ( Vector . Subtract ( start ,   End ) . length   & lt ;   epsilon )   { 
    ;    Return   false ; 
    ; }
    
    ;Not in LOS If any edge is intersected by the start-End line segment 
    Protected inSight.b=#True ; 
                              ;For   ( polygon  in   polygons )   { 
    Protected.l i,ni      
    For i=0 To ListSize(Polygon())-1
      
      SelectElement(Polygon(),i)
      Protected.point v1,v2
      vector::set(@Polygon(),@v1)
      ni=i+1:If ni>ListSize(Polygon())-1:ni=0:EndIf
      SelectElement(Polygon(),ni)
      vector::set(@Polygon(),@v2)
      
      If LineSegmentsCross ( *p1 ,   *p2 ,   @v1 ,   @v2 )
        ;In some cases a 'snapped' endpoint is just a little over the line due To rounding errors. So a 0.5 margin is used To tackle those cases. 
        If    polygon::distanceToSegment( *p1\x ,   *p1\y ,   v1\x ,   v1\y ,   v2\x ,   v2\y   )  >   0.5   And   polygon::distanceToSegment ( *p2\x ,   *p2\y ,   v1\x ,   v1\y ,   v2\x ,   v2\y   )  >   0.5
          ProcedureReturn   #False ;
        EndIf
      EndIf
    Next
    ;}
    
    ;Finally the middle point in the segment determines If in LOS Or Not
    vector::add(@v1,*p1,*p2)
    vector::new(@v2,v1\x/2,v1\y/2)
    Protected inside.b = polygon::pointInside(@v2,Polygon())
    
    ;For   ( i   in   1...polygons.length )   {
    ;If   ( polygons [ i ] . pointInside ( v2 ,   false ) )   {
    ; inside   =   #False ;
    ;EndIf 
    ;Next
    ProcedureReturn   inside ;
  EndProcedure
  
  
  Procedure.b inLineOfSight(*p1.point, *p2.point,List Polygon.point(),obstacle.b=#False)
    Protected.point tmp,tmp2,c,d,tmp3
    vector::set(*p1,@tmp)
    vector::set(*p2,@tmp2)
    
    Protected.l i,ni      
    For i=0 To ListSize(Polygon())-1
      SelectElement(Polygon(),i)
      vector::set(@Polygon(),@c)
      ni=i+1:If ni>ListSize(Polygon())-1:ni=0:EndIf
      SelectElement(Polygon(),ni)
      vector::set(@Polygon(),@d)
      
      ;if points are a polygon segment
      If (*p1\x=c\x And *p1\y=c\y And *p2\x=d\x And *p2\y=d\y) Or (*p1\x=d\x And *p1\y=d\y And *p2\x=c\x And *p2\y=c\y)
        ProcedureReturn #True
      EndIf 
      
      ;if first point is start of polygon segment and second point is on the segment
      If (*p1\x=c\x And *p1\y=c\y And polygon::distanceToSegment ( *p2\x ,   *p2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  < 3) Or (*p1\x=d\x And *p1\y=d\y And polygon::distanceToSegment ( *p2\x ,   *p2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  < 3)
        ProcedureReturn #True
      EndIf 
      
      If LineSegmentsCross(@tmp,@tmp2, @c, @d)
        
        If    polygon::distanceToSegment( tmp\x ,   tmp\y ,   c\x ,   c\y ,   d\x ,   d\y   )  >   0   And   polygon::distanceToSegment ( tmp2\x ,   tmp2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  >   0
          ProcedureReturn   #False ;
        EndIf
      EndIf
    Next   
    
    vector::add(@tmp3,@tmp,@tmp2)
    tmp3\x=tmp3\x/2
    tmp3\y=tmp3\y/2
    
    Protected result.b = PointInside(@tmp3,polygon());
    
    
    If obstacle=#True
      result=1-result 
    EndIf
    
    
    ProcedureReturn result
    
  EndProcedure
  
  Procedure.b inLineOfSightGlobal(*p1.point, *p2.point,List walkArea.Polygon())
    Protected.b result,obstacle=#False
    ForEach walkArea()
      If ListIndex(walkArea())>0
        obstacle=#True
      EndIf  
      
   
      
      result.b=inLineOfSight(*p1, *p2,walkArea()\Polygon(),obstacle)
      
      If result=#False:Break:EndIf 
    Next
    ProcedureReturn result
  EndProcedure
  
  
  Procedure drawPoly(List polygon.point(),lineColor=#White,pointColor=#White)
    Protected pa.point
    Protected pb.point
    Protected dist.l
    Protected i.l
    For i=0 To ListSize(polygon())-1
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else 
        SelectElement(polygon(),i+1)
      EndIf 
      pb\x=polygon()\x
      pb\y=polygon()\y
      LineXY(pa\x,pa\y,pb\x,pb\y,lineColor)
      Circle(pa\x,pa\y,5,pointColor)
      ;DrawText(pa\x+10,pa\y+10,Str(i),pointColor)
      
    Next
    
  EndProcedure
  
  Procedure drawWalkPath(Array graph.l(2),List walkPointCoord.point())
    Protected pa.point
    Protected pb.point
    
    Protected.l i,j,Nb=ArraySize(graph(),1)
    For i=0 To Nb-1
      For j=0 To Nb-1
        If graph(i,j)<>0 And graph(i,j)<>999999
          SelectElement(walkPointCoord(),i)
          pa\x=walkPointCoord()\x
          pa\y=walkPointCoord()\y
          SelectElement(walkPointCoord(),j)
          pb\x=walkPointCoord()\x
          pb\y=walkPointCoord()\y
          LineXY(pa\x,pa\y,pb\x,pb\y,#Green)
          Circle(pa\x,pa\y,5,#Yellow)
          Circle(pb\x,pb\y,5,#Yellow)
        EndIf 
      Next
    Next
    
  EndProcedure
  
  Procedure drawShortestPath(List walkPointCoord.point(),List walkPointIndex.l())
    ;Draw Walk
    Protected.l Ax,Ay,Bx,By,n
    For n=0 To ListSize(walkPointIndex())-1
      SelectElement(walkPointIndex(),n)
      SelectElement(walkPointCoord(),walkPointIndex())
      Ax.l=walkPointCoord()\x
      Ay.l=walkPointCoord()\y
      If SelectElement(walkPointIndex(),n+1)
        SelectElement(walkPointCoord(),walkPointIndex())
        Bx.l=walkPointCoord()\x
        By.l=walkPointCoord()\y
        Circle(Ax,Ay,5,#Yellow)
        LineXY(Ax,Ay,Bx,By,RGB(255,255,255))
        Circle(Bx,By,5,#Yellow)
      EndIf 
    Next
  EndProcedure
  
