mirror of
https://github.com/orange-cpp/omath.git
synced 2026-02-13 07:03:25 +00:00
changed code style
This commit is contained in:
@@ -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};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user