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micropather.h
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micropather.h
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/*
Copyright (c) 2000-2013 Lee Thomason (www.grinninglizard.com)
Micropather
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef GRINNINGLIZARD_MICROPATHER_INCLUDED
#define GRINNINGLIZARD_MICROPATHER_INCLUDED
/** @mainpage MicroPather
MicroPather is a path finder and A* solver (astar or a-star) written in platform independent
C++ that can be easily integrated into existing code. MicroPather focuses on being a path
finding engine for video games but is a generic A* solver. MicroPather is open source, with
a license suitable for open source or commercial use.
*/
// This probably works to remove, but isn't currently tested in STL mode.
#define GRINLIZ_NO_STL
#ifdef GRINLIZ_NO_STL
# define MP_VECTOR micropather::MPVector
#else
# include <vector>
# define MP_VECTOR std::vector
#endif
#include <float.h>
#ifdef _DEBUG
#ifndef DEBUG
#define DEBUG
#endif
#endif
#if defined(DEBUG)
# if defined(_MSC_VER)
# // "(void)0," is for suppressing C4127 warning in "assert(false)", "assert(true)" and the like
# define MPASSERT( x ) if ( !((void)0,(x))) { __debugbreak(); } //if ( !(x)) WinDebugBreak()
# elif defined (ANDROID_NDK)
# include <android/log.h>
# define MPASSERT( x ) if ( !(x)) { __android_log_assert( "assert", "grinliz", "ASSERT in '%s' at %d.", __FILE__, __LINE__ ); }
# else
# include <assert.h>
# define MPASSERT assert
# endif
# else
# define MPASSERT( x ) {}
#endif
#if defined(_MSC_VER) && (_MSC_VER >= 1400 )
#include <stdlib.h>
typedef uintptr_t MP_UPTR;
#elif defined (__GNUC__) && (__GNUC__ >= 3 )
#include <stdint.h>
#include <stdlib.h>
typedef uintptr_t MP_UPTR;
#else
// Assume not 64 bit pointers. Get a new compiler.
typedef unsigned MP_UPTR;
#endif
namespace micropather
{
#ifdef GRINLIZ_NO_STL
/* WARNING: vector partial replacement. Does everything needed to replace std::vector
for micropather, but only works on Plain Old Data types. Doesn't call copy/construct/destruct
correctly for general use.
*/
template <typename T>
class MPVector {
public:
MPVector() : m_allocated( 0 ), m_size( 0 ), m_buf ( 0 ) {}
~MPVector() { delete [] m_buf; }
void clear() { m_size = 0; } // see warning above
void resize( unsigned s ) { capacity( s );
m_size = s;
}
T& operator[](unsigned i) { MPASSERT( i>=0 && i<m_size );
return m_buf[i];
}
const T& operator[](unsigned i) const { MPASSERT( i>=0 && i<m_size );
return m_buf[i];
}
void push_back( const T& t ) { capacity( m_size+1 );
m_buf[m_size++] = t;
}
unsigned size() const { return m_size; }
private:
void capacity( unsigned cap ) {
if ( m_allocated < cap ) {
unsigned newAllocated = cap * 3/2 + 16;
T* newBuf = new T[newAllocated];
MPASSERT( m_size <= m_allocated );
MPASSERT( m_size < newAllocated );
memcpy( newBuf, m_buf, sizeof(T)*m_size );
delete [] m_buf;
m_buf = newBuf;
m_allocated = newAllocated;
}
}
unsigned m_allocated;
unsigned m_size;
T* m_buf;
};
#endif
/**
Used to pass the cost of states from the cliet application to MicroPather. This
structure is copied in a vector.
@sa AdjacentCost
*/
struct StateCost
{
void* state; ///< The state as a void*
float cost; ///< The cost to the state. Use FLT_MAX for infinite cost.
};
/**
A pure abstract class used to define a set of callbacks.
The client application inherits from
this class, and the methods will be called when MicroPather::Solve() is invoked.
The notion of a "state" is very important. It must have the following properties:
- Unique
- Unchanging (unless MicroPather::Reset() is called)
If the client application represents states as objects, then the state is usually
just the object cast to a void*. If the client application sees states as numerical
values, (x,y) for example, then state is an encoding of these values. MicroPather
never interprets or modifies the value of state.
*/
class Graph
{
public:
virtual ~Graph() {}
/**
Return the least possible cost between 2 states. For example, if your pathfinding
is based on distance, this is simply the straight distance between 2 points on the
map. If you pathfinding is based on minimum time, it is the minimal travel time
between 2 points given the best possible terrain.
*/
virtual float LeastCostEstimate( void* stateStart, void* stateEnd ) = 0;
/**
Return the exact cost from the given state to all its neighboring states. This
may be called multiple times, or cached by the solver. It *must* return the same
exact values for every call to MicroPather::Solve(). It should generally be a simple,
fast function with no callbacks into the pather.
