我正在开发一个SFML / C ++项目,我对boost图库有一些麻烦,特别是astar_search。我为随机地图和图形生成了一个Voronoi图,使用了Boost图库的astar方法和多边形中心的中间
建立边缘:
for (Polygon *u : this->_map->_polygons)
{
if (u->getPolygonType() == u->GROUND)
{
WayPointID wpID = boost::add_vertex(graphe);
graphe[wpID].pos = u->getCenter();
for (std::deque<Edge_ *>::iterator it = u->getEdges().begin() ; it != u->getEdges().end() ; ++it)
{
std::pair<Polygon *, Polygon *> t = (*it)->_polygonsOwn;
WayPointID wpID2 = boost::add_vertex(graphe);
graphe[wpID2].pos = t.second->getCenter();
if (t.first->getPolygonType() == t.first->GROUND)
{
float dx = abs(graphe[wpID].pos.first - graphe[wpID2].pos.first);
float dy = abs(graphe[wpID].pos.second - graphe[wpID2].pos.second);
boost::add_edge(wpID, wpID2, WayPointConnection(sqrt(dx * dx + dy * dy)), graphe);
}
当我想绘制它们时,边缘是正确建立的:
所以我需要使用这些边缘的astar搜索,但我的代码不起作用:(
struct found_goal {};
class astar_goal_visitor : public boost::default_astar_visitor{
private:
typedef boost::adjacency_list<
boost::listS,
boost::vecS,
boost::undirectedS,
WayPoint,
WayPointConnection
> WayPointGraph;
typedef WayPointGraph::vertex_descriptor WayPointID;
typedef WayPointGraph::edge_descriptor WayPointConnectionID;
WayPointGraph graphe;
WayPointID m_goal;
public:
astar_goal_visitor(WayPointID goal) : m_goal(goal) {}
void examine_vertex(WayPointID u, const WayPointGraph &){
if(u == m_goal)
throw found_goal();
}
};
实施:
boost::mt19937 gen(time(0));
std::vector<WayPointID> p(boost::num_vertices(graphe));
std::vector<float> d(boost::num_vertices(graphe));
WayPointID start = boost::random_vertex(graphe, gen);
WayPointID goal = boost::random_vertex(graphe, gen);
try {
boost::astar_search
(
graphe,
start,
boost::astar_heuristic<WayPointGraph, float>(),
boost::predecessor_map(&p[0]).distance_map(&d[0]).visitor(astar_goal_visitor(goal)).weight_map(boost::get(&WayPointConnection::dist, graphe))
);
} catch(found_goal fg) {
std::cout << "is ok" << std::endl;
}
永远找不到路径......如果你可以帮助我解决这个问题,我会很感激:)/ 对于这篇文章的篇幅我很抱歉:(,提升astar需要很多代码实现。
提前谢谢
答案 0 :(得分:1)
插入太多顶点。你应该保留unordred_map<Polygon*,vertex_descriptor>
。在为给定的多边形P调用add_vertex之前,首先应检查P是否已经在地图中。如果是,请使用与P对应的vertex_descriptor,不要调用add_vertex。否则,调用v = add_vertex并将对(P,v)添加到地图中。
祝你好运!