2013-03-17 18:03:44 +01:00
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/*
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Minetest
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Copyright (C) 2013 sapier, sapier at gmx dot net
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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Copyright (C) 2016 est31, <MTest31@outlook.com>
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2013-03-17 18:03:44 +01:00
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/******************************************************************************/
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/* Includes */
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/******************************************************************************/
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#include "pathfinder.h"
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2020-04-11 19:59:43 +02:00
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#include "map.h"
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2016-04-26 02:14:57 +02:00
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#include "nodedef.h"
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2013-03-17 18:03:44 +01:00
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2016-04-01 01:20:34 +02:00
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//#define PATHFINDER_DEBUG
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//#define PATHFINDER_CALC_TIME
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2013-03-17 18:03:44 +01:00
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#ifdef PATHFINDER_DEBUG
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2016-04-01 01:20:34 +02:00
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#include <string>
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#endif
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#ifdef PATHFINDER_DEBUG
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#include <iomanip>
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2013-03-17 18:03:44 +01:00
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#endif
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#ifdef PATHFINDER_CALC_TIME
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#include <sys/time.h>
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#endif
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/******************************************************************************/
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/* Typedefs and macros */
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/******************************************************************************/
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#define LVL "(" << level << ")" <<
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#ifdef PATHFINDER_DEBUG
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#define DEBUG_OUT(a) std::cout << a
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#define INFO_TARGET std::cout
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#define VERBOSE_TARGET std::cout
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#define ERROR_TARGET std::cout
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#else
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#define DEBUG_OUT(a) while(0)
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2016-04-01 01:52:17 +02:00
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#define INFO_TARGET infostream << "Pathfinder: "
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#define VERBOSE_TARGET verbosestream << "Pathfinder: "
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2017-03-12 00:17:59 +01:00
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#define ERROR_TARGET warningstream << "Pathfinder: "
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2013-03-17 18:03:44 +01:00
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#endif
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2020-03-05 12:07:52 +01:00
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#define PATHFINDER_MAX_WAYPOINTS 700
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2016-04-01 01:20:34 +02:00
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/******************************************************************************/
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/* Class definitions */
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/******************************************************************************/
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/** representation of cost in specific direction */
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2016-04-01 01:52:17 +02:00
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class PathCost {
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2016-04-01 01:20:34 +02:00
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public:
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/** default constructor */
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2017-08-19 11:30:46 +02:00
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PathCost() = default;
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2016-04-01 01:20:34 +02:00
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/** copy constructor */
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2016-04-01 01:52:17 +02:00
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PathCost(const PathCost &b);
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2016-04-01 01:20:34 +02:00
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/** assignment operator */
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2016-04-01 01:52:17 +02:00
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PathCost &operator= (const PathCost &b);
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2016-04-01 01:20:34 +02:00
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2017-08-19 11:30:46 +02:00
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bool valid = false; /**< movement is possible */
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int value = 0; /**< cost of movement */
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2020-03-05 12:07:52 +01:00
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int y_change = 0; /**< change of y position of movement */
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2017-08-19 11:30:46 +02:00
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bool updated = false; /**< this cost has ben calculated */
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2016-04-01 01:20:34 +02:00
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};
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/** representation of a mapnode to be used for pathfinding */
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2016-04-01 01:52:17 +02:00
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class PathGridnode {
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2016-04-01 01:20:34 +02:00
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public:
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/** default constructor */
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2017-08-19 11:30:46 +02:00
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PathGridnode() = default;
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2016-04-01 01:20:34 +02:00
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/** copy constructor */
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2016-04-01 01:52:17 +02:00
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PathGridnode(const PathGridnode &b);
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2016-04-01 01:20:34 +02:00
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/**
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* assignment operator
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* @param b node to copy
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*/
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2016-04-01 01:52:17 +02:00
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PathGridnode &operator= (const PathGridnode &b);
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2016-04-01 01:20:34 +02:00
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/**
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* read cost in a specific direction
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* @param dir direction of cost to fetch
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*/
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2016-04-01 01:52:17 +02:00
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PathCost getCost(v3s16 dir);
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2016-04-01 01:20:34 +02:00
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/**
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* set cost value for movement
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* @param dir direction to set cost for
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* @cost cost to set
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*/
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2017-04-20 00:12:52 +02:00
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void setCost(v3s16 dir, const PathCost &cost);
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2016-04-01 01:20:34 +02:00
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2017-08-19 11:30:46 +02:00
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bool valid = false; /**< node is on surface */
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bool target = false; /**< node is target position */
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bool source = false; /**< node is stating position */
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int totalcost = -1; /**< cost to move here from starting point */
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2020-03-05 12:07:52 +01:00
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int estimated_cost = -1; /**< totalcost + heuristic cost to end */
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2017-08-19 11:30:46 +02:00
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v3s16 sourcedir; /**< origin of movement for current cost */
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v3s16 pos; /**< real position of node */
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PathCost directions[4]; /**< cost in different directions */
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2020-03-05 12:07:52 +01:00
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bool is_closed = false; /**< for A* search: if true, is in closed list */
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bool is_open = false; /**< for A* search: if true, is in open list */
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2016-04-01 01:20:34 +02:00
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/* debug values */
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2017-08-19 11:30:46 +02:00
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bool is_element = false; /**< node is element of path detected */
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2020-03-05 12:07:52 +01:00
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char type = 'u'; /**< Type of pathfinding node.
