polyvox/include/PolyVox/AStarPathfinder.h

231 lines
9.3 KiB
C++

/*******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015 David Williams and Matthew Williams
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*******************************************************************************/
#ifndef __PolyVox_AStarPathfinder_H__
#define __PolyVox_AStarPathfinder_H__
#include "Impl/AStarPathfinderImpl.h"
#include "Impl/PlatformDefinitions.h"
#include <functional>
#include <list>
#include <stdexcept> //For runtime_error
namespace PolyVox
{
const float sqrt_1 = 1.0f;
const float sqrt_2 = 1.4143f;
const float sqrt_3 = 1.7321f;
const Vector3DInt32 arrayPathfinderFaces[6] =
{
Vector3DInt32(0, 0, -1),
Vector3DInt32(0, 0, +1),
Vector3DInt32(0, -1, 0),
Vector3DInt32(0, +1, 0),
Vector3DInt32(-1, 0, 0),
Vector3DInt32(+1, 0, 0)
};
const Vector3DInt32 arrayPathfinderEdges[12] =
{
Vector3DInt32(0, -1, -1),
Vector3DInt32(0, -1, +1),
Vector3DInt32(0, +1, -1),
Vector3DInt32(0, +1, +1),
Vector3DInt32(-1, 0, -1),
Vector3DInt32(-1, 0, +1),
Vector3DInt32(+1, 0, -1),
Vector3DInt32(+1, 0, +1),
Vector3DInt32(-1, -1, 0),
Vector3DInt32(-1, +1, 0),
Vector3DInt32(+1, -1, 0),
Vector3DInt32(+1, +1, 0)
};
const Vector3DInt32 arrayPathfinderCorners[8] =
{
Vector3DInt32(-1, -1, -1),
Vector3DInt32(-1, -1, +1),
Vector3DInt32(-1, +1, -1),
Vector3DInt32(-1, +1, +1),
Vector3DInt32(+1, -1, -1),
Vector3DInt32(+1, -1, +1),
Vector3DInt32(+1, +1, -1),
Vector3DInt32(+1, +1, +1)
};
/// This function provides the default method for checking whether a given voxel
/// is valid for the path computed by the AStarPathfinder.
template<typename VolumeType>
bool aStarDefaultVoxelValidator(const VolumeType* volData, const Vector3DInt32& v3dPos);
/// Provides a configuration for the AStarPathfinder.
////////////////////////////////////////////////////////////////////////////////
/// This structure stores the AStarPathfinder%s configuration options, because this
/// is simpler than providing a large number of get/set properties within the
/// AStarPathfinder itself. In order to create an instance of this structure you
/// must provide at least a volume, a start and end point, and a list to store
/// the result. All the other option have sensible default values which can
/// optionally be changed for more precise control over the pathfinder's behaviour.
///
/// \sa AStarPathfinder
////////////////////////////////////////////////////////////////////////////////
template<typename VolumeType>
struct AStarPathfinderParams
{
public:
AStarPathfinderParams
(
VolumeType* volData,
const Vector3DInt32& v3dStart,
const Vector3DInt32& v3dEnd,
std::list<Vector3DInt32>* listResult,
float fHBias = 1.0,
uint32_t uMaxNoOfNodes = 10000,
Connectivity requiredConnectivity = TwentySixConnected,
std::function<bool(const VolumeType*, const Vector3DInt32&)> funcIsVoxelValidForPath = &aStarDefaultVoxelValidator,
std::function<void(float)> funcProgressCallback = nullptr
)
:volume(volData)
, start(v3dStart)
, end(v3dEnd)
, result(listResult)
, connectivity(requiredConnectivity)
, hBias(fHBias)
, maxNumberOfNodes(uMaxNoOfNodes)
, isVoxelValidForPath(funcIsVoxelValidForPath)
, progressCallback(funcProgressCallback)
{
}
/// This is the volume through which the AStarPathfinder must find a path.
VolumeType* volume;
/// The start point for the pathfinding algorithm.
Vector3DInt32 start;
/// The end point for the pathfinding algorithm.
