Added a generic AStar implementation to Godot.
It's pretty fast, use it for games where Navigation does not cut it.
(cherry picked from commit 827a9aa829
)
This commit is contained in:
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e88a540b91
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3 changed files with 506 additions and 0 deletions
412
core/math/a_star.cpp
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412
core/math/a_star.cpp
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#include "a_star.h"
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#include "geometry.h"
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int AStar::get_available_point_id() const {
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if (points.empty()) {
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return 1;
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}
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return points.back()->key()+1;
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}
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void AStar::add_point(int p_id, const Vector3 &p_pos, float p_weight_scale) {
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ERR_FAIL_COND(p_id<0);
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if (!points.has(p_id)) {
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Point *pt = memnew( Point );
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pt->id=p_id;
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pt->pos=p_pos;
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pt->weight_scale=p_weight_scale;
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pt->prev_point=NULL;
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pt->last_pass=0;
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points[p_id]=pt;
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} else {
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points[p_id]->pos=p_pos;
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points[p_id]->weight_scale=p_weight_scale;
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}
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}
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Vector3 AStar::get_point_pos(int p_id) const{
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ERR_FAIL_COND_V(!points.has(p_id),Vector3());
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return points[p_id]->pos;
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}
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float AStar::get_point_weight_scale(int p_id) const{
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ERR_FAIL_COND_V(!points.has(p_id),0);
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return points[p_id]->weight_scale;
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}
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void AStar::remove_point(int p_id){
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ERR_FAIL_COND(!points.has(p_id));
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Point* p = points[p_id];
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for(int i=0;i<p->neighbours.size();i++) {
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Segment s(p_id,p->neighbours[i]->id);
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segments.erase(s);
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p->neighbours[i]->neighbours.erase(p);
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}
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memdelete(p);
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points.erase(p_id);
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}
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void AStar::connect_points(int p_id,int p_with_id){
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ERR_FAIL_COND(!points.has(p_id));
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ERR_FAIL_COND(!points.has(p_with_id));
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ERR_FAIL_COND(p_id==p_with_id);
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Point* a = points[p_id];
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Point* b = points[p_with_id];
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a->neighbours.push_back(b);
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b->neighbours.push_back(a);
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Segment s(p_id,p_with_id);
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if (s.from==p_id) {
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s.from_point=a;
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s.to_point=b;
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} else {
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s.from_point=b;
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s.to_point=a;
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}
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segments.insert(s);
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}
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void AStar::disconnect_points(int p_id,int p_with_id){
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Segment s(p_id,p_with_id);
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ERR_FAIL_COND(!segments.has(s));
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segments.erase(s);
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Point *a = points[p_id];
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Point *b = points[p_with_id];
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a->neighbours.erase(b);
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b->neighbours.erase(a);
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}
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bool AStar::are_points_connected(int p_id,int p_with_id) const{
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Segment s(p_id,p_with_id);
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return segments.has(s);
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}
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void AStar::clear(){
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for (const Map<int,Point*>::Element *E=points.front();E;E=E->next()) {
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memdelete(E->get());
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}
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segments.clear();
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points.clear();
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}
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int AStar::get_closest_point(const Vector3& p_point) const{
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int closest_id=-1;
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float closest_dist=1e20;
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for (const Map<int,Point*>::Element *E=points.front();E;E=E->next()) {
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float d = p_point.distance_squared_to(E->get()->pos);
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if (closest_id<0 || d<closest_dist) {
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closest_dist=d;
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closest_id=E->key();
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}
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}
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return closest_id;
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}
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Vector3 AStar::get_closest_pos_in_segment(const Vector3& p_point) const {
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float closest_dist = 1e20;
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bool found=false;
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Vector3 closest_point;
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for (const Set<Segment>::Element *E=segments.front();E;E=E->next()) {
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Vector3 segment[2]={
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E->get().from_point->pos,
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E->get().to_point->pos,
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};
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Vector3 p = Geometry::get_closest_point_to_segment(p_point,segment);
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float d = p_point.distance_squared_to(p);
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if (!found || d<closest_dist) {
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closest_point=p;
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closest_dist=d;
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found=true;
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}
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}
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return closest_point;
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}
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bool AStar::_solve(Point* begin_point, Point* end_point) {
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pass++;
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SelfList<Point>::List open_list;
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bool found_route=false;
