add navigation component
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43
cpp/navigation.cc
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43
cpp/navigation.cc
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#include "precompile.h"
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#include "behaviac/behaviac.h"
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#include "navigation.h"
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namespace f8
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{
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void Navigation::Init()
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{
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}
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void Navigation::UnInit()
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{
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}
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f8::NavigationHandle* Navigation::LoadNavigation(const std::string& res_path,
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const std::map<int, std::string>& params)
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{
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return nullptr;
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}
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bool Navigation::HasNavigation(const std::string& res_path)
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{
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return navhandles_.find(res_path) != navhandles_.end();
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}
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void Navigation::RemoveNavigation(const std::string& res_path)
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{
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auto itr = navhandles_.find(res_path);
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if (itr != navhandles_.end()) {
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navhandles_.erase(itr);
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}
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}
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f8::NavigationHandle* Navigation::FindNavigation(const std::string& res_path)
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{
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auto itr = navhandles_.find(res_path);
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return itr != navhandles_.end() ? itr->second : nullptr;
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}
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}
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25
cpp/navigation.h
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25
cpp/navigation.h
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#pragma once
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namespace f8
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{
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class NavigationHandle;
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class Navigation : public a8::Singleton<Navigation>
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{
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private:
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Navigation() {};
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friend class a8::Singleton<Navigation>;
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public:
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void Init();
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void UnInit();
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f8::NavigationHandle* LoadNavigation(const std::string& res_path,
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const std::map<int, std::string>& params);
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bool HasNavigation(const std::string& res_path);
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void RemoveNavigation(const std::string& res_path);
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f8::NavigationHandle* FindNavigation(const std::string& res_path);
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private:
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std::map<std::string, f8::NavigationHandle*> navhandles_;
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};
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}
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25
cpp/navigation_handle.cc
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25
cpp/navigation_handle.cc
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#include "precompile.h"
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#include "navigation_handle.h"
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namespace f8
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{
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int NavigationHandle::FindStraightPath(int layer, const a8::Vec3& start, const a8::Vec3& end,
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std::vector<a8::Vec3>& path_list)
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{
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return 0;
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}
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int NavigationHandle::FindRandomPointAroundCircle(int layer, const a8::Vec3& center_pos,
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std::vector<a8::Vec3>& points, int max_points, float max_radius)
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{
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return 0;
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}
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int NavigationHandle::Raycast(int layer, const a8::Vec3& start, const a8::Vec3& end,
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std::vector<a8::Vec3>& hit_points)
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{
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return 0;
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}
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}
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20
cpp/navigation_handle.h
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20
cpp/navigation_handle.h
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#pragma once
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#include <a8/vec3.h>
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namespace f8
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{
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class NavigationHandle
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{
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public:
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NavigationHandle() {};
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~NavigationHandle() {};
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int FindStraightPath(int layer, const a8::Vec3& start, const a8::Vec3& end,
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std::vector<a8::Vec3>& path_list);
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int FindRandomPointAroundCircle(int layer, const a8::Vec3& center_pos,
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std::vector<a8::Vec3>& points, int max_points, float max_radius);
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int Raycast(int layer, const a8::Vec3& start, const a8::Vec3& end,
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std::vector<a8::Vec3>& hit_points);
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};
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}
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833
stlastar.h
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833
stlastar.h
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/*
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A* Algorithm Implementation using STL is
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Copyright (C)2001-2005 Justin Heyes-Jones
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Permission is given by the author to freely redistribute and
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include this code in any program as long as this credit is
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given where due.
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COVERED CODE IS PROVIDED UNDER THIS LICENSE ON AN "AS IS" BASIS,
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WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED,
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INCLUDING, WITHOUT LIMITATION, WARRANTIES THAT THE COVERED CODE
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IS FREE OF DEFECTS, MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE
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OR NON-INFRINGING. THE ENTIRE RISK AS TO THE QUALITY AND
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PERFORMANCE OF THE COVERED CODE IS WITH YOU. SHOULD ANY COVERED
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CODE PROVE DEFECTIVE IN ANY RESPECT, YOU (NOT THE INITIAL
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DEVELOPER OR ANY OTHER CONTRIBUTOR) ASSUME THE COST OF ANY
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NECESSARY SERVICING, REPAIR OR CORRECTION. THIS DISCLAIMER OF
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WARRANTY CONSTITUTES AN ESSENTIAL PART OF THIS LICENSE. NO USE
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OF ANY COVERED CODE IS AUTHORIZED HEREUNDER EXCEPT UNDER
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THIS DISCLAIMER.
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Use at your own risk!