  
  Procedure walkInit(List walkArea.Polygon(),*Start.point,*Target.point,drawWalkPath.b=#True)
    Protected pa.point
    Protected pb.point
    Protected.l dist,i
    Protected p.point
    NewList walkPointCoord.Point() ; List with only walkable point
    NewList walkPointIndex.l()     ;Sort wakable point with shortest path
    
    
    ;-Id Target out walk area
    Protected.b result
    ForEach walkArea()
      ;SelectElement(walkArea(),0)
      result=pointInside(*Target,walkArea()\Polygon())
      If ListIndex(walkArea())=0
        result=1-result 
      EndIf 
    If result=#True
      If *Target\x>0 And *Target\y>0
        getClosestPointOnEdge(@p,*Target,walkArea()\Polygon()) ;get Closest Point on Edge
        *Target\x=p\x
        *Target\y=p\y
      EndIf 
    EndIf 
    Next 
    ;Add point to list with only walkable point
    ;Add Start Point
    AddElement(walkPointCoord())
    walkPointCoord()\x=*Start\x
    walkPointCoord()\y=*Start\y
    ;Add Target Point
    AddElement(walkPointCoord())
    walkPointCoord()\x=*Target\x
    walkPointCoord()\y=*Target\y   
    
    
    ;If not in line of Sight we must to found the path
    If Not inLineOfSightGlobal(*Start, *Target,walkArea());inLineOfSight(*Start, *Target,walkArea()\Polygon())
      ;Select all point to found the way
      ;SelectElement(walkArea(),0)
      ForEach(walkArea())
        For i=0 To ListSize(walkArea()\Polygon())-1
          SelectElement(walkArea()\Polygon(),i)
          pa\x=walkArea()\Polygon()\x
          pa\y=walkArea()\Polygon()\y
          If ListIndex(walkArea())=0
            ; Add only concave point
            If IsVertexConcave(walkArea()\Polygon(),i)=#True
              AddElement(walkPointCoord())
              walkPointCoord()\x=pa\x
              walkPointCoord()\y=pa\y
            EndIf
          Else
            ; Add only convex point
            If IsVertexConcave(walkArea()\Polygon(),i)=#False 
              AddElement(walkPointCoord())
              walkPointCoord()\x=pa\x
              walkPointCoord()\y=pa\y
            EndIf
          EndIf 
        Next
      Next 
      ;generate Graph
      
      
      Dim Graph.l(ListSize(walkPointCoord()),ListSize(walkPointCoord()))
      
      
      For i=0 To ListSize(walkPointCoord())-1
        SelectElement(walkPointCoord(),i)
        pa\x=walkPointCoord()\x
        pa\y=walkPointCoord()\y
        Protected j.l
        For j=0 To ListSize(walkPointCoord())-1
          If i<>j
            SelectElement(walkPointCoord(),j)
            pb\x=walkPointCoord()\x
            pb\y=walkPointCoord()\y
            ; (i>2 And j>2  : because Point 0 is Start and 1 target
            ; And (j=i+1 Or i=j+1)) : because in polygon previous and next point are always connected
            ; Or inLineOfSightB(@pa, @pb,polygon()) : if Points are in line of sight

            If inLineOfSightGlobal(@pa, @pb,walkArea())
              Graph(i,j)=distanceBetwenPoint(pa\x,pa\y,pb\x,pb\y)
              
            Else ; Points are not connected to do walkpath
              Graph(i,j)=999999
            EndIf
            
          Else ; it's the same point 
            Graph(i,j)=0
          EndIf
        Next
      Next
      
      Pathfinding::dijkstra(Graph(),walkPointIndex(),0,1)
      ;In line of Sight it's easy, start to target directly  
    Else
      AddElement(walkPointIndex())
      walkPointIndex()=0
      AddElement(walkPointIndex())
      walkPointIndex()=1
    EndIf
    
    If drawWalkPath=#True
      ;drawWalkPath(Graph(),walkPointCoord()) 
      drawShortestPath(walkPointCoord(),walkPointIndex())
    EndIf
    
  EndProcedure
  
EndModule



;-Test

Structure room
  List walkArea.Polygon::Polygon()
EndStructure

Structure chara
  coord.point
  target.point
  List walkPointCoord.Point() ; List with only walkable point
  List walkPointIndex.l()     ; Sort wakable point with shortest path
EndStructure

Define mainChara.chara
mainChara\coord\x=63
mainChara\coord\y=290

Define room.room


AddElement (room\walkArea())
polygon::addpoint(room\walkArea()\Polygon(),5,248)
polygon::addpoint(room\walkArea()\Polygon(),5,248)
polygon::addpoint(room\walkArea()\Polygon(),235,248)
polygon::addpoint(room\walkArea()\Polygon(),252,277)
polygon::addpoint(room\walkArea()\Polygon(),214,283)
polygon::addpoint(room\walkArea()\Polygon(),217,300)
polygon::addpoint(room\walkArea()\Polygon(),235,319)
polygon::addpoint(room\walkArea()\Polygon(),265,339)
polygon::addpoint(room\walkArea()\Polygon(),275,352)
polygon::addpoint(room\walkArea()\Polygon(),310,350)
polygon::addpoint(room\walkArea()\Polygon(),309,312)
polygon::addpoint(room\walkArea()\Polygon(),322,308)
polygon::addpoint(room\walkArea()\Polygon(),304,279)
polygon::addpoint(room\walkArea()\Polygon(),307,249)
polygon::addpoint(room\walkArea()\Polygon(),419,248)
polygon::addpoint(room\walkArea()\Polygon(),431,262)
polygon::addpoint(room\walkArea()\Polygon(),389,274)
polygon::addpoint(room\walkArea()\Polygon(),378,295)
polygon::addpoint(room\walkArea()\Polygon(),408,311)
polygon::addpoint(room\walkArea()\Polygon(),397,316)
polygon::addpoint(room\walkArea()\Polygon(),378,309)
polygon::addpoint(room\walkArea()\Polygon(),365,323)
polygon::addpoint(room\walkArea()\Polygon(),342,360)
polygon::addpoint(room\walkArea()\Polygon(),358,379)
polygon::addpoint(room\walkArea()\Polygon(),205,379)
polygon::addpoint(room\walkArea()\Polygon(),206,338)
polygon::addpoint(room\walkArea()\Polygon(),212,320)
polygon::addpoint(room\walkArea()\Polygon(),198,316)
polygon::addpoint(room\walkArea()\Polygon(),162,298)
polygon::addpoint(room\walkArea()\Polygon(),119,305)
polygon::addpoint(room\walkArea()\Polygon(),99,338)
polygon::addpoint(room\walkArea()\Polygon(),91,362)
polygon::addpoint(room\walkArea()\Polygon(),79,372)
polygon::addpoint(room\walkArea()\Polygon(),90,380)
polygon::addpoint(room\walkArea()\Polygon(),4, 379)
AddElement (room\walkArea())
polygon::addpoint(room\walkArea()\Polygon(),120,280)
polygon::addpoint(room\walkArea()\Polygon(),120,260)
polygon::addpoint(room\walkArea()\Polygon(),140,260)
polygon::addpoint(room\walkArea()\Polygon(),140,280)
AddElement (room\walkArea())
For z=0 To 360 Step 36
  Debug Str(120+10*Cos(Radian(z)))+","+Str(200+10*Sin(Radian(z)))
  polygon::addpoint(room\walkArea()\Polygon(),60+20*Cos(Radian(z)),300+20*Sin(Radian(z)))
Next   