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for(int i=0;i<begin_point->neighbours.size();i++) {
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Point *n = begin_point->neighbours[i];
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n->prev_point=begin_point;
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n->distance=n->pos.distance_to(begin_point->pos);
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n->distance*=n->weight_scale;
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n->last_pass=pass;
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open_list.add(&n->list);
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if (end_point==n) {
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found_route=true;
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break;
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}
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}
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while(!found_route) {
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if (open_list.first()==NULL) {
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//could not find path sadly
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break;
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}
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//check open list
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SelfList<Point> *least_cost_point=NULL;
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float least_cost=1e30;
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//this could be faster (cache previous results)
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for (SelfList<Point> *E=open_list.first();E;E=E->next()) {
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Point *p=E->self();
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float cost=p->distance;
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cost+=p->pos.distance_to(end_point->pos);
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cost*=p->weight_scale;
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if (cost<least_cost) {
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least_cost_point=E;
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least_cost=cost;
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}
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}
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Point *p=least_cost_point->self();
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//open the neighbours for search
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int es = p->neighbours.size();
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for(int i=0;i<es;i++) {
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Point* e=p->neighbours[i];
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float distance = p->pos.distance_to(e->pos) + p->distance;
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distance*=e->weight_scale;
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if (e->last_pass==pass) {
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//oh this was visited already, can we win the cost?
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if (e->distance>distance) {
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e->prev_point=p;
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e->distance=distance;
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}
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} else {
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//add to open neighbours
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e->prev_point=p;
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e->distance=distance;
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e->last_pass=pass; //mark as used
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open_list.add(&e->list);
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if (e==end_point) {
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//oh my reached end! stop algorithm
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found_route=true;
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break;
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}
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}
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}
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if (found_route)
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break;
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open_list.remove(least_cost_point);
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}
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//clear the openf list
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while(open_list.first()) {
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open_list.remove( open_list.first() );
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}
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return found_route;
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}
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DVector<Vector3> AStar::get_point_path(int p_from_id, int p_to_id) {
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ERR_FAIL_COND_V(!points.has(p_from_id),DVector<Vector3>());
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ERR_FAIL_COND_V(!points.has(p_to_id),DVector<Vector3>());
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pass++;
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Point* a = points[p_from_id];
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Point* b = points[p_to_id];
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if (a==b) {
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DVector<Vector3> ret;
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ret.push_back(a->pos);
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return ret;
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}
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Point *begin_point=a;
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Point *end_point=b;
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bool found_route=_solve(begin_point,end_point);
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if (!found_route)
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return DVector<Vector3>();
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//midpoints
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Point *p=end_point;
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int pc=1; //begin point
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while(p!=begin_point) {
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pc++;
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p=p->prev_point;
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}
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DVector<Vector3> path;
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path.resize(pc);
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{
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DVector<Vector3>::Write w = path.write();
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Point *p=end_point;
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int idx=pc-1;
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while(p!=begin_point) {
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w[idx--]=p->pos;
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p=p->prev_point;
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}
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w[0]=p->pos; //assign first
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}
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return path;
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}
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DVector<int> AStar::get_id_path(int p_from_id, int p_to_id) {
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ERR_FAIL_COND_V(!points.has(p_from_id),DVector<int>());
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ERR_FAIL_COND_V(!points.has(p_to_id),DVector<int>());
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pass++;
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Point* a = points[p_from_id];
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Point* b = points[p_to_id];
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if (a==b) {
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DVector<int> ret;
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ret.push_back(a->id);
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return ret;
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}
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Point *begin_point=a;
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Point *end_point=b;
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bool found_route=_solve(begin_point,end_point);
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if (!found_route)
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return DVector<int>();
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//midpoints
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Point *p=end_point;
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int pc=1; //begin point
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while(p!=begin_point) {
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pc++;
