From 8557f5992ad414c29b93d9e318490eb0b8cebc54 Mon Sep 17 00:00:00 2001 From: Eskil Heyn Olsen Date: Sun, 4 Feb 2024 15:35:31 -0800 Subject: [PATCH] Docs improvements --- Quickstart.md | 33 ++++++++++++++++++++++++++------- README.md | 7 +++++-- 2 files changed, 31 insertions(+), 9 deletions(-) diff --git a/Quickstart.md b/Quickstart.md index 8730730..b01dda1 100644 --- a/Quickstart.md +++ b/Quickstart.md @@ -9,12 +9,20 @@ There's four steps to do a 2D polygon map path search 1. Extend the graph with your start and stop 1. Use Astar to find a path +You can try out the code below in iex. + +```shell +iex -S mix +``` + ```elixir alias Scurry.PolygonMap alias Scurry.Vector alias Scurry.Astar -## Step 1 +## Step 1 - define the world + +# The world is defined by a boundary box plus holes inside the box. # World boundary polygon = [{0, 0}, {100, 0}, {100, 100}, {0, 100}] @@ -25,13 +33,14 @@ holes = [ [{60, 30}, {70, 30}, {70, 70}, {60, 70}], ] -## Step 2 +## Step 2 - convert world to graph -# The cost function for the graph, euclidian distance -cost_fun = fn a, b -> Vector.distance(a, b) end +# To compute a path, we need to convert the boundary & holes into +# a graph of all corners. -# The heuristic function for A-star, euclidian distance as well -heur_fun = fn a, b -> Vector.distance(a, b) end +# The cost function for the graph, this uses basic euclidian distance +# as a basic example. This is used to compute the graph of the world. +cost_fun = fn a, b -> Vector.distance(a, b) end # Find the reachable vertices vertices = PolygonMap.get_vertices(polygon, holes) @@ -39,7 +48,10 @@ vertices = PolygonMap.get_vertices(polygon, holes) # Make a graph of them using an optional cost_fun graph = PolygonMap.create_graph(polygon, holes, vertices, cost_fun) -## Step 3 +## Step 3 - extend graph with actor start/stop + +# For an actor to move from a to b in the world, we first extend the +# graph with start and stop # Define our start & stop {start, stop} = {{10, 10}, {90, 90}} @@ -51,6 +63,13 @@ graph = PolygonMap.create_graph(polygon, holes, vertices, cost_fun) ## Step 4 +# Given the new graph, finally compute the path in the world. + +# The heuristic function for A-star, this uses euclidian distance as well. +# This is used as the cost of each edge traversal in the graph during a-star +# path finding. It can be the same as cost_fun but it does not have to be. +heur_fun = fn a, b -> Vector.distance(a, b) end + # Astar search astar = Astar.search(search_graph, start, stop, heur_fun) path = Astar.path(astar) diff --git a/README.md b/README.md index 96de9ea..6eebf40 100644 --- a/README.md +++ b/README.md @@ -66,7 +66,7 @@ $ mix deps.get ## Internals -There's better API documentation than this see [the hexdocs](https://hexdocs.pm/scurry). +*There's better API documentation than this see [the hexdocs](https://hexdocs.pm/scurry), especially see the [quickstart](Quickstart.md).* ``` mix docs @@ -183,7 +183,10 @@ determine if two vertices should have an edge. This is currently not configurable or passed as a function. The default `cost_fun` and `heur_fun` is the euclidean distance been -the two points. +the two points. The difference between the two is, `cost_fun` is used +while computing the graph and `heur_fun` while computing the +path. Typically they will be the same but that is dependent on use +case. ```elixir cost_fun = fn a, b -> Vector.distance(a, b) end