Files
omath/source/pathfinding/a_star.cpp
2025-05-03 20:38:58 +03:00

100 lines
3.4 KiB
C++

//
// 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>> came_from;
float g_cost = 0.f;
};
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 current_opt = current;
while (current_opt)
{
path.push_back(*current_opt);
auto it = closed_list.find(*current_opt);
if (it == closed_list.end())
break;
current_opt = it->second.came_from;
}
std::ranges::reverse(path);
return path;
}
auto Astar::get_perfect_node(const std::unordered_map<Vector3<float>, PathNode>& open_list,
const Vector3<float>& end_vertex)
{
return std::ranges::min_element(open_list,
[&end_vertex](const auto& a, const auto& b)
{
const float fa = a.second.g_cost + a.first.distance_to(end_vertex);
const float fb = b.second.g_cost + b.first.distance_to(end_vertex);
return fa < fb;
});
}
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> closed_list;
std::unordered_map<Vector3<float>, PathNode> open_list;
auto maybe_start_vertex = nav_mesh.get_closest_vertex(start);
auto maybe_end_vertex = nav_mesh.get_closest_vertex(end);
if (!maybe_start_vertex || !maybe_end_vertex)
return {};
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});
while (!open_list.empty())
{
auto current_it = get_perfect_node(open_list, end_vertex);
const auto current = current_it->first;
const auto current_node = current_it->second;
if (current == end_vertex)
return reconstruct_final_path(closed_list, current);
closed_list.emplace(current, current_node);
open_list.erase(current_it);
for (const auto& neighbor: nav_mesh.get_neighbors(current))
{
if (closed_list.contains(neighbor))
continue;
const float tentative_g_cost = current_node.g_cost + neighbor.distance_to(current);
// ReSharper disable once CppTooWideScopeInitStatement
const auto open_it = open_list.find(neighbor);
if (open_it == open_list.end() || tentative_g_cost < open_it->second.g_cost)
open_list[neighbor] = PathNode{current, tentative_g_cost};
}
}
return {};
}
} // namespace omath::pathfinding