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*/
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#ifndef STLASTAR_H
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#define STLASTAR_H
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// used for text debugging
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#include <iostream>
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#include <stdio.h>
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//#include <conio.h>
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#include <assert.h>
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// stl includes
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#include <algorithm>
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#include <set>
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#include <vector>
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#include <cfloat>
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using namespace std;
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// fast fixed size memory allocator, used for fast node memory management
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#include "stlstarfsa.h"
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// Fixed size memory allocator can be disabled to compare performance
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// Uses std new and delete instead if you turn it off
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#define USE_FSA_MEMORY 1
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// disable warning that debugging information has lines that are truncated
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// occurs in stl headers
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#if defined(WIN32) && defined(_WINDOWS)
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#pragma warning( disable : 4786 )
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#endif
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template <class T> class AStarState;
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// The AStar search class. UserState is the users state space type
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template <class UserState> class AStarSearch
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{
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public: // data
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enum
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{
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SEARCH_STATE_NOT_INITIALISED,
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SEARCH_STATE_SEARCHING,
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SEARCH_STATE_SUCCEEDED,
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SEARCH_STATE_FAILED,
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SEARCH_STATE_OUT_OF_MEMORY,
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SEARCH_STATE_INVALID
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};
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// A node represents a possible state in the search
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// The user provided state type is included inside this type
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public:
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class Node
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{
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public:
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Node *parent; // used during the search to record the parent of successor nodes
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Node *child; // used after the search for the application to view the search in reverse
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float g; // cost of this node + it's predecessors
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float h; // heuristic estimate of distance to goal
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float f; // sum of cumulative cost of predecessors and self and heuristic
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Node() :
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parent( 0 ),
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child( 0 ),
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g( 0.0f ),
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h( 0.0f ),
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f( 0.0f )
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{
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}
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UserState m_UserState;
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};
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// For sorting the heap the STL needs compare function that lets us compare
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// the f value of two nodes
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class HeapCompare_f
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{
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public:
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bool operator() ( const Node *x, const Node *y ) const
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{
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return x->f > y->f;
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}
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};
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public: // methods
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// constructor just initialises private data
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AStarSearch() :
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m_State( SEARCH_STATE_NOT_INITIALISED ),
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m_CurrentSolutionNode( NULL ),
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#if USE_FSA_MEMORY
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m_FixedSizeAllocator( 1000 ),
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#endif
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m_AllocateNodeCount(0),
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m_CancelRequest( false )
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{
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}
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AStarSearch( int MaxNodes ) :
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m_State( SEARCH_STATE_NOT_INITIALISED ),
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m_CurrentSolutionNode( NULL ),
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#if USE_FSA_MEMORY
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m_FixedSizeAllocator( MaxNodes ),
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#endif
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m_AllocateNodeCount(0),
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m_CancelRequest( false )
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{
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}
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// call at any time to cancel the search and free up all the memory
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void CancelSearch()
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{
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m_CancelRequest = true;
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}
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// Set Start and goal states
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void SetStartAndGoalStates( UserState &Start, UserState &Goal )
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{
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m_CancelRequest = false;
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m_Start = AllocateNode();
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m_Goal = AllocateNode();
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assert((m_Start != NULL && m_Goal != NULL));
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m_Start->m_UserState = Start;
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m_Goal->m_UserState = Goal;
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m_State = SEARCH_STATE_SEARCHING;
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// Initialise the AStar specific parts of the Start Node
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// The user only needs fill out the state information
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m_Start->g = 0;
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m_Start->h = m_Start->m_UserState.GoalDistanceEstimate( m_Goal->m_UserState );
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m_Start->f = m_Start->g + m_Start->h;
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m_Start->parent = 0;
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// Push the start node on the Open list
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m_OpenList.push_back( m_Start ); // heap now unsorted
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// Sort back element into heap
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push_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
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// Initialise counter for search steps
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m_Steps = 0;
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}
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// Advances search one step
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unsigned int SearchStep()
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{
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// Firstly break if the user has not initialised the search
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assert( (m_State > SEARCH_STATE_NOT_INITIALISED) &&
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(m_State < SEARCH_STATE_INVALID) );
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// Next I want it to be safe to do a searchstep once the search has succeeded...
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if( (m_State == SEARCH_STATE_SUCCEEDED) ||
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(m_State == SEARCH_STATE_FAILED)
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)
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{
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return m_State;
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}
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// Failure is defined as emptying the open list as there is nothing left to
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// search...
