// // Created by Vlad on 28.07.2024. // #include "omath/pathfinding/Astar.h" #include #include namespace omath::pathfinding { struct PathNode final { Vector3 cameFrom; NavigationVertex const* navVertex; float gCost = 0.f; }; std::vector Astar::FindPath(const Vector3 &start, const Vector3 &end, const NavigationMesh &navMesh) { std::unordered_map closedList; std::unordered_map openList; const auto& startVertex = navMesh.GetClossestVertex(start).value(); const auto& endVertex = navMesh.GetClossestVertex(end).value(); openList.emplace(startVertex.origin, PathNode{startVertex.origin, &startVertex, 0.f}); while (!openList.empty()) { const auto [cord, node] = *std::ranges::min_element(openList, [&endVertex](const auto& a, const auto& b) -> bool { const auto aCost = a.second.gCost + a.second.navVertex->origin.DistTo(endVertex.origin); const auto bCost = b.second.gCost + b.second.navVertex->origin.DistTo(endVertex.origin); return aCost < bCost; }); openList.erase(cord); for (const auto& neighbor : node.navVertex->connections) if (!closedList.contains(neighbor->origin)) closedList.emplace(neighbor->origin, PathNode{cord, neighbor, neighbor->origin.DistTo(cord) + node.gCost}); } return {}; } }