;AddElement (room\walkArea())
;polygon::addpoint(room\walkArea()\Polygon(),250,280)
;polygon::addpoint(room\walkArea()\Polygon(),250,460)
;polygon::addpoint(room\walkArea()\Polygon(),260,460)
;polygon::addpoint(room\walkArea()\Polygon(),260,280)


If InitSprite()
  If InitKeyboard() And InitMouse()
    Define winMain.i = OpenWindow(#PB_Any,0,0,1024,800,"Press [Esc] to close",#PB_Window_ScreenCentered | #PB_Window_SystemMenu)
    OpenWindowedScreen(WindowID(winMain), 0, 0,1024,800, 1, 0, 0)
    
  EndIf
Else
  MessageRequester("","Unable to initsprite") :
EndIf

Define EventID.l,mode.b,result.l
Repeat
  Delay(1)
  EventID = WindowEvent()
  ExamineKeyboard()
  ;ExamineMouse()
  ClearScreen(0)
  
  StartDrawing(ScreenOutput())
  mainChara\target\x=WindowMouseX(winMain)
  mainChara\target\y=WindowMouseY(winMain)
  ForEach room\walkArea()
    Define.point target
    
    If ListIndex(room\walkArea())=0
      color=RGB(0,0,255)
    Else
      color=RGB(100,100,255)
    EndIf 
    polygon::drawPoly(room\walkArea()\Polygon(),color)
    
    ;ForEach polyMap()\Polygon()
    
    
    ;    Debug "no"
    ;  EndIf
    ;Next
  Next
  polygon::walkInit(room\walkArea(),@mainChara\coord,@mainChara\target,#True)
  
  Circle(mainChara\target\x,mainChara\target\y,5,#Blue)
  
  Circle(mainChara\Coord\x,mainChara\Coord\y,5,#Red)
  StopDrawing()
  FlipBuffers()
Until KeyboardReleased(#PB_Key_Escape) Or EventID = #PB_Event_CloseWindow
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Ar-S
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Ar-S »

J'ai pigé ce que tu voulais déjà.. Pour moi il devait suivre les points les plus rapides d'une route existante. Mais OK j'ai pigé, ça rend très bien.
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⋅.˳˳.⋅ॱ˙˙ॱ⋅.˳Ar-S ˳.⋅ॱ˙˙ॱ⋅.˳˳.⋅
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LDV MULTIMEDIA : Dépannage informatique & mes Logiciels PB
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Thyphoon »

Ar-S a écrit :J'ai pigé ce que tu voulais déjà.. Pour moi il devait suivre les points les plus rapides d'une route existante. Mais OK j'ai pigé, ça rend très bien.
:lol: ok :wink:
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venom
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par venom »

8O Alors la bravo Thyphoon,

La classe 8) ça fonctionne a merveille. Merci du partage et d'avoir montrer tes avancées a travers ce post.
Chapeau bas.






@++
Windows 10 x64, PureBasic 5.73 x86 & x64
GPU : radeon HD6370M, CPU : p6200 2.13Ghz
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Thyphoon »

venom a écrit :8O Alors la bravo Thyphoon,

La classe 8) ça fonctionne a merveille. Merci du partage et d'avoir montrer tes avancées a travers ce post.
Chapeau bas.

@++
Merci :mrgreen: j'avoue qu'en me lançant je n'était vraiment pas sur de réussir ... mais comme a chaque fois (ou presque :roll: ) j'ai beaucoup appris et j'ai réussi...
Me reste a l'intégré a mon moteur et a faire un petit jeu de point'n click :wink:
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Ar-S
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Ar-S »