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// New: Allow user abort
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if( m_OpenList.empty() || m_CancelRequest )
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{
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FreeAllNodes();
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m_State = SEARCH_STATE_FAILED;
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return m_State;
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}
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// Incremement step count
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m_Steps ++;
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// Pop the best node (the one with the lowest f)
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Node *n = m_OpenList.front(); // get pointer to the node
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pop_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
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m_OpenList.pop_back();
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// Check for the goal, once we pop that we're done
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if( n->m_UserState.IsGoal( m_Goal->m_UserState ) )
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{
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// The user is going to use the Goal Node he passed in
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// so copy the parent pointer of n
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m_Goal->parent = n->parent;
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m_Goal->g = n->g;
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// A special case is that the goal was passed in as the start state
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// so handle that here
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if( false == n->m_UserState.IsSameState( m_Start->m_UserState ) )
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{
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FreeNode( n );
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// set the child pointers in each node (except Goal which has no child)
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Node *nodeChild = m_Goal;
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Node *nodeParent = m_Goal->parent;
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do
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{
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nodeParent->child = nodeChild;
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nodeChild = nodeParent;
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nodeParent = nodeParent->parent;
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}
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while( nodeChild != m_Start ); // Start is always the first node by definition
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}
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// delete nodes that aren't needed for the solution
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FreeUnusedNodes();
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m_State = SEARCH_STATE_SUCCEEDED;
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return m_State;
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}
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else // not goal
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{
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// We now need to generate the successors of this node
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// The user helps us to do this, and we keep the new nodes in
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// m_Successors ...
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m_Successors.clear(); // empty vector of successor nodes to n
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// User provides this functions and uses AddSuccessor to add each successor of
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// node 'n' to m_Successors
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bool ret = n->m_UserState.GetSuccessors( this, n->parent ? &n->parent->m_UserState : NULL );
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if( !ret )
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{
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typename vector< Node * >::iterator successor;
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// free the nodes that may previously have been added
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for( successor = m_Successors.begin(); successor != m_Successors.end(); successor ++ )
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{
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FreeNode( (*successor) );
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}
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m_Successors.clear(); // empty vector of successor nodes to n
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// free up everything else we allocated
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FreeNode( (n) );
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FreeAllNodes();
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m_State = SEARCH_STATE_OUT_OF_MEMORY;
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return m_State;
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}
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// Now handle each successor to the current node ...
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for( typename vector< Node * >::iterator successor = m_Successors.begin(); successor != m_Successors.end(); successor ++ )
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{
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// The g value for this successor ...
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float newg = n->g + n->m_UserState.GetCost( (*successor)->m_UserState );
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// Now we need to find whether the node is on the open or closed lists
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// If it is but the node that is already on them is better (lower g)
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// then we can forget about this successor
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// First linear search of open list to find node
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typename vector< Node * >::iterator openlist_result;
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for( openlist_result = m_OpenList.begin(); openlist_result != m_OpenList.end(); openlist_result ++ )
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{
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if( (*openlist_result)->m_UserState.IsSameState( (*successor)->m_UserState ) )
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{
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break;
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}
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}
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if( openlist_result != m_OpenList.end() )
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{
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// we found this state on open
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if( (*openlist_result)->g <= newg )
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{
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FreeNode( (*successor) );
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// the one on Open is cheaper than this one
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continue;
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}
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}
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typename vector< Node * >::iterator closedlist_result;
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for( closedlist_result = m_ClosedList.begin(); closedlist_result != m_ClosedList.end(); closedlist_result ++ )
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{
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if( (*closedlist_result)->m_UserState.IsSameState( (*successor)->m_UserState ) )
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{
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break;
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}
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}
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if( closedlist_result != m_ClosedList.end() )
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{
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// we found this state on closed
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if( (*closedlist_result)->g <= newg )
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{
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// the one on Closed is cheaper than this one
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FreeNode( (*successor) );
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continue;
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}
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}
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// This node is the best node so far with this particular state
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// so lets keep it and set up its AStar specific data ...
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(*successor)->parent = n;
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(*successor)->g = newg;
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(*successor)->h = (*successor)->m_UserState.GoalDistanceEstimate( m_Goal->m_UserState );
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(*successor)->f = (*successor)->g + (*successor)->h;
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// Successor in closed list
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// 1 - Update old version of this node in closed list
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// 2 - Move it from closed to open list
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// 3 - Sort heap again in open list
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if( closedlist_result != m_ClosedList.end() )
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{
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// Update closed node with successor node AStar data
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//*(*closedlist_result) = *(*successor);
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(*closedlist_result)->parent = (*successor)->parent;
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(*closedlist_result)->g = (*successor)->g;
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(*closedlist_result)->h = (*successor)->h;
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(*closedlist_result)->f = (*successor)->f;
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// Free successor node
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FreeNode( (*successor) );
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// Push closed node into open list
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m_OpenList.push_back( (*closedlist_result) );
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// Remove closed node from closed list
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m_ClosedList.erase( closedlist_result );
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// Sort back element into heap
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push_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
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// Fix thanks to ...
