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@@ -2,96 +2,94 @@
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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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std::optional<Vector3<float>> came_from;
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float g_cost = 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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std::vector<Vector3<float>>
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Astar::reconstruct_final_path(const std::unordered_map<Vector3<float>, PathNode>& closed_list,
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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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std::optional current_opt = current;
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while (currentOpt)
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while (current_opt)
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{
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path.push_back(*currentOpt);
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path.push_back(*current_opt);
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auto it = closedList.find(*currentOpt);
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auto it = closed_list.find(*current_opt);
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if (it == closedList.end())
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if (it == closed_list.end())
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break;
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currentOpt = it->second.cameFrom;
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current_opt = it->second.came_from;
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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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auto Astar::get_perfect_node(const std::unordered_map<Vector3<float>, PathNode>& open_list,
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const Vector3<float>& endVertex)
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{
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return std::ranges::min_element(openList,
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return std::ranges::min_element(open_list,
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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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const float fa = a.second.g_cost + a.first.distance_to(endVertex);
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const float fb = b.second.g_cost + b.first.distance_to(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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std::vector<Vector3<float>> Astar::find_path(const Vector3<float>& start, const Vector3<float>& end,
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const NavigationMesh& nav_mesh)
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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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std::unordered_map<Vector3<float>, PathNode> closed_list;
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std::unordered_map<Vector3<float>, PathNode> open_list;
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auto maybeStartVertex = navMesh.GetClosestVertex(start);
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auto maybeEndVertex = navMesh.GetClosestVertex(end);
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auto maybe_start_vertex = nav_mesh.get_closest_vertex(start);
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auto maybe_end_vertex = nav_mesh.get_closest_vertex(end);
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if (!maybeStartVertex || !maybeEndVertex)
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if (!maybe_start_vertex || !maybe_end_vertex)
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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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const auto start_vertex = maybe_start_vertex.value();
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const auto end_vertex = maybe_end_vertex.value();
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open_list.emplace(start_vertex, 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 (!open_list.empty())
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{
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auto currentIt = GetPerfectNode(openList, endVertex);
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auto current_it = get_perfect_node(open_list, end_vertex);
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const auto current = currentIt->first;
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const auto currentNode = currentIt->second;
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const auto current = current_it->first;
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const auto current_node = current_it->second;
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if (current == endVertex)
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return ReconstructFinalPath(closedList, current);
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if (current == end_vertex)
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return reconstruct_final_path(closed_list, current);
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closed_list.emplace(current, current_node);
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open_list.erase(current_it);
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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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for (const auto& neighbor: nav_mesh.get_neighbors(current))
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{
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if (closedList.contains(neighbor))
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if (closed_list.contains(neighbor))
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continue;
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const float tentativeGCost = currentNode.gCost + neighbor.DistTo(current);
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const float tentative_g_cost = current_node.g_cost + neighbor.distance_to(current);
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const auto openIt = openList.find(neighbor);
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const auto open_it = open_list.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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if (open_it == open_list.end() || tentative_g_cost < open_it->second.g_cost)
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open_list[neighbor] = PathNode{current, tentative_g_cost};
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}
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}
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@@ -2,94 +2,89 @@
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// Created by Vlad on 28.07.2024.