Le retour du retour de Guybrush Threepwood :D
~~~~Règles du forum ~~~~
⋅.˳˳.⋅ॱ˙˙ॱ⋅.˳Ar-S ˳.⋅ॱ˙˙ॱ⋅.˳˳.⋅
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Thyphoon
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Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Thyphoon »

Ar-S a écrit :Le retour du retour de Guybrush Threepwood :D
j'aimerais tant que Ron Gilbert récupère les droits de Monkey island et fasse un véritable Monkey Island 3 8)
Shadow
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Inscription : mer. 04/nov./2015 17:39

Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^

Message par Shadow »

Merci Thyphoon :D
Processeur: Intel Core I7-4790 - 4 Cœurs - 8 Thread: 3.60 Ghz.
Ram: 32 GB.
Disque: C: SDD 250 GB, D: 3 TB.
Vidéo: NVIDIA GeForce GTX 960: 2 GB DDR5.
Écran: Asus VX248 24 Pouces: 1920 x 1080.
Système: Windows 7 64 Bits.

PureBasic: 5.60 x64 Bits.
Avatar de l’utilisateur
Thyphoon
Messages : 2697
Inscription : mer. 25/août/2004 6:31
Localisation : Eragny
Contact :

Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^)

Message par Thyphoon »

Je profite des vacances pour nettoyer un peu le code et continuer.

Vous pouvez maintenant vous deplacer. Avec un clique gauche de la souris ! il y a encore du boulot mais ça commence a sentir bon :P

Code : Tout sélectionner

;
;AdventurePathfinding
;
;http://www.groebelsloot.com/2015/12/24/pathfinding-part-1/
;http://www.groebelsloot.com/2016/03/13/pathfinding-part-2/
;
;Haxe Source : https://github.com/MicUurloon/AdventurePathfinding
;
;LUA Source : https://github.com/To-mos/love2d-pathfinding-polygon
;https://www.maths-cours.fr/methode/algorithme-de-dijkstra-etape-par-etape/

;https://github.com/bladecoder/bladecoder-adventure-engine

;-Vector

DeclareModule vector
  Declare new(*v.point,x.l,y.l)
  Declare set(*from.point,*target.point)
  Declare.s toString(*v.point)
  Declare add(*vResult.point,*v1.point, *v2.point )
  Declare diff(*vResult.point,*v1.point, *v2.point )
  Declare.l dist(*v1.point, *v2.point )
  Declare.l length(*v.point)
  Declare normalized(*vResult.point,*v.point)
EndDeclareModule

Module vector
  EnableExplicit
  
  Procedure new(*v.point,x.l,y.l)
    *v\x=x
    *v\y=y
  EndProcedure
  
  Procedure set(*from.point,*target.point)
    *target\x=*from\x
    *target\y=*from\y
  EndProcedure
  
  
  Procedure.s toString(*v.point)
    ProcedureReturn "<"+Str(*v\x)+", "+Str(*v\y)+">"
  EndProcedure
  
  Procedure add(*vResult.point,*v1.point, *v2.point )
    *vResult\x=*v1\x+*v2\x
    *vResult\y=*v1\y+*v2\y
  EndProcedure
  
  Procedure diff(*vResult.point,*v1.point, *v2.point )
    *vResult\x=*v2\x-*v1\x
    *vResult\y=*v2\y+*v1\y
  EndProcedure
  
  Procedure.l dist(*v1.point, *v2.point )
    Protected vResult.point
    vResult\x=*v2\x-*v1\x
    vResult\y=*v2\y-*v1\y
    ProcedureReturn length(@vResult)
  EndProcedure
  
  Procedure.l length(*v.point)
    ProcedureReturn Sqr(*v\x * *v\x + *v\y * *v\y)
  EndProcedure
  
  Procedure normalized(*vResult.point,*v.point)
    Protected len.l = length(@*v)
    *vResult\x = *v\x / len
    *vResult\y = *v\y / len
  EndProcedure
  
  
EndModule



;-Polygon

DeclareModule polygon
  
  Structure Polygon
    List Polygon.point()
  EndStructure
  
  Declare addPoint(List polygon.point(), x.l, y.l )
  Declare.f distanceBetwenPoint(x1, y1, x2, y2)
  Declare pointInside( *p.point,List polygon.point())
  Declare.f distanceToSegment(Px.l, Py.l, x1.l, y1.l, x2.l, y2.l)
  Declare getClosestPointOnEdge(*resultV.point,*p3.point,List polygon.point() )
  Declare isVertexConcave(List Polygon.point(), Index.i)
  Declare.b inLineOfSight(*p1.point, *p2.point,List Polygon.point(),obstacle.b=#False)
  Declare.b inLineOfSightGlobal(*p1.point, *p2.point,List walkArea.Polygon())
  Declare drawPoly(List polygon.point(),lineColor=#White,pointColor=#White)
  
EndDeclareModule

Module polygon
  
  EnableExplicit
  
  ;UseModule vector
  
  Procedure addPoint(List polygon.point(), x.l, y.l )
    AddElement(polygon())
    polygon()\x=x*2
    polygon()\y=y*2-400
  EndProcedure
  
  Procedure.f distanceBetwenPoint(x1, y1, x2, y2)
    ProcedureReturn Sqr((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2))
  EndProcedure
  
  Procedure pointInside( *p.point,List polygon.point())
    Protected cn.l = 0                              ;the crossing number counter
    Define pa.point, pb.point
    ; loop through all edges of the polygon
    Protected i.l
    For i=0 To ListSize(polygon())-1    ; edge from V[i] To V[i+1]
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else
        SelectElement(polygon(),i+1)
      EndIf
      pb\x=polygon()\x
      pb\y=polygon()\y
      If (((pa\y <= *P\y) And (pb\y > *P\y))  Or ((pa\y > *P\y) And (pb\y <= *P\y))) ; an upward crossing Or // a downward crossing
                                                                                     ; compute the actual edge-ray intersect x-coordinate
        Protected vt.f
        vt= (*P\y - pa\y) / (pb\y - pa\y);
        If (*P\x < pa\x + vt * (pb\x - pa\x)) ; *P\x < intersect
          cn+1                                ;   ; a valid crossing of y=*P\y right of *P\x
        EndIf
      EndIf
    Next
    ProcedureReturn (cn&1);    // 0 if even (out), and 1 if odd (in)
  EndProcedure
  
  Procedure.f distanceToSegment(Px.l, Py.l, x1.l, y1.l, x2.l, y2.l)
    Define.f Ratio, Dx, Dy, Result
    If x1 = x2 And y1 = y2
      Result = distanceBetwenPoint(Px, Py, x1, y1)
    Else
      Dx    = x2 - x1
      Dy    = y2 - y1
      Ratio = ((Px - x1) * Dx + (Py - y1) * Dy) / (Dx * Dx + Dy * Dy)
      If Ratio < 0
        Result = distanceBetwenPoint(Px, Py, x1, y1)
      ElseIf Ratio > 1
        Result = distanceBetwenPoint(Px, Py, x2, y2)
      Else
        Result = distanceBetwenPoint(Px, Py, (1 - Ratio) * x1 + Ratio * x2, (1 - Ratio) * y1 + Ratio * y2)
      EndIf
    EndIf
    ProcedureReturn Result
    ;   If Result > -#Epsilon And Result < #Epsilon
    ;     ProcedureReturn 1
    ;   Else
    ;     ProcedureReturn 0
    ;   EndIf   
  EndProcedure
  