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// Greg Douglas <gregdouglasmail@gmail.com>
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// who noticed that this code path was incorrect
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// Here we have found a new state which is already CLOSED
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}
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// Successor in open list
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// 1 - Update old version of this node in open list
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// 2 - sort heap again in open list
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else if( openlist_result != m_OpenList.end() )
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{
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// Update open node with successor node AStar data
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//*(*openlist_result) = *(*successor);
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(*openlist_result)->parent = (*successor)->parent;
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(*openlist_result)->g = (*successor)->g;
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(*openlist_result)->h = (*successor)->h;
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(*openlist_result)->f = (*successor)->f;
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// Free successor node
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FreeNode( (*successor) );
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// re-make the heap
|
||||
// make_heap rather than sort_heap is an essential bug fix
|
||||
// thanks to Mike Ryynanen for pointing this out and then explaining
|
||||
// it in detail. sort_heap called on an invalid heap does not work
|
||||
make_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
|
||||
}
|
||||
|
||||
// New successor
|
||||
// 1 - Move it from successors to open list
|
||||
// 2 - sort heap again in open list
|
||||
|
||||
else
|
||||
{
|
||||
// Push successor node into open list
|
||||
m_OpenList.push_back( (*successor) );
|
||||
|
||||
// Sort back element into heap
|
||||
push_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// push n onto Closed, as we have expanded it now
|
||||
|
||||
m_ClosedList.push_back( n );
|
||||
|
||||
} // end else (not goal so expand)
|
||||
|
||||
return m_State; // Succeeded bool is false at this point.
|
||||
|
||||
}
|
||||
|
||||
// User calls this to add a successor to a list of successors
|
||||
// when expanding the search frontier
|
||||
bool AddSuccessor( UserState &State )
|
||||
{
|
||||
Node *node = AllocateNode();
|
||||
|
||||
if( node )
|
||||
{
|
||||
node->m_UserState = State;
|
||||
|
||||
m_Successors.push_back( node );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Free the solution nodes
|
||||
// This is done to clean up all used Node memory when you are done with the
|
||||
// search
|
||||
void FreeSolutionNodes()
|
||||
{
|
||||
Node *n = m_Start;
|
||||
|
||||
if( m_Start->child )
|
||||
{
|
||||
do
|
||||
{
|
||||
Node *del = n;
|
||||
n = n->child;
|
||||
FreeNode( del );
|
||||
|
||||
del = NULL;
|
||||
|
||||
} while( n != m_Goal );
|
||||
|
||||
FreeNode( n ); // Delete the goal
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// if the start node is the solution we need to just delete the start and goal
|
||||
// nodes
|
||||
FreeNode( m_Start );
|
||||
FreeNode( m_Goal );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Functions for traversing the solution
|
||||
|
||||
// Get start node
|
||||
UserState *GetSolutionStart()
|
||||
{
|
||||
m_CurrentSolutionNode = m_Start;
|
||||
if( m_Start )
|
||||
{
|
||||
return &m_Start->m_UserState;
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Get next node
|
||||
UserState *GetSolutionNext()
|
||||
{
|
||||
if( m_CurrentSolutionNode )
|
||||
{
|
||||
if( m_CurrentSolutionNode->child )
|
||||
{
|
||||
|
||||
Node *child = m_CurrentSolutionNode->child;
|
||||
|
||||
m_CurrentSolutionNode = m_CurrentSolutionNode->child;
|
||||
|
||||
return &child->m_UserState;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Get end node
|
||||
UserState *GetSolutionEnd()
|
||||
{
|
||||
m_CurrentSolutionNode = m_Goal;
|
||||
if( m_Goal )
|
||||
{
|
||||
return &m_Goal->m_UserState;
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Step solution iterator backwards
|
||||
UserState *GetSolutionPrev()
|
||||
{
|
||||
if( m_CurrentSolutionNode )
|
||||
{
|
||||
if( m_CurrentSolutionNode->parent )
|
||||
{
|
||||
|
||||
Node *parent = m_CurrentSolutionNode->parent;
|
||||
|
||||
m_CurrentSolutionNode = m_CurrentSolutionNode->parent;
|
||||
|
||||
return &parent->m_UserState;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Get final cost of solution
|
||||
// Returns FLT_MAX if goal is not defined or there is no solution
|
||||
float GetSolutionCost()
|
||||
{
|
||||
if( m_Goal && m_State == SEARCH_STATE_SUCCEEDED )
|
||||
{
|
||||
return m_Goal->g;
|
||||
}
|
||||
else
|
||||
{
|
||||
return FLT_MAX;
|
||||
}
|
||||
}
|
||||
|
||||
// For educational use and debugging it is useful to be able to view
|
||||
// the open and closed list at each step, here are two functions to allow that.
