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Merge pull request #26 from orange-cpp/u/orange-cpp/improved-astar
Improved A*
This commit is contained in:
@@ -9,11 +9,17 @@
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namespace omath::pathfinding
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namespace omath::pathfinding
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{
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{
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struct PathNode;
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class Astar final
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class Astar final
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{
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{
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public:
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public:
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[[nodiscard]]
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[[nodiscard]]
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static std::vector<Vector3> FindPath(const Vector3& start, const Vector3& end, const NavigationMesh& navMesh);
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static std::vector<Vector3> FindPath(const Vector3& start, const Vector3& end, const NavigationMesh& navMesh);
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private:
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[[nodiscard]]
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static std::vector<Vector3> ReconstructFinalPath(const std::unordered_map<Vector3, PathNode>& closedList, const Vector3& current);
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[[nodiscard]]
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static auto GetPerfectNode(const std::unordered_map<Vector3, PathNode>& openList, const Vector3& endVertex);
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};
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};
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}
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}
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@@ -3,10 +3,10 @@
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//
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//
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#include "omath/pathfinding/Astar.hpp"
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#include "omath/pathfinding/Astar.hpp"
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#include <algorithm>
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#include <optional>
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#include <optional>
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#include <unordered_map>
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#include <unordered_map>
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#include <unordered_set>
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#include <unordered_set>
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#include <algorithm>
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namespace omath::pathfinding
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namespace omath::pathfinding
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@@ -18,45 +18,83 @@ namespace omath::pathfinding
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};
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};
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std::vector<Vector3> Astar::FindPath(const Vector3 &start, const Vector3 &end, const NavigationMesh &navMesh)
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std::vector<Vector3> Astar::ReconstructFinalPath(const std::unordered_map<Vector3, PathNode>& closedList,
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const Vector3& current)
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{
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std::vector<Vector3> path;
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std::optional currentOpt = current;
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while (currentOpt)
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{
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path.push_back(*currentOpt);
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auto it = closedList.find(*currentOpt);
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if (it == closedList.end())
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break;
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currentOpt = it->second.cameFrom;
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}
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std::ranges::reverse(path);
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return path;
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}
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auto Astar::GetPerfectNode(const std::unordered_map<Vector3, PathNode>& openList, const Vector3& endVertex)
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{
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return std::ranges::min_element(openList,
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[&endVertex](const auto& a, const auto& b)
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{
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const float fA = a.second.gCost + a.first.DistTo(endVertex);
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const float fB = b.second.gCost + b.first.DistTo(endVertex);
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return fA < fB;
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});
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}
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std::vector<Vector3> Astar::FindPath(const Vector3& start, const Vector3& end, const NavigationMesh& navMesh)
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{
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{
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std::unordered_map<Vector3, PathNode> closedList;
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std::unordered_map<Vector3, PathNode> closedList;
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std::unordered_map<Vector3, PathNode> openList;
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std::unordered_map<Vector3, PathNode> openList;
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const auto startVertex = navMesh.GetClosestVertex(start).value();
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auto maybeStartVertex = navMesh.GetClosestVertex(start);
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const auto endVertex = navMesh.GetClosestVertex(end).value();
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auto maybeEndVertex = navMesh.GetClosestVertex(end);
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if (!maybeStartVertex || !maybeEndVertex)
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return {};
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const auto startVertex = maybeStartVertex.value();
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const auto endVertex = maybeEndVertex.value();
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openList.emplace(startVertex, PathNode{std::nullopt, 0.f});
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openList.emplace(startVertex, PathNode{std::nullopt, 0.f});
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while (!openList.empty())
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while (!openList.empty())
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{
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{
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const auto perfectVertex = *std::ranges::min_element(openList,
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auto currentIt = GetPerfectNode(openList, endVertex);
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[&endVertex](const auto& a, const auto& b) -> bool
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{
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const auto aCost = a.second.gCost + a.first.DistTo(endVertex);
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const auto bCost = b.second.gCost + b.first.DistTo(endVertex);
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return aCost < bCost;
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});
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closedList.emplace(perfectVertex);
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const auto current = currentIt->first;
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openList.erase(perfectVertex.first);
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const auto currentNode = currentIt->second;
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for (const auto& neighbor : navMesh.GetNeighbors(perfectVertex.first))
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if (current == endVertex)
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if (!closedList.contains(neighbor))
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return ReconstructFinalPath(closedList, current);
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openList.emplace(neighbor, PathNode{perfectVertex.first, neighbor.DistTo(perfectVertex.first) + perfectVertex.second.gCost});
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if (perfectVertex.first != endVertex)
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closedList.emplace(current, currentNode);
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continue;
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openList.erase(currentIt);
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std::vector<Vector3> path = {};
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for (const auto& neighbor: navMesh.GetNeighbors(current))
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{
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if (closedList.contains(neighbor))
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continue;
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for (std::optional current = perfectVertex.first; current; current = closedList.at(*current).cameFrom )
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const float tentativeGCost = currentNode.gCost + neighbor.DistTo(current);
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path.push_back(current.value());
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return path;
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const auto openIt = openList.find(neighbor);
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if (openIt == openList.end() || tentativeGCost < openIt->second.gCost)
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openList[neighbor] = PathNode{current, tentativeGCost};
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}
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}
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}
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return {};
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return {};
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}
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}
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}
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} // namespace omath::pathfinding
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