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* u = unknown
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* i = invalid
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* s = surface (walkable node)
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* - = non-walkable node (e.g. air) above surface
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* g = other non-walkable node
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*/
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2016-04-01 01:20:34 +02:00
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};
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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class Pathfinder;
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2020-03-05 12:07:52 +01:00
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class PathfinderCompareHeuristic;
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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/** Abstract class to manage the map data */
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class GridNodeContainer {
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public:
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virtual PathGridnode &access(v3s16 p)=0;
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2017-08-19 11:30:46 +02:00
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virtual ~GridNodeContainer() = default;
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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protected:
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Pathfinder *m_pathf;
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void initNode(v3s16 ipos, PathGridnode *p_node);
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};
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class ArrayGridNodeContainer : public GridNodeContainer {
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public:
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2017-08-19 11:30:46 +02:00
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virtual ~ArrayGridNodeContainer() = default;
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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ArrayGridNodeContainer(Pathfinder *pathf, v3s16 dimensions);
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virtual PathGridnode &access(v3s16 p);
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2021-01-22 16:09:26 +01:00
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private:
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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int m_x_stride;
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int m_y_stride;
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std::vector<PathGridnode> m_nodes_array;
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};
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class MapGridNodeContainer : public GridNodeContainer {
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public:
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2017-08-19 11:30:46 +02:00
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virtual ~MapGridNodeContainer() = default;
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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MapGridNodeContainer(Pathfinder *pathf);
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virtual PathGridnode &access(v3s16 p);
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private:
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std::map<v3s16, PathGridnode> m_nodes;
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};
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2016-04-01 01:20:34 +02:00
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/** class doing pathfinding */
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2016-04-01 01:52:17 +02:00
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class Pathfinder {
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2016-04-01 01:20:34 +02:00
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public:
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2020-04-11 19:59:43 +02:00
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Pathfinder() = delete;
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Pathfinder(Map *map, const NodeDefManager *ndef) : m_map(map), m_ndef(ndef) {}
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2016-04-01 01:20:34 +02:00
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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~Pathfinder();
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2016-04-01 01:20:34 +02:00
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/**
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* path evaluation function
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* @param env environment to look for path
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* @param source origin of path
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* @param destination end position of path
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* @param searchdistance maximum number of nodes to look in each direction
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* @param max_jump maximum number of blocks a path may jump up
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* @param max_drop maximum number of blocks a path may drop
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2016-04-01 01:52:17 +02:00
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* @param algo Algorithm to use for finding a path
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2016-04-01 01:20:34 +02:00
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*/
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2020-04-11 19:59:43 +02:00
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std::vector<v3s16> getPath(v3s16 source,