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p=p->prev_point;
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}
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DVector<int> path;
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path.resize(pc);
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{
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DVector<int>::Write w = path.write();
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p=end_point;
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int idx=pc-1;
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while(p!=begin_point) {
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w[idx--]=p->id;
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p=p->prev_point;
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}
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w[0]=p->id; //assign first
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}
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return path;
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}
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void AStar::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("get_available_point_id"),&AStar::get_available_point_id);
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ObjectTypeDB::bind_method(_MD("add_point","id","pos","weight_scale"),&AStar::add_point,DEFVAL(1.0));
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ObjectTypeDB::bind_method(_MD("get_point_pos","id"),&AStar::get_point_pos);
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ObjectTypeDB::bind_method(_MD("get_point_weight_scale","id"),&AStar::get_point_weight_scale);
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ObjectTypeDB::bind_method(_MD("remove_point","id"),&AStar::remove_point);
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ObjectTypeDB::bind_method(_MD("connect_points","id","to_id"),&AStar::connect_points);
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ObjectTypeDB::bind_method(_MD("disconnect_points","id","to_id"),&AStar::disconnect_points);
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ObjectTypeDB::bind_method(_MD("are_points_connected","id","to_id"),&AStar::are_points_connected);
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ObjectTypeDB::bind_method(_MD("clear"),&AStar::clear);
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ObjectTypeDB::bind_method(_MD("get_closest_point","to_pos"),&AStar::get_closest_point);
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ObjectTypeDB::bind_method(_MD("get_closest_pos_in_segment","to_pos"),&AStar::get_closest_pos_in_segment);
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ObjectTypeDB::bind_method(_MD("get_point_path","from_id","to_id"),&AStar::get_point_path);
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ObjectTypeDB::bind_method(_MD("get_id_path","from_id","to_id"),&AStar::get_id_path);
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}
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AStar::AStar() {
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pass=1;
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}
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AStar::~AStar() {
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pass=1;
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}
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92
core/math/a_star.h
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92
core/math/a_star.h
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#ifndef ASTAR_H
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#define ASTAR_H
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#include "reference.h"
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#include "self_list.h"
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class AStar: public Reference {
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OBJ_TYPE(AStar,Reference)
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uint64_t pass;
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struct Point {
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SelfList<Point> list;
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int id;
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Vector3 pos;
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float weight_scale;
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uint64_t last_pass;
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Vector<Point*> neighbours;
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//used for pathfinding
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Point *prev_point;
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float distance;
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Point() : list(this) {}
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};
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Map<int,Point*> points;
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struct Segment {
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union {
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struct {
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int32_t from;
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int32_t to;
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};
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uint64_t key;
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};
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Point *from_point;
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Point *to_point;
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bool operator<(const Segment& p_s) const { return key<p_s.key; }
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Segment() { key=0; }
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Segment(int p_from,int p_to) {
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if (p_from > p_to) {
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SWAP(p_from,p_to);
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}
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from=p_from;
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to=p_to;
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}
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};
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Set<Segment> segments;
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bool _solve(Point *begin_point, Point *end_point);
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protected:
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static void _bind_methods();
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public:
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int get_available_point_id() const;
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void add_point(int p_id,const Vector3& p_pos,float p_weight_scale=1);
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Vector3 get_point_pos(int p_id) const;
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float get_point_weight_scale(int p_id) const;
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void remove_point(int p_id);
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void connect_points(int p_id,int p_with_id);
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void disconnect_points(int p_id,int p_with_id);
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bool are_points_connected(int p_id,int p_with_id) const;
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void clear();
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int get_closest_point(const Vector3& p_point) const;
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Vector3 get_closest_pos_in_segment(const Vector3& p_point) const;
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DVector<Vector3> get_point_path(int p_from_id, int p_to_id);
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DVector<int> get_id_path(int p_from_id, int p_to_id);
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AStar();
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~AStar();
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};
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#endif // ASTAR_H
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@ -33,6 +33,7 @@
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#include "io/config_file.h"
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#include "os/main_loop.h"
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#include "io/packet_peer.h"
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#include "math/a_star.h"
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#include "globals.h"
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#include "object_type_db.h"
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#include "geometry.h"
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@ -149,6 +150,7 @@ void register_core_types() {
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ObjectTypeDB::register_type<PackedDataContainer>();
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ObjectTypeDB::register_virtual_type<PackedDataContainerRef>();
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ObjectTypeDB::register_type<AStar>();
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ip = IP::create();
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