virtualx-engine/core/math/a_star.h
Daw11 605c5c71f4 Save inside the Points of AStar the neighbours that aren't connected
Improve the performance of remove_point because it doesn't have to search every neighbour of every node
2019-06-04 21:39:44 +02:00

146 lines
4.7 KiB
C++

/*************************************************************************/
/* a_star.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef ASTAR_H
#define ASTAR_H
#include "core/reference.h"
#include "core/self_list.h"
/**
A* pathfinding algorithm
@author Juan Linietsky <reduzio@gmail.com>
*/
class AStar : public Reference {
GDCLASS(AStar, Reference)
uint64_t pass;
struct Point {
int id;
Vector3 pos;
real_t weight_scale;
bool enabled;
Set<Point *> neighbours;
Set<Point *> unlinked_neighbours;
// Used for pathfinding
Point *prev_point;
real_t g_score;
real_t f_score;
uint64_t open_pass;
uint64_t closed_pass;
};
Map<int, Point *> points;
struct SortPoints {
_FORCE_INLINE_ bool operator()(const Point *A, const Point *B) const { // Returns true when the Point A is worse than Point B
if (A->f_score > B->f_score)
return true;
else if (A->f_score < B->f_score)
return false;
else
return A->g_score < B->g_score; // If the f_costs are the same then prioritize the points that are further away from the start
}
};
struct Segment {
union {
struct {
int32_t from;
int32_t to;
};
uint64_t key;
};
Point *from_point;
Point *to_point;
bool operator<(const Segment &p_s) const { return key < p_s.key; }
Segment() { key = 0; }
Segment(int p_from, int p_to) {
if (p_from > p_to) {
SWAP(p_from, p_to);
}
from = p_from;
to = p_to;
}
};
Set<Segment> segments;
bool _solve(Point *begin_point, Point *end_point);
protected:
static void _bind_methods();
virtual float _estimate_cost(int p_from_id, int p_to_id);
virtual float _compute_cost(int p_from_id, int p_to_id);
public:
int get_available_point_id() const;
void add_point(int p_id, const Vector3 &p_pos, real_t p_weight_scale = 1);
Vector3 get_point_position(int p_id) const;
void set_point_position(int p_id, const Vector3 &p_pos);
real_t get_point_weight_scale(int p_id) const;
void set_point_weight_scale(int p_id, real_t p_weight_scale);
void remove_point(int p_id);
bool has_point(int p_id) const;
PoolVector<int> get_point_connections(int p_id);
Array get_points();
void set_point_disabled(int p_id, bool p_disabled = true);
bool is_point_disabled(int p_id) const;
void connect_points(int p_id, int p_with_id, bool bidirectional = true);
void disconnect_points(int p_id, int p_with_id);
bool are_points_connected(int p_id, int p_with_id) const;
void clear();
int get_closest_point(const Vector3 &p_point) const;
Vector3 get_closest_position_in_segment(const Vector3 &p_point) const;
PoolVector<Vector3> get_point_path(int p_from_id, int p_to_id);
PoolVector<int> get_id_path(int p_from_id, int p_to_id);
AStar();
~AStar();
};
#endif // ASTAR_H