  Procedure getClosestPointOnEdge(*resultV.point,*p3.point,List polygon.point() )
    Protected tx.f = *p3\x
    Protected ty.f = *p3\y
    Protected vi1 = -1
    Protected vi2 = -1
    Protected mindist.f = 100000
    
    Protected.l ia,ib
    For ia=0 To ListSize(polygon())-1
      Protected.point va,vb
      SelectElement(polygon(),ia)
      va\x=polygon()\x
      va\y=polygon()\y
      If ia=ListSize(polygon())-1
        ib=0
      Else
        ib=ia+1
      EndIf
      SelectElement(polygon(),ib)
      vb\x=polygon()\x
      vb\y=polygon()\y
      Protected dist.l = distanceToSegment(tx, ty, va\x, va\y, vb\x, vb\y)
      If dist< mindist
        mindist = dist
        vi1 =ia
        vi2 =ib
      EndIf
    Next
    
    Protected.f x1,x2,x3,y1,y2,y3
    
    SelectElement(polygon(),vi1)
    x1 = polygon()\x
    y1 = polygon()\y
    SelectElement(polygon(),vi2)
    x2 = polygon()\x
    y2 = polygon()\y
    x3 = *p3\x
    y3 = *p3\y
    Protected u.f = (((x3 - x1) * (x2 - x1)) + ((y3 - y1) * (y2 - y1))) / (((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1)))
    
    Protected xu.f = x1 + u * (x2 - x1)
    Protected yu.f = y1 + u * (y2 - y1)
    
    If u < 0
      vector::new(*resultV,x1, y1)
    ElseIf u > 1
      vector::new(*resultV,x2, y2)
    Else
      vector::new(*resultV,xu, yu)
    EndIf
  EndProcedure
  
  Procedure isVertexConcave(List Polygon.point(), Index.i)
    
    Protected.i nextIndex,prevIndex
    Protected.f currentX,currentY
    
    SelectElement(Polygon(),Index)
    currentX = Polygon()\x
    currentY = Polygon()\y
    
    Protected.f nextX,nextY
    nextIndex=Index+1
    If nextIndex>ListSize(Polygon())-1:nextIndex=0:EndIf
    SelectElement(Polygon(),nextIndex)
    nextX =  Polygon()\x
    nextY = Polygon()\y
    
    Protected.f previousX,previousY
    prevIndex=Index-1
    If prevIndex<0:prevIndex=ListSize(Polygon())-1:EndIf
    SelectElement(Polygon(),prevIndex)
    previousX = Polygon()\x
    previousY = Polygon()\y
    
    ;Debug Str(prevIndex)+" "+Str(Index)+" "+Str(nextIndex)
    
    Protected.f leftX,leftY,rightX,rightY,cross
    leftX = currentX - previousX;
    leftY = currentY - previousY;
    rightX = nextX - currentX   ;
    rightY = nextY - currentY   ;
    
    cross = (leftX * rightY) - (leftY * rightX)
    ;Debug "cross :"+StrF(cross)+" ="+Str(Bool(cross < 0))
    ProcedureReturn Bool(cross < 0)
  EndProcedure
  
  Procedure LineSegmentsCross(*A.point,*B.point, *C.point, *D.point)
    Protected.f denominator,numerator1,numerator2,r,s
    
    denominator = ((*B\x - *A\x) * (*D\y - *C\y)) - ((*B\y - *A\y) * (*D\x - *C\x));
    
    If denominator = 0
      ProcedureReturn #False
    EndIf
    
    numerator1 = ((*A\y - *C\y) * (*D\x - *C\x)) - ((*A\x - *C\x) * (*D\y - *C\y));
    
    numerator2 = ((*A\y - *C\y) * (*B\x- *A\x)) - ((*A\x - *C\x) * (*B\y - *A\y));
    
    If numerator1 = 0 Or numerator2 = 0
      ProcedureReturn #False
    EndIf
    
    r = numerator1 / denominator
    s = numerator2 / denominator
    
    ProcedureReturn Bool((Bool(r > 0) And Bool(r < 1)) And (Bool(s > 0) And Bool(s < 1)))
  EndProcedure
  
  Procedure Max(A, B)
    If A > B
      ProcedureReturn A
    EndIf
    ProcedureReturn B
  EndProcedure
  
  Procedure Min(A, B)
    If A < B
      ProcedureReturn A
    EndIf
    ProcedureReturn B
  EndProcedure
  
  Procedure nearestSegment(*P.point,List polygon.point(),distMax=5)
    Protected pa.point
    Protected pb.point
    Protected segment.l=-1
    Protected minDist.l=4096
    Protected i.l
    For i=0 To ListSize(polygon())-1
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else  
        SelectElement(polygon(),i+1)
      EndIf  
      pb\x=polygon()\x
      pb\y=polygon()\y
      Protected dist.l
      dist=distanceToSegment(*P\x,*P\y,pa\x, pa\y, pb\x, pb\y)
      If dist<=distMax And dist<minDist
        segment=ListIndex(polygon())
        Debug "Trouve Segment:"+Str(segment)
        minDist=dist
      EndIf
    Next
    ProcedureReturn segment
  EndProcedure
  
  Procedure LineIntersection(*L1PA.point,*L1PB.point,*L2PA.point,*L2PB.point, *Cross.point)
    Protected.l A1,B1,C1,A2,B2,C2
    A1 = *L1PB\y - *L1PA\y
    B1 = *L1PA\x - *L1PB\x
    C1 = A1 * *L1PA\x + B1 * *L1PA\y
    
    A2 = *L2PB\y - *L2PA\y
    B2 = *L2PA\x - *L2PB\x
    C2 = A2 * *L2PA\x + B2 * *L2PA\y
    
    Protected det.d = A1*B2 - A2*B1
    If det = 0
      ProcedureReturn 0 ; No intersection
    Else
      *cross\x = (B2*C1 - B1*C2)/det
      *Cross\y = (A1*C2 - A2*C1)/det
      
      ; On *L1 line segment?
      If Min(*L1PA\x, *L1PB\x) <= *cross\x And Max(*L1PA\x, *L1PB\x) >= *cross\x
        If Min(*L1PA\y, *L1PB\y) <= *cross\y And Max(*L1PA\y, *L1PB\y) >= *cross\y
          
          ; On *L2 line segment?
          If Min(*L2PA\x, *L2PB\x) <= *cross\x And Max(*L2PA\x, *L2PB\x) >= *cross\x
            If Min(*L2PA\y, *L2PB\y) <= *cross\y And Max(*L2PA\y, *L2PB\y) >= *cross\y
              ProcedureReturn 1
            EndIf
          EndIf
        EndIf
      EndIf
      
      ProcedureReturn 2 ; Lines intersect, but line segments do not
    EndIf
  EndProcedure
  
  
  Procedure.b inLineOfSightA(*p1.point, *p2.point,List Polygon.point())
    Protected   epsilon.f   =   0.5 ;
    
    ;Not in LOS If any of the ends is outside the polygon
    If Not pointInside(*p1,Polygon()) Or Not pointInside(*p2,Polygon())
      ProcedureReturn #False
    EndIf
    
    
    ;In LOS If it's the same start and end location
    ; If   ( Vector . Subtract ( start ,   End ) . length   & lt ;   epsilon )   { 
    ;    Return   false ; 
    ; }
    
    ;Not in LOS If any edge is intersected by the start-End line segment 
    Protected inSight.b=#True ; 
                              ;For   ( polygon  in   polygons )   { 
    Protected.l i,ni      
    For i=0 To ListSize(Polygon())-1
      
      SelectElement(Polygon(),i)
      Protected.point v1,v2
      vector::set(@Polygon(),@v1)
      ni=i+1:If ni>ListSize(Polygon())-1:ni=0:EndIf
      SelectElement(Polygon(),ni)