*/
virtual void AdjacentCost( void* state, MP_VECTOR< micropather::StateCost > *adjacent ) = 0;
/**
This function is only used in DEBUG mode - it dumps output to stdout. Since void*
aren't really human readable, normally you print out some concise info (like "(1,2)")
without an ending newline.
*/
virtual void PrintStateInfo( void* state ) = 0;
};
class PathNode;
struct NodeCost
{
PathNode* node;
float cost;
};
/*
Every state (void*) is represented by a PathNode in MicroPather. There
can only be one PathNode for a given state.
*/
class PathNode
{
public:
void Init( unsigned _frame,
void* _state,
float _costFromStart,
float _estToGoal,
PathNode* _parent );
void Clear() {
memset( this, 0, sizeof( PathNode ) );
numAdjacent = -1;
cacheIndex = -1;
}
void InitSentinel() {
Clear();
Init( 0, 0, FLT_MAX, FLT_MAX, 0 );
prev = next = this;
}
void *state; // the client state
float costFromStart; // exact
float estToGoal; // estimated
float totalCost; // could be a function, but save some math.
PathNode* parent; // the parent is used to reconstruct the path
unsigned frame; // unique id for this path, so the solver can distinguish
// correct from stale values
int numAdjacent; // -1 is unknown & needs to be queried
int cacheIndex; // position in cache
PathNode *child[2]; // Binary search in the hash table. [left, right]
PathNode *next, *prev; // used by open queue
bool inOpen;
bool inClosed;
void Unlink() {
next->prev = prev;
prev->next = next;
next = prev = 0;
}
void AddBefore( PathNode* addThis ) {
addThis->next = this;
addThis->prev = prev;
prev->next = addThis;
prev = addThis;
}
#ifdef DEBUG
void CheckList()
{
MPASSERT( totalCost == FLT_MAX );
for( PathNode* it = next; it != this; it=it->next ) {
MPASSERT( it->prev == this || it->totalCost >= it->prev->totalCost );
MPASSERT( it->totalCost <= it->next->totalCost );
}
}
#endif
void CalcTotalCost() {
if ( costFromStart < FLT_MAX && estToGoal < FLT_MAX )
totalCost = costFromStart + estToGoal;
else
totalCost = FLT_MAX;
}
private:
void operator=( const PathNode& );
};
/* Memory manager for the PathNodes. */
class PathNodePool
{
public:
PathNodePool( unsigned allocate, unsigned typicalAdjacent );
~PathNodePool();
// Free all the memory except the first block. Resets all memory.
void Clear();
// Essentially:
// pNode = Find();
// if ( !pNode )
// pNode = New();
//
// Get the PathNode associated with this state. If the PathNode already
// exists (allocated and is on the current frame), it will be returned.
// Else a new PathNode is allocated and returned. The returned object
// is always fully initialized.
//
// NOTE: if the pathNode exists (and is current) all the initialization
// parameters are ignored.
PathNode* GetPathNode( unsigned frame,
void* _state,
float _costFromStart,
float _estToGoal,
PathNode* _parent );
// Get a pathnode that is already in the pool.
PathNode* FetchPathNode( void* state );
// Store stuff in cache
bool PushCache( const NodeCost* nodes, int nNodes, int* start );
// Get neighbors from the cache
// Note - always access this with an offset. Can get re-allocated.
void GetCache( int start, int nNodes, NodeCost* nodes ) {
MPASSERT( start >= 0 && start < cacheCap );
MPASSERT( nNodes > 0 );
MPASSERT( start + nNodes <= cacheCap );
memcpy( nodes, &cache[start], sizeof(NodeCost)*nNodes );
}
// Return all the allocated states. Useful for visuallizing what
// the pather is doing.
void AllStates( unsigned frame, MP_VECTOR< void* >* stateVec );
private:
struct Block
{
Block* nextBlock;
PathNode pathNode[1];
};
unsigned Hash( void* voidval );
unsigned HashSize() const { return 1<<hashShift; }
unsigned HashMask() const { return ((1<<hashShift)-1); }
void AddPathNode( unsigned key, PathNode* p );
Block* NewBlock();
PathNode* Alloc();
PathNode** hashTable;
Block* firstBlock;
Block* blocks;
NodeCost* cache;
int cacheCap;
int cacheSize;
PathNode freeMemSentinel;
unsigned allocate; // how big a block of pathnodes to allocate at once
unsigned nAllocated; // number of pathnodes allocated (from Alloc())
unsigned nAvailable; // number available for allocation
unsigned hashShift;
unsigned totalCollide;
};
/* Used to cache results of paths. Much, much faster
to return an existing solution than to calculate
a new one. A post on this is here: http://grinninglizard.com/altera/programming/a-path-caching-2/
*/
class PathCache
{
public:
struct Item {
// The key:
void* start;
void* end;
bool KeyEqual( const Item& item ) const { return start == item.start && end == item.end; }
bool Empty() const { return start == 0 && end == 0; }
// Data:
void* next;
float cost; // from 'start' to 'next'. FLT_MAX if unsolveable.
