返回
C#开发Unity游戏迪杰斯特拉算法解决最短路径问题实例详解
前端
2024-01-07 19:07:10
概述
迪杰斯特拉算法是一种用于查找从源点到所有其他点的最短路径的图论算法。该算法由Edsger W. Dijkstra于1956年提出,并于1959年发表。迪杰斯特拉算法适用于具有非负权重的有向或无向图。
迪杰斯特拉算法的基本原理
迪杰斯特拉算法的基本原理是:从源点出发,每次选择距离源点最近的未访问过的点作为当前点,然后将当前点到所有相邻点的距离与当前点到源点的距离相加,得到当前点到相邻点的距离。如果当前点到相邻点的距离小于相邻点到源点的距离,则更新相邻点的到源点的距离。重复此过程,直到所有点都被访问过。
迪杰斯特拉算法在Unity游戏中的应用
在Unity游戏中,迪杰斯特拉算法可以用于解决各种最短路径问题。例如,在RPG游戏中,迪杰斯特拉算法可以用于计算从玩家当前位置到终点位置的最短路径。在策略游戏中,迪杰斯特拉算法可以用于计算从玩家的基地到敌方基地的最短路径。
迪杰斯特拉算法的C#实现
using System;
using System.Collections.Generic;
namespace Dijkstra
{
public class Graph
{
private readonly Dictionary<int, List<Edge>> _edges = new Dictionary<int, List<Edge>>();
public void AddEdge(int source, int destination, double weight)
{
if (!_edges.ContainsKey(source))
{
_edges[source] = new List<Edge>();
}
_edges[source].Add(new Edge(destination, weight));
}
public List<Edge> GetEdges(int source)
{
if (!_edges.ContainsKey(source))
{
return new List<Edge>();
}
return _edges[source];
}
}
public class Edge
{
public int Destination { get; set; }
public double Weight { get; set; }
public Edge(int destination, double weight)
{
Destination = destination;
Weight = weight;
}
}
public class Dijkstra
{
private readonly Graph _graph;
public Dijkstra(Graph graph)
{
_graph = graph;
}
public Dictionary<int, double> FindShortestPaths(int source)
{
var distances = new Dictionary<int, double>();
var visited = new HashSet<int>();
foreach (var vertex in _graph.GetEdges(source))
{
distances[vertex.Destination] = vertex.Weight;
}
distances[source] = 0;
while (visited.Count != _graph.GetEdges(source).Count)
{
var currentVertex = GetClosestUnvisitedVertex(distances, visited);
if (currentVertex == -1)
{
break;
}
visited.Add(currentVertex);
foreach (var edge in _graph.GetEdges(currentVertex))
{
var newDistance = distances[currentVertex] + edge.Weight;
if (newDistance < distances[edge.Destination])
{
distances[edge.Destination] = newDistance;
}
}
}
return distances;
}
private int GetClosestUnvisitedVertex(Dictionary<int, double> distances, HashSet<int> visited)
{
double minDistance = double.MaxValue;
int minVertex = -1;
foreach (var vertex in distances)
{
if (!visited.Contains(vertex.Key) && vertex.Value < minDistance)
{
minDistance = vertex.Value;
minVertex = vertex.Key;
}
}
return minVertex;
}
}
class Program
{
static void Main(string[] args)
{
var graph = new Graph();
graph.AddEdge(0, 1, 1);
graph.AddEdge(0, 2, 4);
graph.AddEdge(1, 2, 2);
graph.AddEdge(1, 3, 7);
graph.AddEdge(2, 3, 3);
graph.AddEdge(2, 4, 2);
graph.AddEdge(3, 4, 1);
var dijkstra = new Dijkstra(graph);
var distances = dijkstra.FindShortestPaths(0);
foreach (var vertex in distances)
{
Console.WriteLine(using System;
using System.Collections.Generic;
namespace Dijkstra
{
public class Graph
{
private readonly Dictionary<int, List<Edge>> _edges = new Dictionary<int, List<Edge>>();
public void AddEdge(int source, int destination, double weight)
{
if (!_edges.ContainsKey(source))
{
_edges[source] = new List<Edge>();
}
_edges[source].Add(new Edge(destination, weight));
}
public List<Edge> GetEdges(int source)
{
if (!_edges.ContainsKey(source))
{
return new List<Edge>();
}
return _edges[source];
}
}
public class Edge
{
public int Destination { get; set; }
public double Weight { get; set; }
public Edge(int destination, double weight)
{
Destination = destination;
Weight = weight;
}
}
public class Dijkstra
{
private readonly Graph _graph;
public Dijkstra(Graph graph)
{
_graph = graph;
}
public Dictionary<int, double> FindShortestPaths(int source)
{
var distances = new Dictionary<int, double>();
var visited = new HashSet<int>();
foreach (var vertex in _graph.GetEdges(source))
{
distances[vertex.Destination] = vertex.Weight;
}
distances[source] = 0;
while (visited.Count != _graph.GetEdges(source).Count)
{
var currentVertex = GetClosestUnvisitedVertex(distances, visited);
if (currentVertex == -1)
{
break;
}
visited.Add(currentVertex);
foreach (var edge in _graph.GetEdges(currentVertex))
{
var newDistance = distances[currentVertex] + edge.Weight;
if (newDistance < distances[edge.Destination])
{
distances[edge.Destination] = newDistance;
}
}
}
return distances;
}
private int GetClosestUnvisitedVertex(Dictionary<int, double> distances, HashSet<int> visited)
{
double minDistance = double.MaxValue;
int minVertex = -1;
foreach (var vertex in distances)
{
if (!visited.Contains(vertex.Key) && vertex.Value < minDistance)
{
minDistance = vertex.Value;
minVertex = vertex.Key;
}
}
return minVertex;
}
}
class Program
{
static void Main(string[] args)
{
var graph = new Graph();
graph.AddEdge(0, 1, 1);
graph.AddEdge(0, 2, 4);
graph.AddEdge(1, 2, 2);
graph.AddEdge(1, 3, 7);
graph.AddEdge(2, 3, 3);
graph.AddEdge(2, 4, 2);
graph.AddEdge(3, 4, 1);
var dijkstra = new Dijkstra(graph);
var distances = dijkstra.FindShortestPaths(0);
foreach (var vertex in distances)
{
Console.WriteLine($"Vertex: {vertex.Key}, Distance: {vertex.Value}");
}
}
}
}
quot;Vertex: {vertex.Key}, Distance: {vertex.Value}");
}
}
}
}
总结
迪杰斯特拉算法是一种用于查找从源点到所有其他点的最短路径的经典图论算法。该算法适用于具有非负权重的有向或无向图。迪杰斯特拉算法可以用于解决各种最短路径问题,例如在RPG游戏中计算从玩家当前位置到终点位置的最短路径。在本文中,我们介绍了迪杰斯特拉算法的基本原理、C#实现以及在Unity游戏中的应用。