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//
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#include "omath/pathfinding/navigation_mesh.hpp"
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#include <algorithm>
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#include <stdexcept>
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namespace omath::pathfinding
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{
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std::expected<Vector3<float>, std::string> NavigationMesh::GetClosestVertex(const Vector3<float> &point) const
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std::expected<Vector3<float>, std::string> NavigationMesh::get_closest_vertex(const Vector3<float>& point) const
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{
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const auto res = std::ranges::min_element(m_verTextMap,
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[&point](const auto& a, const auto& b)
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{
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return a.first.DistTo(point) < b.first.DistTo(point);
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});
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const auto res = std::ranges::min_element(m_vertex_map, [&point](const auto& a, const auto& b)
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{ return a.first.distance_to(point) < b.first.distance_to(point); });
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if (res == m_verTextMap.cend())
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if (res == m_vertex_map.cend())
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return std::unexpected("Failed to get clossest point");
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return res->first;
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}
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const std::vector<Vector3<float>>& NavigationMesh::GetNeighbors(const Vector3<float> &vertex) const
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const std::vector<Vector3<float>>& NavigationMesh::get_neighbors(const Vector3<float>& vertex) const
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{
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return m_verTextMap.at(vertex);
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return m_vertex_map.at(vertex);
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}
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bool NavigationMesh::Empty() const
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bool NavigationMesh::empty() const
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{
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return m_verTextMap.empty();
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return m_vertex_map.empty();
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}
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std::vector<uint8_t> NavigationMesh::Serialize() const
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std::vector<uint8_t> NavigationMesh::serialize() const
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{
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auto dumpToVector =[]<typename T>(const T& t, std::vector<uint8_t>& vec){
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auto dump_to_vector = []<typename T>(const T& t, std::vector<uint8_t>& vec)
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{
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for (size_t i = 0; i < sizeof(t); i++)
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vec.push_back(*(reinterpret_cast<const uint8_t*>(&t)+i));
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vec.push_back(*(reinterpret_cast<const uint8_t*>(&t) + i));
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};
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std::vector<uint8_t> raw;
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for (const auto& [vertex, neighbors] : m_verTextMap)
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for (const auto& [vertex, neighbors]: m_vertex_map)
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{
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const auto neighborsCount = neighbors.size();
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const auto neighbors_count = neighbors.size();
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dumpToVector(vertex, raw);
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dumpToVector(neighborsCount, raw);
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dump_to_vector(vertex, raw);
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dump_to_vector(neighbors_count, raw);
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for (const auto& neighbor : neighbors)
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dumpToVector(neighbor, raw);
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for (const auto& neighbor: neighbors)
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dump_to_vector(neighbor, raw);
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}
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return raw;
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}
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void NavigationMesh::Deserialize(const std::vector<uint8_t> &raw)
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void NavigationMesh::deserialize(const std::vector<uint8_t>& raw)
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{
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auto loadFromVector = [](const std::vector<uint8_t>& vec, size_t& offset, auto& value)
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auto load_from_vector = [](const std::vector<uint8_t>& vec, size_t& offset, auto& value)
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{
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if (offset + sizeof(value) > vec.size())
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{
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throw std::runtime_error("Deserialize: Invalid input data size.");
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}
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std::copy_n(vec.data() + offset, sizeof(value), (uint8_t*)&value);
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std::copy_n(vec.data() + offset, sizeof(value), reinterpret_cast<uint8_t*>(&value));
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offset += sizeof(value);
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};
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m_verTextMap.clear();
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m_vertex_map.clear();
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size_t offset = 0;
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while (offset < raw.size())
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{
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Vector3<float> vertex;
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loadFromVector(raw, offset, vertex);
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load_from_vector(raw, offset, vertex);
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uint16_t neighborsCount;
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loadFromVector(raw, offset, neighborsCount);
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uint16_t neighbors_count;
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load_from_vector(raw, offset, neighbors_count);
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std::vector<Vector3<float>> neighbors;
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neighbors.reserve(neighborsCount);
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neighbors.reserve(neighbors_count);
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for (size_t i = 0; i < neighborsCount; ++i)
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for (size_t i = 0; i < neighbors_count; ++i)
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{
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Vector3<float> neighbor;
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loadFromVector(raw, offset, neighbor);
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load_from_vector(raw, offset, neighbor);
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neighbors.push_back(neighbor);
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}
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m_verTextMap.emplace(vertex, std::move(neighbors));
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m_vertex_map.emplace(vertex, std::move(neighbors));
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}
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}
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}
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} // namespace omath::pathfinding
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