unsigned Hash() const {
const unsigned char *p = (const unsigned char *)(&start);
unsigned int h = 2166136261U;
for( unsigned i=0; i<sizeof(void*)*2; ++i, ++p ) {
h ^= *p;
h *= 16777619;
}
return h;
}
};
PathCache( int itemsToAllocate );
~PathCache();
void Reset();
void Add( const MP_VECTOR< void* >& path, const MP_VECTOR< float >& cost );
void AddNoSolution( void* end, void* states[], int count );
int Solve( void* startState, void* endState, MP_VECTOR< void* >* path, float* totalCost );
int AllocatedBytes() const { return allocated * sizeof(Item); }
int UsedBytes() const { return nItems * sizeof(Item); }
int hit;
int miss;
private:
void AddItem( const Item& item );
const Item* Find( void* start, void* end );
Item* mem;
int allocated;
int nItems;
};
struct CacheData {
CacheData() : nBytesAllocated(0), nBytesUsed(0), memoryFraction(0), hit(0), miss(0), hitFraction(0) {}
int nBytesAllocated;
int nBytesUsed;
float memoryFraction;
int hit;
int miss;
float hitFraction;
};
/**
Create a MicroPather object to solve for a best path. Detailed usage notes are
on the main page.
*/
class MicroPather
{
friend class micropather::PathNode;
public:
enum
{
SOLVED,
NO_SOLUTION,
START_END_SAME,
// internal
NOT_CACHED
};
/**
Construct the pather, passing a pointer to the object that implements
the Graph callbacks.
@param graph The "map" that implements the Graph callbacks.
@param allocate How many states should be internally allocated at a time. This
can be hard to get correct. The higher the value, the more memory
MicroPather will use.
- If you have a small map (a few thousand states?) it may make sense
to pass in the maximum value. This will cache everything, and MicroPather
will only need one main memory allocation. For a chess board, allocate
would be set to 8x8 (64)
- If your map is large, something like 1/4 the number of possible
states is good.
- If your state space is huge, use a multiple (5-10x) of the normal
path. "Occasionally" call Reset() to free unused memory.
@param typicalAdjacent Used to determine cache size. The typical number of adjacent states
to a given state. (On a chessboard, 8.) Higher values use a little
more memory.
@param cache Turn on path caching. Uses more memory (yet again) but at a huge speed
advantage if you may call the pather with the same path or sub-path, which
is common for pathing over maps in games.
*/
MicroPather( Graph* graph, unsigned allocate = 250, unsigned typicalAdjacent=6, bool cache=true );
~MicroPather();
/**
Solve for the path from start to end.
@param startState Input, the starting state for the path.
@param endState Input, the ending state for the path.
@param path Output, a vector of states that define the path. Empty if not found.
@param totalCost Output, the cost of the path, if found.
@return Success or failure, expressed as SOLVED, NO_SOLUTION, or START_END_SAME.
*/
int Solve( void* startState, void* endState, MP_VECTOR< void* >* path, float* totalCost );
/**
Find all the states within a given cost from startState.
@param startState Input, the starting state for the path.
@param near All the states within 'maxCost' of 'startState', and cost to that state.
@param maxCost Input, the maximum cost that will be returned. (Higher values return
larger 'near' sets and take more time to compute.)
@return Success or failure, expressed as SOLVED or NO_SOLUTION.
*/
int SolveForNearStates( void* startState, MP_VECTOR< StateCost >* near, float maxCost );
/** Should be called whenever the cost between states or the connection between states changes.
Also frees overhead memory used by MicroPather, and calling will free excess memory.
*/
void Reset();
// Debugging function to return all states that were used by the last "solve"
void StatesInPool( MP_VECTOR< void* >* stateVec );
void GetCacheData( CacheData* data );
private:
MicroPather( const MicroPather& ); // undefined and unsupported
void operator=( const MicroPather ); // undefined and unsupported
void GoalReached( PathNode* node, void* start, void* end, MP_VECTOR< void* > *path );
void GetNodeNeighbors( PathNode* node, MP_VECTOR< NodeCost >* neighborNode );
#ifdef DEBUG
//void DumpStats();
#endif
PathNodePool pathNodePool;
MP_VECTOR< StateCost > stateCostVec; // local to Solve, but put here to reduce memory allocation
MP_VECTOR< NodeCost > nodeCostVec; // local to Solve, but put here to reduce memory allocation
MP_VECTOR< float > costVec;
Graph* graph;
unsigned frame; // incremented with every solve, used to determine if cached data needs to be refreshed
PathCache* pathCache;
};
}; // namespace grinliz
#endif