changed code style

This commit is contained in:
2025-05-03 20:31:59 +03:00
parent be3fae63b8
commit df6d75e554
70 changed files with 1258 additions and 1312 deletions

View File

@@ -2,96 +2,94 @@
// Created by Vlad on 28.07.2024.
//
#include "omath/pathfinding/a_star.hpp"
#include <algorithm>
#include <optional>
#include <unordered_map>
#include <unordered_set>
namespace omath::pathfinding
{
struct PathNode final
{
std::optional<Vector3<float>> cameFrom;
float gCost = 0.f;
std::optional<Vector3<float>> came_from;
float g_cost = 0.f;
};
std::vector<Vector3<float>> Astar::ReconstructFinalPath(const std::unordered_map<Vector3<float>, PathNode>& closedList,
const Vector3<float>& current)
std::vector<Vector3<float>>
Astar::reconstruct_final_path(const std::unordered_map<Vector3<float>, PathNode>& closed_list,
const Vector3<float>& current)
{
std::vector<Vector3<float>> path;
std::optional currentOpt = current;
std::optional current_opt = current;
while (currentOpt)
while (current_opt)
{
path.push_back(*currentOpt);
path.push_back(*current_opt);
auto it = closedList.find(*currentOpt);
auto it = closed_list.find(*current_opt);
if (it == closedList.end())
if (it == closed_list.end())
break;
currentOpt = it->second.cameFrom;
current_opt = it->second.came_from;
}
std::ranges::reverse(path);
return path;
}
auto Astar::GetPerfectNode(const std::unordered_map<Vector3<float>, PathNode>& openList, const Vector3<float>& endVertex)
auto Astar::get_perfect_node(const std::unordered_map<Vector3<float>, PathNode>& open_list,
const Vector3<float>& endVertex)
{
return std::ranges::min_element(openList,
return std::ranges::min_element(open_list,
[&endVertex](const auto& a, const auto& b)
{
const float fA = a.second.gCost + a.first.DistTo(endVertex);
const float fB = b.second.gCost + b.first.DistTo(endVertex);
return fA < fB;
const float fa = a.second.g_cost + a.first.distance_to(endVertex);
const float fb = b.second.g_cost + b.first.distance_to(endVertex);
return fa < fb;
});
}
std::vector<Vector3<float>> Astar::FindPath(const Vector3<float>& start, const Vector3<float>& end, const NavigationMesh& navMesh)
std::vector<Vector3<float>> Astar::find_path(const Vector3<float>& start, const Vector3<float>& end,
const NavigationMesh& nav_mesh)
{
std::unordered_map<Vector3<float>, PathNode> closedList;
std::unordered_map<Vector3<float>, PathNode> openList;
std::unordered_map<Vector3<float>, PathNode> closed_list;
std::unordered_map<Vector3<float>, PathNode> open_list;
auto maybeStartVertex = navMesh.GetClosestVertex(start);
auto maybeEndVertex = navMesh.GetClosestVertex(end);
auto maybe_start_vertex = nav_mesh.get_closest_vertex(start);
auto maybe_end_vertex = nav_mesh.get_closest_vertex(end);
if (!maybeStartVertex || !maybeEndVertex)
if (!maybe_start_vertex || !maybe_end_vertex)
return {};
const auto startVertex = maybeStartVertex.value();
const auto endVertex = maybeEndVertex.value();
const auto start_vertex = maybe_start_vertex.value();
const auto end_vertex = maybe_end_vertex.value();
open_list.emplace(start_vertex, PathNode{std::nullopt, 0.f});
openList.emplace(startVertex, PathNode{std::nullopt, 0.f});
while (!openList.empty())
while (!open_list.empty())
{
auto currentIt = GetPerfectNode(openList, endVertex);
auto current_it = get_perfect_node(open_list, end_vertex);
const auto current = currentIt->first;
const auto currentNode = currentIt->second;
const auto current = current_it->first;
const auto current_node = current_it->second;
if (current == endVertex)
return ReconstructFinalPath(closedList, current);
if (current == end_vertex)
return reconstruct_final_path(closed_list, current);
closed_list.emplace(current, current_node);
open_list.erase(current_it);
closedList.emplace(current, currentNode);
openList.erase(currentIt);
for (const auto& neighbor: navMesh.GetNeighbors(current))
for (const auto& neighbor: nav_mesh.get_neighbors(current))
{
if (closedList.contains(neighbor))
if (closed_list.contains(neighbor))
continue;
const float tentativeGCost = currentNode.gCost + neighbor.DistTo(current);
const float tentative_g_cost = current_node.g_cost + neighbor.distance_to(current);
const auto openIt = openList.find(neighbor);
const auto open_it = open_list.find(neighbor);
if (openIt == openList.end() || tentativeGCost < openIt->second.gCost)
openList[neighbor] = PathNode{current, tentativeGCost};
if (open_it == open_list.end() || tentative_g_cost < open_it->second.g_cost)
open_list[neighbor] = PathNode{current, tentative_g_cost};
}
}