/*************************************************************************/ /* a_star.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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. */ /*************************************************************************/ #include "a_star.h" #include "geometry.h" #include "scene/scene_string_names.h" #include "script_language.h" int AStar::get_available_point_id() const { if (points.empty()) { return 1; } return points.back()->key() + 1; } void AStar::add_point(int p_id, const Vector3 &p_pos, float p_weight_scale) { ERR_FAIL_COND(p_id < 0); ERR_FAIL_COND(p_weight_scale < 1); if (!points.has(p_id)) { Point *pt = memnew(Point); pt->id = p_id; pt->pos = p_pos; pt->weight_scale = p_weight_scale; pt->prev_point = NULL; pt->last_pass = 0; points[p_id] = pt; } else { points[p_id]->pos = p_pos; points[p_id]->weight_scale = p_weight_scale; } } Vector3 AStar::get_point_pos(int p_id) const { ERR_FAIL_COND_V(!points.has(p_id), Vector3()); return points[p_id]->pos; } float AStar::get_point_weight_scale(int p_id) const { ERR_FAIL_COND_V(!points.has(p_id), 0); return points[p_id]->weight_scale; } void AStar::remove_point(int p_id) { ERR_FAIL_COND(!points.has(p_id)); Point *p = points[p_id]; for (int i = 0; i < p->neighbours.size(); i++) { Segment s(p_id, p->neighbours[i]->id); segments.erase(s); p->neighbours[i]->neighbours.erase(p); } memdelete(p); points.erase(p_id); } void AStar::connect_points(int p_id, int p_with_id, bool bidirectional) { ERR_FAIL_COND(!points.has(p_id)); ERR_FAIL_COND(!points.has(p_with_id)); ERR_FAIL_COND(p_id == p_with_id); Point *a = points[p_id]; Point *b = points[p_with_id]; a->neighbours.push_back(b); if (bidirectional) b->neighbours.push_back(a); Segment s(p_id, p_with_id); if (s.from == p_id) { s.from_point = a; s.to_point = b; } else { s.from_point = b; s.to_point = a; } segments.insert(s); } void AStar::disconnect_points(int p_id, int p_with_id) { Segment s(p_id, p_with_id); ERR_FAIL_COND(!segments.has(s)); segments.erase(s); Point *a = points[p_id]; Point *b = points[p_with_id]; a->neighbours.erase(b); b->neighbours.erase(a); } bool AStar::are_points_connected(int p_id, int p_with_id) const { Segment s(p_id, p_with_id); return segments.has(s); } void AStar::clear() { for (const Map::Element *E = points.front(); E; E = E->next()) { memdelete(E->get()); } segments.clear(); points.clear(); } int AStar::get_closest_point(const Vector3 &p_point) const { int closest_id = -1; float closest_dist = 1e20; for (const Map::Element *E = points.front(); E; E = E->next()) { float d = p_point.distance_squared_to(E->get()->pos); if (closest_id < 0 || d < closest_dist) { closest_dist = d; closest_id = E->key(); } } return closest_id; } Vector3 AStar::get_closest_pos_in_segment(const Vector3 &p_point) const { float closest_dist = 1e20; bool found = false; Vector3 closest_point; for (const Set::Element *E = segments.front(); E; E = E->next()) { Vector3 segment[2] = { E->get().from_point->pos, E->get().to_point->pos, }; Vector3 p = Geometry::get_closest_point_to_segment(p_point, segment); float d = p_point.distance_squared_to(p); if (!found || d < closest_dist) { closest_point = p; closest_dist = d; found = true; } } return closest_point; } bool AStar::_solve(Point *begin_point, Point *end_point) { pass++; SelfList::List open_list; bool found_route = false; for (int i = 0; i < begin_point->neighbours.size(); i++) { Point *n = begin_point->neighbours[i]; n->prev_point = begin_point; n->distance = _compute_cost(begin_point->id, n->id) * n->weight_scale; n->last_pass = pass; open_list.add(&n->list); if (end_point == n) { found_route = true; break; } } while (!found_route) { if (open_list.first() == NULL) { //could not find path sadly break; } //check open list SelfList *least_cost_point = NULL; float least_cost = 1e30; //this could be faster (cache previous results) for (SelfList *E = open_list.first(); E; E = E->next()) { Point *p = E->self(); float cost = p->distance; cost += _estimate_cost(p->id, end_point->id); if (cost < least_cost) { least_cost_point = E; least_cost = cost; } } Point *p = least_cost_point->self(); //open the neighbours for search int es = p->neighbours.size(); for (int i = 0; i < es; i++) { Point *e = p->neighbours[i]; float distance = _compute_cost(p->id, e->id) * e->weight_scale + p->distance; if (e->last_pass == pass) { //oh this was visited already, can we win the cost? if (e->distance > distance) { e->prev_point = p; e->distance = distance; } } else { //add to open neighbours e->prev_point = p; e->distance = distance; e->last_pass = pass; //mark as used open_list.add(&e->list); if (e == end_point) { //oh my reached end! stop algorithm found_route = true; break; } } } if (found_route) break; open_list.remove(least_cost_point); } //clear the openf list while (open_list.first()) { open_list.remove(open_list.first()); } return found_route; } float AStar::_estimate_cost(int p_from_id, int p_to_id) { if (get_script_instance() && get_script_instance()->has_method(SceneStringNames::get_singleton()->_estimate_cost)) return get_script_instance()->call(SceneStringNames::get_singleton()->_estimate_cost, p_from_id, p_to_id); return points[p_from_id]->pos.distance_to(points[p_to_id]->pos); } float AStar::_compute_cost(int p_from_id, int p_to_id) { if (get_script_instance() && get_script_instance()->has_method(SceneStringNames::get_singleton()->_compute_cost)) return get_script_instance()->call(SceneStringNames::get_singleton()->_compute_cost, p_from_id, p_to_id); return points[p_from_id]->pos.distance_to(points[p_to_id]->pos); } DVector AStar::get_point_path(int p_from_id, int p_to_id) { ERR_FAIL_COND_V(!points.has(p_from_id), DVector()); ERR_FAIL_COND_V(!points.has(p_to_id), DVector()); pass++; Point *a = points[p_from_id]; Point *b = points[p_to_id]; if (a == b) { DVector ret; ret.push_back(a->pos); return ret; } Point *begin_point = a; Point *end_point = b; bool found_route = _solve(begin_point, end_point); if (!found_route) return DVector(); //midpoints Point *p = end_point; int pc = 1; //begin point while (p != begin_point) { pc++; p = p->prev_point; } DVector path; path.resize(pc); { DVector::Write w = path.write(); Point *p = end_point; int idx = pc - 1; while (p != begin_point) { w[idx--] = p->pos; p = p->prev_point; } w[0] = p->pos; //assign first } return path; } DVector AStar::get_id_path(int p_from_id, int p_to_id) { ERR_FAIL_COND_V(!points.has(p_from_id), DVector()); ERR_FAIL_COND_V(!points.has(p_to_id), DVector()); pass++; Point *a = points[p_from_id]; Point *b = points[p_to_id]; if (a == b) { DVector ret; ret.push_back(a->id); return ret; } Point *begin_point = a; Point *end_point = b; bool found_route = _solve(begin_point, end_point); if (!found_route) return DVector(); //midpoints Point *p = end_point; int pc = 1; //begin point while (p != begin_point) { pc++; p = p->prev_point; } DVector path; path.resize(pc); { DVector::Write w = path.write(); p = end_point; int idx = pc - 1; while (p != begin_point) { w[idx--] = p->id; p = p->prev_point; } w[0] = p->id; //assign first } return path; } void AStar::_bind_methods() { ObjectTypeDB::bind_method(_MD("get_available_point_id"), &AStar::get_available_point_id); ObjectTypeDB::bind_method(_MD("add_point", "id", "pos", "weight_scale"), &AStar::add_point, DEFVAL(1.0)); ObjectTypeDB::bind_method(_MD("get_point_pos", "id"), &AStar::get_point_pos); ObjectTypeDB::bind_method(_MD("get_point_weight_scale", "id"), &AStar::get_point_weight_scale); ObjectTypeDB::bind_method(_MD("remove_point", "id"), &AStar::remove_point); ObjectTypeDB::bind_method(_MD("connect_points", "id", "to_id"), &AStar::connect_points, DEFVAL(true)); ObjectTypeDB::bind_method(_MD("disconnect_points", "id", "to_id"), &AStar::disconnect_points); ObjectTypeDB::bind_method(_MD("are_points_connected", "id", "to_id"), &AStar::are_points_connected); ObjectTypeDB::bind_method(_MD("clear"), &AStar::clear); ObjectTypeDB::bind_method(_MD("get_closest_point", "to_pos"), &AStar::get_closest_point); ObjectTypeDB::bind_method(_MD("get_closest_pos_in_segment", "to_pos"), &AStar::get_closest_pos_in_segment); ObjectTypeDB::bind_method(_MD("get_point_path", "from_id", "to_id"), &AStar::get_point_path); ObjectTypeDB::bind_method(_MD("get_id_path", "from_id", "to_id"), &AStar::get_id_path); BIND_VMETHOD(MethodInfo("_estimate_cost", PropertyInfo(Variant::INT, "from_id"), PropertyInfo(Variant::INT, "to_id"))); BIND_VMETHOD(MethodInfo("_compute_cost", PropertyInfo(Variant::INT, "from_id"), PropertyInfo(Variant::INT, "to_id"))); } AStar::AStar() { pass = 1; } AStar::~AStar() { pass = 1; }