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2016-04-01 01:20:34 +02:00
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v3s16 destination,
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unsigned int searchdistance,
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unsigned int max_jump,
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unsigned int max_drop,
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2016-04-01 01:52:17 +02:00
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PathAlgorithm algo);
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2016-04-01 01:20:34 +02:00
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private:
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/* helper functions */
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/**
|
|
|
|
* transform index pos to mappos
|
|
|
|
* @param ipos a index position
|
|
|
|
* @return map position
|
|
|
|
*/
|
|
|
|
v3s16 getRealPos(v3s16 ipos);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* transform mappos to index pos
|
|
|
|
* @param pos a real pos
|
|
|
|
* @return index position
|
|
|
|
*/
|
|
|
|
v3s16 getIndexPos(v3s16 pos);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* get gridnode at a specific index position
|
|
|
|
* @param ipos index position
|
|
|
|
* @return gridnode for index
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &getIndexElement(v3s16 ipos);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
/**
|
|
|
|
* Get gridnode at a specific index position
|
|
|
|
* @return gridnode for index
|
|
|
|
*/
|
|
|
|
PathGridnode &getIdxElem(s16 x, s16 y, s16 z);
|
|
|
|
|
2016-04-01 01:20:34 +02:00
|
|
|
/**
|
2020-03-05 12:07:52 +01:00
|
|
|
* invert a 3D position (change sign of coordinates)
|
|
|
|
* @param pos 3D position
|
2016-04-01 01:20:34 +02:00
|
|
|
* @return pos *-1
|
|
|
|
*/
|
|
|
|
v3s16 invert(v3s16 pos);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* check if a index is within current search area
|
|
|
|
* @param index position to validate
|
|
|
|
* @return true/false
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool isValidIndex(v3s16 index);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
|
|
|
|
/* algorithm functions */
|
|
|
|
|
|
|
|
/**
|
2020-03-05 12:07:52 +01:00
|
|
|
* calculate 2D Manhattan distance to target
|
2016-04-01 01:20:34 +02:00
|
|
|
* @param pos position to calc distance
|
|
|
|
* @return integer distance
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
int getXZManhattanDist(v3s16 pos);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* calculate cost of movement
|
|
|
|
* @param pos real world position to start movement
|
|
|
|
* @param dir direction to move to
|
|
|
|
* @return cost information
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost calcCost(v3s16 pos, v3s16 dir);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* recursive update whole search areas total cost information
|
|
|
|
* @param ipos position to check next
|
|
|
|
* @param srcdir positionc checked last time
|
|
|
|
* @param total_cost cost of moving to ipos
|
|
|
|
* @param level current recursion depth
|
|
|
|
* @return true/false path to destination has been found
|
|
|
|
*/
|
2017-08-19 11:30:46 +02:00
|
|
|
bool updateAllCosts(v3s16 ipos, v3s16 srcdir, int current_cost, int level);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
2020-03-05 12:07:52 +01:00
|
|
|
* try to find a path to destination using a heuristic function
|
|
|
|
* to estimate distance to target (A* search algorithm)
|
|
|
|
* @param isource start position (index pos)
|
|
|
|
* @param idestination end position (index pos)
|
2016-04-01 01:20:34 +02:00
|
|
|
* @return true/false path to destination has been found
|
|
|
|
*/
|
2020-03-05 12:07:52 +01:00
|
|
|
bool updateCostHeuristic(v3s16 isource, v3s16 idestination);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
2020-03-05 12:07:52 +01:00
|
|
|
* build a vector containing all nodes from destination to source;
|
|
|
|
* to be called after the node costs have been processed
|
2016-04-01 01:20:34 +02:00
|
|
|
* @param path vector to add nodes to
|
2020-03-05 12:07:52 +01:00
|
|
|
* @param ipos initial pos to check (index pos)
|
|
|
|
* @return true/false path has been fully built
|
|
|
|
*/
|
|
|
|
bool buildPath(std::vector<v3s16> &path, v3s16 ipos);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* go downwards from a position until some barrier
|
|
|
|
* is hit.
|
|
|
|
* @param pos position from which to go downwards
|
|
|
|
* @param max_down maximum distance to go downwards
|
|
|
|
* @return new position after movement; if too far down,
|
|
|
|
* pos is returned
|
2016-04-01 01:20:34 +02:00
|
|
|
*/
|
2020-03-05 12:07:52 +01:00
|
|
|
v3s16 walkDownwards(v3s16 pos, unsigned int max_down);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/* variables */
|
2017-08-19 11:30:46 +02:00
|
|
|
int m_max_index_x = 0; /**< max index of search area in x direction */
|
|
|
|
int m_max_index_y = 0; /**< max index of search area in y direction */
|
|
|
|
int m_max_index_z = 0; /**< max index of search area in z direction */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
int m_maxdrop = 0; /**< maximum number of blocks a path may drop */
|
|
|
|
int m_maxjump = 0; /**< maximum number of blocks a path may jump */
|
|
|
|
int m_min_target_distance = 0; /**< current smalest path to target */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
bool m_prefetch = true; /**< prefetch cost data */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2016-04-01 02:43:28 +02:00
|
|
|
v3s16 m_start; /**< source position */
|
|
|
|
v3s16 m_destination; /**< destination position */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2016-04-01 02:43:28 +02:00
|
|
|
core::aabbox3d<s16> m_limits; /**< position limits in real map coordinates */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
/** contains all map data already collected and analyzed.
