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100
source/pathfinding/a_star.cpp
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100
source/pathfinding/a_star.cpp
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//
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// Created by Vlad on 28.07.2024.
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//
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#include "omath/pathfinding/a_star.hpp"
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#include <algorithm>
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#include <optional>
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#include <unordered_map>
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#include <unordered_set>
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namespace omath::pathfinding
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{
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struct PathNode final
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{
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std::optional<Vector3<float>> cameFrom;
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float gCost = 0.f;
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};
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std::vector<Vector3<float>> Astar::ReconstructFinalPath(const std::unordered_map<Vector3<float>, PathNode>& closedList,
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const Vector3<float>& current)
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{
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std::vector<Vector3<float>> 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<float>, PathNode>& openList, const Vector3<float>& 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<float>> Astar::FindPath(const Vector3<float>& start, const Vector3<float>& end, const NavigationMesh& navMesh)
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{
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std::unordered_map<Vector3<float>, PathNode> closedList;
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std::unordered_map<Vector3<float>, PathNode> openList;
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auto maybeStartVertex = navMesh.GetClosestVertex(start);
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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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while (!openList.empty())
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{
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auto currentIt = GetPerfectNode(openList, endVertex);
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const auto current = currentIt->first;
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const auto currentNode = currentIt->second;
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if (current == endVertex)
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return ReconstructFinalPath(closedList, current);
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closedList.emplace(current, currentNode);
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openList.erase(currentIt);
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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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const float tentativeGCost = currentNode.gCost + neighbor.DistTo(current);
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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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return {};
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}
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} // namespace omath::pathfinding
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