|
||||
|
||||
UserState *GetOpenListStart()
|
||||
{
|
||||
float f,g,h;
|
||||
return GetOpenListStart( f,g,h );
|
||||
}
|
||||
|
||||
UserState *GetOpenListStart( float &f, float &g, float &h )
|
||||
{
|
||||
iterDbgOpen = m_OpenList.begin();
|
||||
if( iterDbgOpen != m_OpenList.end() )
|
||||
{
|
||||
f = (*iterDbgOpen)->f;
|
||||
g = (*iterDbgOpen)->g;
|
||||
h = (*iterDbgOpen)->h;
|
||||
return &(*iterDbgOpen)->m_UserState;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
UserState *GetOpenListNext()
|
||||
{
|
||||
float f,g,h;
|
||||
return GetOpenListNext( f,g,h );
|
||||
}
|
||||
|
||||
UserState *GetOpenListNext( float &f, float &g, float &h )
|
||||
{
|
||||
iterDbgOpen++;
|
||||
if( iterDbgOpen != m_OpenList.end() )
|
||||
{
|
||||
f = (*iterDbgOpen)->f;
|
||||
g = (*iterDbgOpen)->g;
|
||||
h = (*iterDbgOpen)->h;
|
||||
return &(*iterDbgOpen)->m_UserState;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
UserState *GetClosedListStart()
|
||||
{
|
||||
float f,g,h;
|
||||
return GetClosedListStart( f,g,h );
|
||||
}
|
||||
|
||||
UserState *GetClosedListStart( float &f, float &g, float &h )
|
||||
{
|
||||
iterDbgClosed = m_ClosedList.begin();
|
||||
if( iterDbgClosed != m_ClosedList.end() )
|
||||
{
|
||||
f = (*iterDbgClosed)->f;
|
||||
g = (*iterDbgClosed)->g;
|
||||
h = (*iterDbgClosed)->h;
|
||||
|
||||
return &(*iterDbgClosed)->m_UserState;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
UserState *GetClosedListNext()
|
||||
{
|
||||
float f,g,h;
|
||||
return GetClosedListNext( f,g,h );
|
||||
}
|
||||
|
||||
UserState *GetClosedListNext( float &f, float &g, float &h )
|
||||
{
|
||||
iterDbgClosed++;
|
||||
if( iterDbgClosed != m_ClosedList.end() )
|
||||
{
|
||||
f = (*iterDbgClosed)->f;
|
||||
g = (*iterDbgClosed)->g;
|
||||
h = (*iterDbgClosed)->h;
|
||||
|
||||
return &(*iterDbgClosed)->m_UserState;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Get the number of steps
|
||||
|
||||
int GetStepCount() { return m_Steps; }
|
||||
|
||||
void EnsureMemoryFreed()
|
||||
{
|
||||
#if USE_FSA_MEMORY
|
||||
assert(m_AllocateNodeCount == 0);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
private: // methods
|
||||
|
||||
// This is called when a search fails or is cancelled to free all used
|
||||
// memory
|
||||
void FreeAllNodes()
|
||||
{
|
||||
// iterate open list and delete all nodes
|
||||
typename vector< Node * >::iterator iterOpen = m_OpenList.begin();
|
||||
|
||||
while( iterOpen != m_OpenList.end() )
|
||||
{
|
||||
Node *n = (*iterOpen);
|
||||
FreeNode( n );
|
||||
|
||||
iterOpen ++;
|
||||
}
|
||||
|
||||
m_OpenList.clear();
|
||||
|
||||
// iterate closed list and delete unused nodes
|
||||
typename vector< Node * >::iterator iterClosed;
|
||||
|
||||
for( iterClosed = m_ClosedList.begin(); iterClosed != m_ClosedList.end(); iterClosed ++ )
|
||||
{
|
||||
Node *n = (*iterClosed);
|
||||
FreeNode( n );
|
||||
}
|
||||
|
||||
m_ClosedList.clear();
|
||||
|
||||
// delete the goal
|
||||
|
||||
FreeNode(m_Goal);
|
||||
}
|
||||
|
||||
|
||||
// This call is made by the search class when the search ends. A lot of nodes may be
|
||||
// created that are still present when the search ends. They will be deleted by this
|
||||
// routine once the search ends
|
||||
void FreeUnusedNodes()
|
||||
{
|
||||
// iterate open list and delete unused nodes
|
||||
typename vector< Node * >::iterator iterOpen = m_OpenList.begin();
|
||||
|
||||
while( iterOpen != m_OpenList.end() )
|
||||
{
|
||||
Node *n = (*iterOpen);
