Reputation: 5025
I have to get the (shortest)/(an optimal) distance between two points in 2D. I have to avoid shapes that are lines, that may be connected together. Any suggestion on how to represent the nodes I can travel on? I have thought of making a grid, but this doesn't sound very accurate or elegant. I would consider a node as unwalkable if any point of a line is inside a square (with the node being the center of the square).
An example would be going from point A to B.
Is the grid the recommended way to solve this? Thanks A LOT in advance!
Upvotes: 3
Views: 3366
Reputation: 363517
I think you can solve this by an A* search on a graph defined as:
I.e., it's not necessary to discretize the plane into a grid, but without it, the successor function becomes difficult to define.
Upvotes: 4
Reputation: 6525
I think this is essentially Larsmans' answer made a bit more algorithmic:
Nodes of the graph are the obstacle vertices. Each internal vertex actually represents two nodes: the concave and the convex side.
You have to do extra pre-processing work if there are things like 'T' junctions in the obstacles and I wouldn't be surprised to discover that it breaks in a number of cases. You might be able to make things faster by only considering the vertices of the connected component that lies between the current node and the goal.
So in your example, after first attempting A,B, you'd push A,8, A,5, A,1, A,11, and A,2. The first nodes of consideration would be A,8, A,1, and A,5, but they can't get out and the nodes they can reach are already pushed on the queue with shorter accumulated distance. A,2 and A,11 will be considered and things will go from there.
Upvotes: 5
Reputation: 23550
A grid, and A* running through it is the way to go. All games i am aware of use A* or an adaptation of it for the global route and complement it with steering behaviour for local accuracy. Maybe you were not aware that using steering behaviour will resolve all your concerns about accuracy (search-engine it).
EDIT: i just remember a strategy game that uses flow-field. But it is not main-stream.
BTW: to get a feel for what steering behavior does for your objects take a look at the many youtube-videos about it. Some of them use the term path-finding in a more general sense: including the global algorithm (A*) as well as collision-avoidance, path-smoothing and object-inertia involved in steering-behavior.
Upvotes: 2