Improve rendering
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159
src/__Libraries/StellaOps.ElkSharp/ElkEdgePostProcessorAStar.cs
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159
src/__Libraries/StellaOps.ElkSharp/ElkEdgePostProcessorAStar.cs
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namespace StellaOps.ElkSharp;
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internal static class ElkEdgePostProcessorAStar
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{
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internal static List<ElkPoint>? RerouteWithGridAStar(
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ElkPoint start, ElkPoint end,
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(double Left, double Top, double Right, double Bottom, string Id)[] obstacles,
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string sourceId, string targetId,
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double margin)
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{
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var xs = new SortedSet<double> { start.X, end.X };
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var ys = new SortedSet<double> { start.Y, end.Y };
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foreach (var ob in obstacles)
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{
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if (ob.Id == sourceId || ob.Id == targetId) continue;
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xs.Add(ob.Left - margin);
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xs.Add(ob.Right + margin);
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ys.Add(ob.Top - margin);
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ys.Add(ob.Bottom + margin);
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}
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var xArr = xs.ToArray();
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var yArr = ys.ToArray();
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var xCount = xArr.Length;
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var yCount = yArr.Length;
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if (xCount < 2 || yCount < 2) return null;
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var startIx = Array.BinarySearch(xArr, start.X);
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var startIy = Array.BinarySearch(yArr, start.Y);
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var endIx = Array.BinarySearch(xArr, end.X);
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var endIy = Array.BinarySearch(yArr, end.Y);
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if (startIx < 0 || startIy < 0 || endIx < 0 || endIy < 0) return null;
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bool IsBlocked(int ix1, int iy1, int ix2, int iy2)
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{
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var x1 = xArr[ix1]; var y1 = yArr[iy1];
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var x2 = xArr[ix2]; var y2 = yArr[iy2];
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foreach (var ob in obstacles)
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{
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if (ob.Id == sourceId || ob.Id == targetId) continue;
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if (ix1 == ix2)
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{
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var segX = x1;
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if (segX > ob.Left && segX < ob.Right)
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{
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var minY = Math.Min(y1, y2);
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var maxY = Math.Max(y1, y2);
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if (maxY > ob.Top && minY < ob.Bottom) return true;
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}
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}
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else if (iy1 == iy2)
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{
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var segY = y1;
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if (segY > ob.Top && segY < ob.Bottom)
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{
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var minX = Math.Min(x1, x2);
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var maxX = Math.Max(x1, x2);
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if (maxX > ob.Left && minX < ob.Right) return true;
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}
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}
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}
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return false;
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}
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// A* with (ix, iy, direction) state; direction: 0=none, 1=horizontal, 2=vertical
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const double bendPenalty = 200d;
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var stateCount = xCount * yCount * 3;
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var gScore = new double[stateCount];
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Array.Fill(gScore, double.MaxValue);
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var cameFrom = new int[stateCount];
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Array.Fill(cameFrom, -1);
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int StateId(int ix, int iy, int dir) => (ix * yCount + iy) * 3 + dir;
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double Heuristic(int ix, int iy) =>
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Math.Abs(xArr[ix] - xArr[endIx]) + Math.Abs(yArr[iy] - yArr[endIy]);
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var startState = StateId(startIx, startIy, 0);
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gScore[startState] = 0d;
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var openSet = new PriorityQueue<int, double>();
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openSet.Enqueue(startState, Heuristic(startIx, startIy));
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var dx = new[] { 1, -1, 0, 0 };
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var dy = new[] { 0, 0, 1, -1 };
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var dirs = new[] { 1, 1, 2, 2 };
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var maxIterations = xCount * yCount * 6;
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var iterations = 0;
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var closed = new HashSet<int>();
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while (openSet.Count > 0 && iterations++ < maxIterations)
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{
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var current = openSet.Dequeue();
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if (!closed.Add(current))
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{
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continue;
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}
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var curDir = current % 3;
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var curIy = (current / 3) % yCount;
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var curIx = (current / 3) / yCount;
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if (curIx == endIx && curIy == endIy)
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{
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var path = new List<ElkPoint>();
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var state = current;
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while (state >= 0)
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{
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var sIy = (state / 3) % yCount;
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var sIx = (state / 3) / yCount;
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path.Add(new ElkPoint { X = xArr[sIx], Y = yArr[sIy] });
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state = cameFrom[state];
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}
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path.Reverse();
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var simplified = new List<ElkPoint> { path[0] };
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for (var i = 1; i < path.Count - 1; i++)
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{
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var prev = simplified[^1];
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var next = path[i + 1];
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if (Math.Abs(prev.X - path[i].X) > 0.5d || Math.Abs(path[i].X - next.X) > 0.5d)
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{
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if (Math.Abs(prev.Y - path[i].Y) > 0.5d || Math.Abs(path[i].Y - next.Y) > 0.5d)
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{
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simplified.Add(path[i]);
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}
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}
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}
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simplified.Add(path[^1]);
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return simplified;
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}
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for (var d = 0; d < 4; d++)
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{
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var nx = curIx + dx[d];
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var ny = curIy + dy[d];
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if (nx < 0 || nx >= xCount || ny < 0 || ny >= yCount) continue;
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if (IsBlocked(curIx, curIy, nx, ny)) continue;
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var newDir = dirs[d];
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var bend = (curDir != 0 && curDir != newDir) ? bendPenalty : 0d;
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var dist = Math.Abs(xArr[nx] - xArr[curIx]) + Math.Abs(yArr[ny] - yArr[curIy]);
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var tentativeG = gScore[current] + dist + bend;
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var neighborState = StateId(nx, ny, newDir);
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if (tentativeG < gScore[neighborState])
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{
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gScore[neighborState] = tentativeG;
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cameFrom[neighborState] = current;
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var f = tentativeG + Heuristic(nx, ny);
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openSet.Enqueue(neighborState, f);
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}
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}
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}
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return null;
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}
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}
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