|
||||
|
||||
if( !n->child )
|
||||
{
|
||||
FreeNode( n );
|
||||
|
||||
n = NULL;
|
||||
}
|
||||
|
||||
iterOpen ++;
|
||||
}
|
||||
|
||||
m_OpenList.clear();
|
||||
|
||||
// iterate closed list and delete unused nodes
|
||||
typename vector< Node * >::iterator iterClosed;
|
||||
|
||||
for( iterClosed = m_ClosedList.begin(); iterClosed != m_ClosedList.end(); iterClosed ++ )
|
||||
{
|
||||
Node *n = (*iterClosed);
|
||||
|
||||
if( !n->child )
|
||||
{
|
||||
FreeNode( n );
|
||||
n = NULL;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
m_ClosedList.clear();
|
||||
|
||||
}
|
||||
|
||||
// Node memory management
|
||||
Node *AllocateNode()
|
||||
{
|
||||
|
||||
#if !USE_FSA_MEMORY
|
||||
m_AllocateNodeCount ++;
|
||||
Node *p = new Node;
|
||||
return p;
|
||||
#else
|
||||
Node *address = m_FixedSizeAllocator.alloc();
|
||||
|
||||
if( !address )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
m_AllocateNodeCount ++;
|
||||
Node *p = new (address) Node;
|
||||
return p;
|
||||
#endif
|
||||
}
|
||||
|
||||
void FreeNode( Node *node )
|
||||
{
|
||||
|
||||
m_AllocateNodeCount --;
|
||||
|
||||
#if !USE_FSA_MEMORY
|
||||
delete node;
|
||||
#else
|
||||
node->~Node();
|
||||
m_FixedSizeAllocator.free( node );
|
||||
#endif
|
||||
}
|
||||
|
||||
private: // data
|
||||
|
||||
// Heap (simple vector but used as a heap, cf. Steve Rabin's game gems article)
|
||||
vector< Node *> m_OpenList;
|
||||
|
||||
// Closed list is a vector.
|
||||
vector< Node * > m_ClosedList;
|
||||
|
||||
// Successors is a vector filled out by the user each type successors to a node
|
||||
// are generated
|
||||
vector< Node * > m_Successors;
|
||||
|
||||
// State
|
||||
unsigned int m_State;
|
||||
|
||||
// Counts steps
|
||||
int m_Steps;
|
||||
|
||||
// Start and goal state pointers
|
||||
Node *m_Start;
|
||||
Node *m_Goal;
|
||||
|
||||
Node *m_CurrentSolutionNode;
|
||||
|
||||
#if USE_FSA_MEMORY
|
||||
// Memory
|
||||
FixedSizeAllocator<Node> m_FixedSizeAllocator;
|
||||
#endif
|
||||
|
||||
//Debug : need to keep these two iterators around
|
||||
// for the user Dbg functions
|
||||
typename vector< Node * >::iterator iterDbgOpen;
|
||||
typename vector< Node * >::iterator iterDbgClosed;
|
||||
|
||||
// debugging : count memory allocation and free's
|
||||
int m_AllocateNodeCount;
|
||||
|
||||
bool m_CancelRequest;
|
||||
|
||||
};
|
||||
|
||||
template <class T> class AStarState
|
||||
{
|
||||
public:
|
||||
virtual ~AStarState() {}
|
||||
virtual float GoalDistanceEstimate( T &nodeGoal ) = 0; // Heuristic function which computes the estimated cost to the goal node
|
||||
virtual bool IsGoal( T &nodeGoal ) = 0; // Returns true if this node is the goal node
|
||||
virtual bool GetSuccessors( AStarSearch<T> *astarsearch, T *parent_node ) = 0; // Retrieves all successors to this node and adds them via astarsearch.addSuccessor()
|
||||
virtual float GetCost( T &successor ) = 0; // Computes the cost of travelling from this node to the successor node
|
||||
virtual bool IsSameState( T &rhs ) = 0; // Returns true if this node is the same as the rhs node
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
252
stlstarfsa.h
Normal file
252
stlstarfsa.h
Normal file
@ -0,0 +1,252 @@
|
||||
/*
|
||||
|
||||
A* Algorithm Implementation using STL is
|
||||
Copyright (C)2001-2005 Justin Heyes-Jones
|
||||
|
||||
Permission is given by the author to freely redistribute and
|
||||
include this code in any program as long as this credit is
|
||||
given where due.
