Start of complete rethinking of Heuristic function and approach to get shortest path.
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@ -102,11 +102,24 @@ public class Pathfinder
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private double Heuristic(OsmNode currentNode, OsmNode neighborNode, OsmNode goalNode, OsmEdge edge, double roadPriorityFactor, double junctionFactor, double sameRoadFactor, double nodeAngleFactor)
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{
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double roadPriority = regionManager.GetPriorityForVehicle(_speedType, edge, currentNode) * roadPriorityFactor;
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if (roadPriority == 0)
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double priority = regionManager.GetPriorityForVehicle(_speedType, edge, currentNode);
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if (priority == 0)
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return double.MaxValue;
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double speed = regionManager.GetSpeedForEdge(currentNode, edge.wayId, _speedType) * 0.0003;
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double speed = regionManager.GetSpeedForEdge(currentNode, edge.wayId, _speedType);
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double angle = 0;
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if (_cameFromDict!.ContainsKey(currentNode))
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{
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OsmNode previousNode = _cameFromDict[currentNode];
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Vector v1 = new(currentNode, previousNode);
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Vector v2 = new(currentNode, neighborNode);
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double nodeAngle = v1.Angle(v2);
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if (nodeAngle < 60)
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angle = 0.001;
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else
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angle = (nodeAngle + 1) / (181);
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}
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TagManager curTags = regionManager.GetRegion(currentNode.coordinates)!.tagManager;
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TagManager nextTags = regionManager.GetRegion(neighborNode.coordinates)!.tagManager;
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@ -123,20 +136,11 @@ public class Pathfinder
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if ((string?)nextTags.GetTag(pEdge.wayId, TagType.tagref) == curRef)
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sameRef = true;
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}
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double sameRoadName = (sameRef || sameName ? 1 : 0) * sameRoadFactor;
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double junctionCount = (neighborNode.edges.Count > 2 ? 0 : 1) * junctionFactor;
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double angle = 0;
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if (_cameFromDict!.ContainsKey(currentNode))
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{
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OsmNode previousNode = _cameFromDict[currentNode];
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Vector v1 = new(previousNode, currentNode);
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Vector v2 = new(currentNode, neighborNode);
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double nodeAngle = v1.Angle(v2);
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angle = ((180 - nodeAngle) / 180) * nodeAngleFactor;
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}
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return Utils.DistanceBetween(neighborNode, goalNode) / (roadPriority + sameRoadName + junctionCount + angle);
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double roadPriority = priority * roadPriorityFactor;
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double sameRoadName = (sameRef || sameName ? 1 : 0) * sameRoadFactor;
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return Utils.DistanceBetween(neighborNode, goalNode) / (speed * angle + 1);
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}
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public void SaveResult(string path)
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