      vector::set(@Polygon(),@v2)
      
      If LineSegmentsCross ( *p1 ,   *p2 ,   @v1 ,   @v2 )
        ;In some cases a 'snapped' endpoint is just a little over the line due To rounding errors. So a 0.5 margin is used To tackle those cases. 
        If    polygon::distanceToSegment( *p1\x ,   *p1\y ,   v1\x ,   v1\y ,   v2\x ,   v2\y   )  >   0.5   And   polygon::distanceToSegment ( *p2\x ,   *p2\y ,   v1\x ,   v1\y ,   v2\x ,   v2\y   )  >   0.5
          ProcedureReturn   #False ;
        EndIf
      EndIf
    Next
    ;}
    
    ;Finally the middle point in the segment determines If in LOS Or Not
    vector::add(@v1,*p1,*p2)
    vector::new(@v2,v1\x/2,v1\y/2)
    Protected inside.b = polygon::pointInside(@v2,Polygon())
    
    ;For   ( i   in   1...polygons.length )   {
    ;If   ( polygons [ i ] . pointInside ( v2 ,   false ) )   {
    ; inside   =   #False ;
    ;EndIf 
    ;Next
    ProcedureReturn   inside ;
  EndProcedure
  
  
  Procedure.b inLineOfSight(*p1.point, *p2.point,List Polygon.point(),obstacle.b=#False)
    Protected.point tmp,tmp2,c,d,tmp3
    vector::set(*p1,@tmp)
    vector::set(*p2,@tmp2)
    
    Protected.l i,ni      
    For i=0 To ListSize(Polygon())-1
      SelectElement(Polygon(),i)
      vector::set(@Polygon(),@c)
      ni=i+1:If ni>ListSize(Polygon())-1:ni=0:EndIf
      SelectElement(Polygon(),ni)
      vector::set(@Polygon(),@d)
      
      ;if points are a polygon segment
      If (*p1\x=c\x And *p1\y=c\y And *p2\x=d\x And *p2\y=d\y) Or (*p1\x=d\x And *p1\y=d\y And *p2\x=c\x And *p2\y=c\y)
        ProcedureReturn #True
      EndIf 
      
      ;if first point is start of polygon segment and second point is on the segment
      If (*p1\x=c\x And *p1\y=c\y And polygon::distanceToSegment ( *p2\x ,   *p2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  < 3) Or (*p1\x=d\x And *p1\y=d\y And polygon::distanceToSegment ( *p2\x ,   *p2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  < 3)
        ProcedureReturn #True
      EndIf 
      
      If LineSegmentsCross(@tmp,@tmp2, @c, @d)
        
        If    polygon::distanceToSegment( tmp\x ,   tmp\y ,   c\x ,   c\y ,   d\x ,   d\y   )  >   0   And   polygon::distanceToSegment ( tmp2\x ,   tmp2\y ,   c\x ,   c\y ,   d\x ,   d\y   )  >   0
          ProcedureReturn   #False ;
        EndIf
      EndIf
    Next   
    
    vector::add(@tmp3,@tmp,@tmp2)
    tmp3\x=tmp3\x/2
    tmp3\y=tmp3\y/2
    
    Protected result.b = PointInside(@tmp3,polygon());
    
    
    If obstacle=#True
      result=1-result 
    EndIf
    
    
    ProcedureReturn result
    
  EndProcedure
  
  Procedure.b inLineOfSightGlobal(*p1.point, *p2.point,List walkArea.Polygon())
    Protected.b result,obstacle=#False
    ForEach walkArea()
      If ListIndex(walkArea())>0
        obstacle=#True
      EndIf  
      result.b=inLineOfSight(*p1, *p2,walkArea()\Polygon(),obstacle)
      If result=#False:Break:EndIf 
    Next
    ProcedureReturn result
  EndProcedure
    
  Procedure drawPoly(List polygon.point(),lineColor=#White,pointColor=#White)
    Protected pa.point
    Protected pb.point
    Protected dist.l
    Protected i.l
    For i=0 To ListSize(polygon())-1
      SelectElement(polygon(),i)
      pa\x=polygon()\x
      pa\y=polygon()\y
      ;si on arrive a la fin de la liste on prend comme point i+1 le premier point
      If i=ListSize(polygon())-1
        SelectElement(polygon(),0)
      Else 
        SelectElement(polygon(),i+1)
      EndIf 
      pb\x=polygon()\x
      pb\y=polygon()\y
      LineXY(pa\x,pa\y,pb\x,pb\y,lineColor)
      Circle(pa\x,pa\y,5,pointColor)
      ;DrawText(pa\x+10,pa\y+10,Str(i),pointColor)
      
    Next
    
  EndProcedure
  
EndModule

;-PathFinding

DeclareModule Pathfinding
  Declare dijkstra(Array graph(2),List walkPath.i(), srcIndex.i,destIndex.i)
  Declare getWalkPath(*Start.point,*Target.point,List walkArea.polygon::Polygon(),List walkPath.Point())
  Declare getPositionOnPath(List walkPath.point(),Distance.l,*Position.point)
  Declare drawPath(List walkPath.point())
  Declare.l getPathLength(List walkPath.point())
EndDeclareModule

Module Pathfinding
  #M=999999 ; Infinity
  
  Procedure dijkstra(Array graph.l(2),List walkPath.l(), srcIndex.i,destIndex.i)
    Protected Nb.l=ArraySize(graph(),1)
    ; Démarrer et arrêter le nœud
    
    
    ; Distances par rapport au nœud de départ
    Dim Distance(Nb - 1)
    
    ; Prédécesseur du nœud
    Dim Predecessor(Nb - 1)
    
    ; Noeuds où vous connaissez déjà le chemin le plus court
    Dim Mark(Nb-1)
    For z = 0 To Nb - 1
      Mark(z) = #False
    Next
    
    ; Nœud de départ déjà visité!
    Mark(srcIndex) = #True
    ; Distance par rapport à vous-même = 0
    Distance(srcIndex) = 0
    ; Prédécesseurs d'eux-mêmes
    Predecessor(srcIndex) = srcIndex
    
    ; Définissez les distances et les prédécesseurs pour tous les autres nœuds.
    For z = 0 To Nb - 1
      ; ausser srcIndexnoten (s.o.)
      If z <> srcIndex
        Distance(z)    = Graph(srcIndex, z)
        Predecessor(z) = srcIndex
      EndIf
    Next
    
    
    ; Tant que le plus court Chemin vers le noeud cible est introuvable
    While Mark(destIndex) = #False
      ; Trouvez la distance la plus courte pour les nœuds qui ne sont pas marqués
      MinK = -1
      MinD = #M
      For z = 0 To Nb - 1
        ; Si non marqué
        If Mark(z) = #False
          ; sidistance plus courte
          If Distance(z) < MinD
            MinK = z
            MinD = Distance(z)
          EndIf
        EndIf
      Next
      
      
      ; Si aucun plus court n'a été trouvé (ie distance = infini) -> aucun chemin disponible
      If MinD = #M
        Debug "Il n'y a pas de connexion entre srcIndex et destIndex"
        Break
        
      ElseIf MinK = destIndex
        ; Dle plus court trouvé
        Debug "Walk Path Found"
        Break
        
      Else
        ; Marquez-le, donc un moyen le plus court a été trouvé
        Mark(MinK) = #True
      EndIf
      
      
      ; Pour tous les nœuds non marqués: vérifiez s'il existe un chemin plus court via MinK