|
||||
|
||||
COVERED CODE IS PROVIDED UNDER THIS LICENSE ON AN "AS IS" BASIS,
|
||||
WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED,
|
||||
INCLUDING, WITHOUT LIMITATION, WARRANTIES THAT THE COVERED CODE
|
||||
IS FREE OF DEFECTS, MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE
|
||||
OR NON-INFRINGING. THE ENTIRE RISK AS TO THE QUALITY AND
|
||||
PERFORMANCE OF THE COVERED CODE IS WITH YOU. SHOULD ANY COVERED
|
||||
CODE PROVE DEFECTIVE IN ANY RESPECT, YOU (NOT THE INITIAL
|
||||
DEVELOPER OR ANY OTHER CONTRIBUTOR) ASSUME THE COST OF ANY
|
||||
NECESSARY SERVICING, REPAIR OR CORRECTION. THIS DISCLAIMER OF
|
||||
WARRANTY CONSTITUTES AN ESSENTIAL PART OF THIS LICENSE. NO USE
|
||||
OF ANY COVERED CODE IS AUTHORIZED HEREUNDER EXCEPT UNDER
|
||||
THIS DISCLAIMER.
|
||||
|
||||
Use at your own risk!
|
||||
|
||||
|
||||
|
||||
FixedSizeAllocator class
|
||||
Copyright 2001 Justin Heyes-Jones
|
||||
|
||||
This class is a constant time O(1) memory manager for objects of
|
||||
a specified type. The type is specified using a template class.
|
||||
|
||||
Memory is allocated from a fixed size buffer which you can specify in the
|
||||
class constructor or use the default.
|
||||
|
||||
Using GetFirst and GetNext it is possible to iterate through the elements
|
||||
one by one, and this would be the most common use for the class.
|
||||
|
||||
I would suggest using this class when you want O(1) add and delete
|
||||
and you don't do much searching, which would be O(n). Structures such as binary
|
||||
trees can be used instead to get O(logn) access time.
|
||||
|
||||
*/
|
||||
|
||||
#ifndef STLSTARFSA_H
|
||||
#define STLSTARFSA_H
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
template <class USER_TYPE> class FixedSizeAllocator
|
||||
{
|
||||
|
||||
public:
|
||||
// Constants
|
||||
enum
|
||||
{
|
||||
FSA_DEFAULT_SIZE = 100
|
||||
};
|
||||
|
||||
// This class enables us to transparently manage the extra data
|
||||
// needed to enable the user class to form part of the double-linked
|
||||
// list class
|
||||
struct FSA_ELEMENT
|
||||
{
|
||||
USER_TYPE UserType;
|
||||
|
||||
FSA_ELEMENT *pPrev;
|
||||
FSA_ELEMENT *pNext;
|
||||
};
|
||||
|
||||
public: // methods
|
||||
FixedSizeAllocator( unsigned int MaxElements = FSA_DEFAULT_SIZE ) :
|
||||
m_pFirstUsed( NULL ),
|
||||
m_MaxElements( MaxElements )
|
||||
{
|
||||
// Allocate enough memory for the maximum number of elements
|
||||
|
||||
char *pMem = new char[ m_MaxElements * sizeof(FSA_ELEMENT) ];
|
||||
|
||||
m_pMemory = (FSA_ELEMENT *) pMem;
|
||||
|
||||
// Set the free list first pointer
|
||||
m_pFirstFree = m_pMemory;
|
||||
|
||||
// Clear the memory
|
||||
memset( (void*)m_pMemory, 0, sizeof( FSA_ELEMENT ) * m_MaxElements );
|
||||
|
||||
// Point at first element
|
||||
FSA_ELEMENT *pElement = m_pFirstFree;
|
||||
|
||||
// Set the double linked free list
|
||||
for( unsigned int i=0; i<m_MaxElements; i++ )
|
||||
{
|
||||
pElement->pPrev = pElement-1;
|
||||
pElement->pNext = pElement+1;
|
||||
|
||||
pElement++;
|
||||
}
|
||||
|
||||
// first element should have a null prev
|
||||
m_pFirstFree->pPrev = NULL;
|
||||
// last element should have a null next
|
||||
(pElement-1)->pNext = NULL;
|
||||
|
||||
}
|
||||
|
||||
|
||||
~FixedSizeAllocator()
|
||||
{
|
||||
// Free up the memory
|
||||
delete [] (char *) m_pMemory;
|
||||
}
|
||||
|
||||
// Allocate a new USER_TYPE and return a pointer to it
|
||||
USER_TYPE *alloc()
|
||||
{
|
||||
|
||||
FSA_ELEMENT *pNewNode = NULL;
|
||||
|
||||
if( !m_pFirstFree )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
pNewNode = m_pFirstFree;
|
||||
m_pFirstFree = pNewNode->pNext;
|
||||
|
||||
// if the new node points to another free node then
|
||||
// change that nodes prev free pointer...