Vector3DInt32 end;
/// The resulting path will be stored as a series of points in
/// this list. Any existing contents will be cleared.
std::list<Vector3DInt32>* result;
/// The AStarPathfinder performs its search by examining the neighbours
/// of each voxel it encounters. This property controls the meaning of
/// neighbour - e.g. whether two voxels must share a face, edge, or corner.
Connectivity connectivity;
/// For each voxel the pathfinder tracks its distance to the start (known as g())
/// and estimates its distance to the end (known as h()). Increasing or decreasing
/// h() has an effect on the way the pathfinder behaves. If h() is an underestimate
/// of the true distance then the pathfinder will act more like a greedy search -
/// always finding the shortest path but taking longer to do so. If h() is an over
/// estimate then the pathfinder will behave more like a best-first search - returning
/// a potentially suboptimal path but finding it more quickly. The hBias is multiplied
/// by the estimated h() value to control this behaviour.
float hBias;
/// Volumes can be pretty huge (millions of voxels) and processing each one of these
/// can take a long time. In A* terminology each voxel is a node, and this property
/// controls the maximum number of nodes that will be considered when finding the path,
/// before giving up and throwing an exception because a path can't be found.
uint32_t maxNumberOfNodes;
/// This function is called to determine whether the path can pass though a given voxel. The
/// default behaviour is specified by aStarDefaultVoxelValidator(), but users can specify thier
/// own criteria if desired. For example, if you always want a path to follow a surface then
/// you could check to ensure that the voxel above is empty and the voxel below is solid.
///
/// \sa aStarDefaultVoxelValidator
std::function<bool(const VolumeType*, const Vector3DInt32&)> isVoxelValidForPath;
/// This function is called by the AStarPathfinder to report on its progress in getting to
/// the goal. The progress is reported by computing the distance from the closest node found
/// so far to the end node, and comparing this with the distance from the start node to the
/// end node. This progress value is guarenteed to never decrease, but it may stop increasing
///for short periods of time. It may even stop increasing altogether if a path cannot be found.
std::function<void(float)> progressCallback;
};
/// The AStarPathfinder compute a path from one point in the volume to another.
////////////////////////////////////////////////////////////////////////////////
/// A* is a well known pathfinding algorithm commonly used in computer games. It
/// takes as input a pair of points in the world, and works out a path between
/// them which avoids obstacles and adheres to other user defined criteria. The
/// resulting path is usually the shortest possible, but a less optimal path can
/// be exchanged for reduced computation time.
///
/// For an excellent overview of the A* algorithm please see Amit Patel's Game
/// Programming page here: http://theory.stanford.edu/~amitp/GameProgramming/
/// Much of this class is based on the principles described in those pages.
///
/// Usage of this class if very strightforward. You create an instance of it
/// by passing an instance of the AStarPathfinderParams structure to the constructor.
/// The details of the AStarPathfinderParams and the options it provides are described
/// in the documentation for that class.
///
/// Next you call the execute() function and wait for it to return. If a path is
/// found then this is stored in the list which was set as the 'result' field of
/// the AStarPathfinderParams. If a path cannot be found then an exception of type
/// std::runtime_error is thrown.
///
/// \sa AStarPathfinderParams
////////////////////////////////////////////////////////////////////////////////
template<typename VolumeType>
class AStarPathfinder
{
public:
AStarPathfinder(const AStarPathfinderParams<VolumeType>& params);
void execute();
private:
void processNeighbour(const Vector3DInt32& neighbourPos, float neighbourGVal);
float SixConnectedCost(const Vector3DInt32& a, const Vector3DInt32& b);
float EighteenConnectedCost(const Vector3DInt32& a, const Vector3DInt32& b);
float TwentySixConnectedCost(const Vector3DInt32& a, const Vector3DInt32& b);
float computeH(const Vector3DInt32& a, const Vector3DInt32& b);
uint32_t hash(uint32_t a);
//Node containers
AllNodesContainer allNodes;
OpenNodesContainer openNodes;
ClosedNodesContainer closedNodes;
//The current node
AllNodesContainer::iterator current;
float m_fProgress;
AStarPathfinderParams<VolumeType> m_params;
};
}
#include "AStarPathfinder.inl"
#endif //__PolyVox_AStarPathfinder_H__