      For z = 0 To Nb - 1
        If Mark(z) = #False
          ; Si le détour par MinK est plus court que l'itinéraire direct
          If Distance(MinK) + Graph(MinK, z) < Distance(z)
            ; Calculer la nouvelle longueur de chemin
            Distance(z)    = Distance(MinK) + Graph(MinK, z)
            ; Enregistrez le détour à 'z'
            Predecessor(z) = MinK
          EndIf
        EndIf
      Next
      
    Wend
    
    
    If MinK = destIndex
      ClearList(walkPath())
      ; Retracer le chemin depuis le destIndex
      s.s  = Str(destIndex)
      z    = MinK
      AddElement(walkPath())
      walkPath()=destIndex
      While Predecessor(z) <> srcIndex
        FirstElement(walkPath())
        InsertElement(walkPath())
        walkPath()=Predecessor(z)
        
        s = ">"+Str(Predecessor(z)) + ", " + s
        z = Predecessor(z)
      Wend
      FirstElement(walkPath())
      InsertElement(walkPath())
      walkPath()=Predecessor(z)
      s = Str(Predecessor(z)) + ", " + s
      ;Debug "Distance: " + Str(Distance(destIndex))
    EndIf
    ForEach walkPath()
      ;Debug ">"+walkPath()
    Next
  EndProcedure
  
  Procedure getWalkPath(*Start.point,*Target.point,List walkArea.polygon::Polygon(),List walkPath.Point())
    Protected pa.point
    Protected pb.point
    Protected.l dist,i
    Protected p.point
    NewList walkPointCoord.Point() ; List with only walkable point
    NewList walkPointIndex.l()     ;Sort wakable point with shortest path
    
    ;Id Target out walk area
    Protected.b result
    ForEach walkArea()
      ;SelectElement(walkArea(),0)
      result=polygon::pointInside(*Target,walkArea()\Polygon())
      If ListIndex(walkArea())=0
        result=1-result 
      EndIf 
      If result=#True
        If *Target\x>0 And *Target\y>0
          polygon::getClosestPointOnEdge(@p,*Target,walkArea()\Polygon()) ;get Closest Point on Edge
          *Target\x=p\x
          *Target\y=p\y
        EndIf 
      EndIf 
    Next 
    ;Add point to list with only walkable point
    ;Add Start Point
    AddElement(walkPointCoord())
    walkPointCoord()\x=*Start\x
    walkPointCoord()\y=*Start\y
    ;Add Target Point
    AddElement(walkPointCoord())
    walkPointCoord()\x=*Target\x
    walkPointCoord()\y=*Target\y   
    
    ;If not in line of Sight we must to found the path
    If Not Polygon::inLineOfSightGlobal(*Start, *Target,walkArea());inLineOfSight(*Start, *Target,walkArea()\Polygon())
                                                                   ;Select all point to found the way
                                                                   ;SelectElement(walkArea(),0)
      ForEach(walkArea())
        For i=0 To ListSize(walkArea()\Polygon())-1
          SelectElement(walkArea()\Polygon(),i)
          pa\x=walkArea()\Polygon()\x
          pa\y=walkArea()\Polygon()\y
          If ListIndex(walkArea())=0
            ; Add only concave point
            If polygon::IsVertexConcave(walkArea()\Polygon(),i)=#True
              AddElement(walkPointCoord())
              walkPointCoord()\x=pa\x
              walkPointCoord()\y=pa\y
            EndIf
          Else
            ; Add only convex point
            If polygon::IsVertexConcave(walkArea()\Polygon(),i)=#False 
              AddElement(walkPointCoord())
              walkPointCoord()\x=pa\x
              walkPointCoord()\y=pa\y
            EndIf
          EndIf 
        Next
      Next 
      ;generate Graph
      
      Dim Graph.l(ListSize(walkPointCoord()),ListSize(walkPointCoord()))
      
      For i=0 To ListSize(walkPointCoord())-1
        SelectElement(walkPointCoord(),i)
        pa\x=walkPointCoord()\x
        pa\y=walkPointCoord()\y
        Protected j.l
        For j=0 To ListSize(walkPointCoord())-1
          If i<>j
            SelectElement(walkPointCoord(),j)
            pb\x=walkPointCoord()\x
            pb\y=walkPointCoord()\y
            ; (i>2 And j>2  : because Point 0 is Start and 1 target
            ; And (j=i+1 Or i=j+1)) : because in polygon previous and next point are always connected
            ; Or inLineOfSightB(@pa, @pb,polygon()) : if Points are in line of sight
            
            If polygon::inLineOfSightGlobal(@pa, @pb,walkArea())
              Graph(i,j)=polygon::distanceBetwenPoint(pa\x,pa\y,pb\x,pb\y)
              
            Else ; Points are not connected to do walkpath
              Graph(i,j)=999999
            EndIf
            
          Else ; it's the same point 
            Graph(i,j)=0
          EndIf
        Next
      Next
      
      Pathfinding::dijkstra(Graph(),walkPointIndex(),0,1)
      ;In line of Sight it's easy, start to target directly  
    Else
      AddElement(walkPointIndex())
      walkPointIndex()=0
      AddElement(walkPointIndex())
      walkPointIndex()=1
    EndIf
    
    ;Put path to WalkPath
    ClearList(WalkPath())
    Protected.l n
    For n=0 To ListSize(walkPointIndex())-1
      SelectElement(walkPointIndex(),n)
      SelectElement(walkPointCoord(),walkPointIndex())
      AddElement(WalkPath())
      WalkPath()\x=walkPointCoord()\x
      WalkPath()\y=walkPointCoord()\y
    Next
  EndProcedure
  
  Procedure getPositionOnPath(List walkPath.point(),Distance.l,*Position.point)
    Protected.l PathDistance.l=0,OldPathDistance,SegmentDistance
    For n=0 To ListSize(walkPath())-1
      SelectElement(walkPath(),n)
      x1=walkPath()\x
      y1=walkPath()\y
      If SelectElement(walkPath(),n+1)
        x2=walkPath()\x
        y2=walkPath()\y
        ;Calcul Path Distance
        OldPathDistance=PathDistance
        hypothenus=polygon::distanceBetwenPoint(x1, y1, x2, y2)
        PathDistance=PathDistance+hypothenus
        
        If Distance>=OldPathDistance And Distance<PathDistance ; If you are one this segment
          Protected.f x,y
          SegmentDistance=Distance-OldPathDistance
          x=x1+(SegmentDistance/hypothenus*(x2-x1))
          y=y1+(SegmentDistance/hypothenus*(y2-y1))
          *Position\x=x
          *Position\y=y