|
||||
if( pNewNode->pNext )
|
||||
{
|
||||
pNewNode->pNext->pPrev = NULL;
|
||||
}
|
||||
|
||||
// node is now on the used list
|
||||
|
||||
pNewNode->pPrev = NULL; // the allocated node is always first in the list
|
||||
|
||||
if( m_pFirstUsed == NULL )
|
||||
{
|
||||
pNewNode->pNext = NULL; // no other nodes
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pFirstUsed->pPrev = pNewNode; // insert this at the head of the used list
|
||||
pNewNode->pNext = m_pFirstUsed;
|
||||
}
|
||||
|
||||
m_pFirstUsed = pNewNode;
|
||||
}
|
||||
|
||||
return reinterpret_cast<USER_TYPE*>(pNewNode);
|
||||
}
|
||||
|
||||
// Free the given user type
|
||||
// For efficiency I don't check whether the user_data is a valid
|
||||
// pointer that was allocated. I may add some debug only checking
|
||||
// (To add the debug check you'd need to make sure the pointer is in
|
||||
// the m_pMemory area and is pointing at the start of a node)
|
||||
void free( USER_TYPE *user_data )
|
||||
{
|
||||
FSA_ELEMENT *pNode = reinterpret_cast<FSA_ELEMENT*>(user_data);
|
||||
|
||||
// manage used list, remove this node from it
|
||||
if( pNode->pPrev )
|
||||
{
|
||||
pNode->pPrev->pNext = pNode->pNext;
|
||||
}
|
||||
else
|
||||
{
|
||||
// this handles the case that we delete the first node in the used list
|
||||
m_pFirstUsed = pNode->pNext;
|
||||
}
|
||||
|
||||
if( pNode->pNext )
|
||||
{
|
||||
pNode->pNext->pPrev = pNode->pPrev;
|
||||
}
|
||||
|
||||
// add to free list
|
||||
if( m_pFirstFree == NULL )
|
||||
{
|
||||
// free list was empty
|
||||
m_pFirstFree = pNode;
|
||||
pNode->pPrev = NULL;
|
||||
pNode->pNext = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add this node at the start of the free list
|
||||
m_pFirstFree->pPrev = pNode;
|
||||
pNode->pNext = m_pFirstFree;
|
||||
m_pFirstFree = pNode;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// For debugging this displays both lists (using the prev/next list pointers)
|
||||
void Debug()
|
||||
{
|
||||
printf( "free list " );
|
||||
|
||||
FSA_ELEMENT *p = m_pFirstFree;
|
||||
while( p )
|
||||
{
|
||||
printf( "%x!%x ", p->pPrev, p->pNext );
|
||||
p = p->pNext;
|
||||
}
|
||||
printf( "\n" );
|
||||
|
||||
printf( "used list " );
|
||||
|
||||
p = m_pFirstUsed;
|
||||
while( p )
|
||||
{
|
||||
printf( "%x!%x ", p->pPrev, p->pNext );
|
||||
p = p->pNext;
|
||||
}
|
||||
printf( "\n" );
|
||||
}
|
||||
|
||||
// Iterators
|
||||
|
||||
USER_TYPE *GetFirst()
|
||||
{
|
||||
return reinterpret_cast<USER_TYPE *>(m_pFirstUsed);
|
||||
}
|
||||
|
||||
USER_TYPE *GetNext( USER_TYPE *node )
|
||||
{
|
||||
return reinterpret_cast<USER_TYPE *>
|
||||
(
|
||||
(reinterpret_cast<FSA_ELEMENT *>(node))->pNext
|
||||
);
|
||||
}
|
||||
|
||||
public: // data
|
||||
|
||||
private: // methods
|
||||
|
||||
private: // data
|
||||
|
||||
FSA_ELEMENT *m_pFirstFree;
|
||||
FSA_ELEMENT *m_pFirstUsed;
|
||||
unsigned int m_MaxElements;
|
||||
FSA_ELEMENT *m_pMemory;
|
||||
|
||||
};
|
||||
|
||||
#endif // defined STLSTARFSA_H
|
Loading…
x
Reference in New Issue
Block a user