          Break;
        EndIf 
      EndIf 
    Next 
  EndProcedure 
  
  Procedure drawPath(List walkPath.point())
    Protected.l PathDistance.l=0,OldPathDistance,SegmentDistance
    For n=0 To ListSize(walkPath())-1
      SelectElement(walkPath(),n)
      x1=walkPath()\x
      y1=walkPath()\y
      If SelectElement(walkPath(),n+1)
        x2=walkPath()\x
        y2=walkPath()\y
        ;Calcul Path Distance
        OldPathDistance=PathDistance
        hypothenus=polygon::distanceBetwenPoint(x1, y1, x2, y2)
        PathDistance=PathDistance+hypothenus
        ;Draw
        LineXY(x1,y1,x2,Y2,#White)
        Circle(x1,y1,5,#Red)
        Circle(x2,y2,5,#Red)
      EndIf 
    Next 
  EndProcedure 
  
  Procedure.l getPathLength(List walkPath.point())
    Protected.l PathDistance.l=0,OldPathDistance,SegmentDistance
    For n=0 To ListSize(walkPath())-1
      SelectElement(walkPath(),n)
      x1=walkPath()\x
      y1=walkPath()\y
      If SelectElement(walkPath(),n+1)
        x2=walkPath()\x
        y2=walkPath()\y
        ;Calcul Path Distance
        hypothenus=polygon::distanceBetwenPoint(x1, y1, x2, y2)
        PathDistance=PathDistance+hypothenus
      EndIf 
    Next 
    ProcedureReturn PathDistance
  EndProcedure  
EndModule

;-Test

Structure room
  List walkArea.Polygon::Polygon()
EndStructure

Structure chara
  coord.point
  target.point
  List Path.Point()
  pathLength.l
  move.b              ;#True / #False : Move to the target 
EndStructure

Define mainChara.chara
mainChara\coord\x=63
mainChara\coord\y=290

Define room.room


AddElement (room\walkArea())
polygon::addpoint(room\walkArea()\Polygon(),5,248)
polygon::addpoint(room\walkArea()\Polygon(),5,248)
polygon::addpoint(room\walkArea()\Polygon(),235,248)
polygon::addpoint(room\walkArea()\Polygon(),252,277)
polygon::addpoint(room\walkArea()\Polygon(),214,283)
polygon::addpoint(room\walkArea()\Polygon(),217,300)
polygon::addpoint(room\walkArea()\Polygon(),235,319)
polygon::addpoint(room\walkArea()\Polygon(),265,339)
polygon::addpoint(room\walkArea()\Polygon(),275,352)
polygon::addpoint(room\walkArea()\Polygon(),310,350)
polygon::addpoint(room\walkArea()\Polygon(),309,312)
polygon::addpoint(room\walkArea()\Polygon(),322,308)
polygon::addpoint(room\walkArea()\Polygon(),304,279)
polygon::addpoint(room\walkArea()\Polygon(),307,249)
polygon::addpoint(room\walkArea()\Polygon(),419,248)
polygon::addpoint(room\walkArea()\Polygon(),431,262)
polygon::addpoint(room\walkArea()\Polygon(),389,274)
polygon::addpoint(room\walkArea()\Polygon(),378,295)
polygon::addpoint(room\walkArea()\Polygon(),408,311)
polygon::addpoint(room\walkArea()\Polygon(),397,316)
polygon::addpoint(room\walkArea()\Polygon(),378,309)
polygon::addpoint(room\walkArea()\Polygon(),365,323)
polygon::addpoint(room\walkArea()\Polygon(),342,360)
polygon::addpoint(room\walkArea()\Polygon(),358,379)
polygon::addpoint(room\walkArea()\Polygon(),205,379)
polygon::addpoint(room\walkArea()\Polygon(),206,338)
polygon::addpoint(room\walkArea()\Polygon(),212,320)
polygon::addpoint(room\walkArea()\Polygon(),198,316)
polygon::addpoint(room\walkArea()\Polygon(),162,298)
polygon::addpoint(room\walkArea()\Polygon(),119,305)
polygon::addpoint(room\walkArea()\Polygon(),99,338)
polygon::addpoint(room\walkArea()\Polygon(),91,362)
polygon::addpoint(room\walkArea()\Polygon(),79,372)
polygon::addpoint(room\walkArea()\Polygon(),90,380)
polygon::addpoint(room\walkArea()\Polygon(),4, 379)
AddElement (room\walkArea())
polygon::addpoint(room\walkArea()\Polygon(),120,280)
polygon::addpoint(room\walkArea()\Polygon(),120,260)
polygon::addpoint(room\walkArea()\Polygon(),140,260)
polygon::addpoint(room\walkArea()\Polygon(),140,280)
AddElement (room\walkArea())
For z=0 To 360 Step 36
  polygon::addpoint(room\walkArea()\Polygon(),60+20*Cos(Radian(z)),300+20*Sin(Radian(z)))
Next   

If InitSprite()
  If InitKeyboard() And InitMouse()
    Define winMain.i = OpenWindow(#PB_Any,0,0,1024,800,"Press [Esc] to close",#PB_Window_ScreenCentered | #PB_Window_SystemMenu)
    OpenWindowedScreen(WindowID(winMain), 0, 0,1024,800, 1, 0, 0)
    
  EndIf
Else
  MessageRequester("","Unable to initsprite") :
EndIf

Define EventID.l,mode.b,result.l

  Define Distance.l
  Repeat
    Delay(1)
      Repeat : Until WindowEvent() = 0  
    ExamineKeyboard()
    ExamineMouse()
    ClearScreen(0)
    
    StartDrawing(ScreenOutput())
    mainChara\target\x=MouseX();WindowMouseX(winMain)
    mainChara\target\y=MouseY();WindowMouseY(winMain)
    ForEach room\walkArea()
      Define.point target
      
      If ListIndex(room\walkArea())=0
        color=RGB(0,0,255)
      Else
        color=RGB(100,100,255)
      EndIf 
      polygon::drawPoly(room\walkArea()\Polygon(),color)
      
    Next

    
    If MouseButton(#PB_MouseButton_Left)
      Pathfinding::getWalkPath(@mainChara\coord,@mainChara\target,room\walkArea(),mainChara\Path())
      mainChara\move=#True
      mainChara\pathLength=Pathfinding::getPathLength(mainChara\Path())
    EndIf 
    
    If mainChara\move=#True
      Pathfinding::getPositionOnPath(mainChara\Path(),Distance,@mainChara\coord)
      Distance=Distance+5
      If Distance>=mainChara\pathLength
        mainChara\move=#False
        Distance=0
      EndIf 
    EndIf 
    
    Pathfinding::drawPath(mainChara\Path())
    
    Circle(mainChara\coord\x,mainChara\coord\y,5,#Green)
    DrawText(20,20,Str(Distance))
    Circle(MouseX(),MouseY(),5,#Green)
    StopDrawing()
    FlipBuffers()
  Until KeyboardReleased(#PB_Key_Escape) Or EventID = #PB_Event_CloseWindow


Avatar de l’utilisateur
Ar-S
Messages : 9477
Inscription : dim. 09/oct./2005 16:51
Contact :

Re: Pathfinding pour jeu Point'n Click 2D (ça fonctionne ^_^)

Message par Ar-S »

Yo.
Alors sous win 11 pb5.73LTS des que je bouge un poil la souris, le spot souris se retrouve en bas à droite de l'ecran sans plus pouvoir bouger.
Je clique, j'ai bien le spot player qui va de gauche à droite en suivant le path mais du coup je ne peux faire qu'un test.
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