|
|
|
|
Access it via the getIndexElement/getIdxElem methods. */
|
|
|
|
friend class GridNodeContainer;
|
2017-08-19 11:30:46 +02:00
|
|
|
GridNodeContainer *m_nodes_container = nullptr;
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2020-04-11 19:59:43 +02:00
|
|
|
Map *m_map = nullptr;
|
|
|
|
|
|
|
|
const NodeDefManager *m_ndef = nullptr;
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
friend class PathfinderCompareHeuristic;
|
|
|
|
|
2016-04-01 01:20:34 +02:00
|
|
|
#ifdef PATHFINDER_DEBUG
|
|
|
|
|
|
|
|
/**
|
|
|
|
* print collected cost information
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printCost();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print collected cost information in a specific direction
|
|
|
|
* @param dir direction to print
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printCost(PathDirections dir);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print type of node as evaluated
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printType();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print pathlenght for all nodes in search area
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printPathLen();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print a path
|
|
|
|
* @param path path to show
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printPath(std::vector<v3s16> path);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print y direction for all movements
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printYdir();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print y direction for moving in a specific direction
|
|
|
|
* @param dir direction to show data
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printYdir(PathDirections dir);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* helper function to translate a direction to speaking text
|
|
|
|
* @param dir direction to translate
|
|
|
|
* @return textual name of direction
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
std::string dirToName(PathDirections dir);
|
2016-04-01 01:20:34 +02:00
|
|
|
#endif
|
|
|
|
};
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
/** Helper class for the open list priority queue in the A* pathfinder
|
|
|
|
* to sort the pathfinder nodes by cost.
|
|
|
|
*/
|
|
|
|
class PathfinderCompareHeuristic
|
|
|
|
{
|
|
|
|
private:
|
|
|
|
Pathfinder *myPathfinder;
|
|
|
|
public:
|
|
|
|
PathfinderCompareHeuristic(Pathfinder *pf)
|
|
|
|
{
|
|
|
|
myPathfinder = pf;
|
|
|
|
}
|
|
|
|
bool operator() (v3s16 pos1, v3s16 pos2) {
|
|
|
|
v3s16 ipos1 = myPathfinder->getIndexPos(pos1);
|
|
|
|
v3s16 ipos2 = myPathfinder->getIndexPos(pos2);
|
|
|
|
PathGridnode &g_pos1 = myPathfinder->getIndexElement(ipos1);
|
|
|
|
PathGridnode &g_pos2 = myPathfinder->getIndexElement(ipos2);
|
|
|
|
if (!g_pos1.valid)
|
|
|
|
return false;
|
|
|
|
if (!g_pos2.valid)
|
|
|
|
return false;
|
|
|
|
return g_pos1.estimated_cost > g_pos2.estimated_cost;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2013-03-17 18:03:44 +01:00
|
|
|
/******************************************************************************/
|
|
|
|
/* implementation */
|
|
|
|
/******************************************************************************/
|
|
|
|
|
2020-04-11 19:59:43 +02:00
|
|
|
std::vector<v3s16> get_path(Map* map, const NodeDefManager *ndef,
|
|
|
|
v3s16 source,
|
|
|
|
v3s16 destination,
|
|
|
|
unsigned int searchdistance,
|
|
|
|
unsigned int max_jump,
|
|
|
|
unsigned int max_drop,
|
|
|
|
PathAlgorithm algo)
|
2016-04-01 01:52:17 +02:00
|
|
|
{
|
2020-04-11 19:59:43 +02:00
|
|
|
return Pathfinder(map, ndef).getPath(source, destination,
|
2016-04-01 01:52:17 +02:00
|
|
|
searchdistance, max_jump, max_drop, algo);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost::PathCost(const PathCost &b)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
valid = b.valid;
|
2020-03-05 12:07:52 +01:00
|
|
|
y_change = b.y_change;
|
2013-03-17 18:03:44 +01:00
|
|
|
value = b.value;
|
|
|
|
updated = b.updated;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost &PathCost::operator= (const PathCost &b)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
valid = b.valid;
|
2020-03-05 12:07:52 +01:00
|
|
|
y_change = b.y_change;
|
2013-03-17 18:03:44 +01:00
|
|
|
value = b.value;
|
|
|
|
updated = b.updated;
|
|
|
|
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode::PathGridnode(const PathGridnode &b)
|
2013-03-17 18:03:44 +01:00
|
|
|
: valid(b.valid),
|
|
|
|
target(b.target),
|
|
|
|
source(b.source),
|
|
|
|
totalcost(b.totalcost),
|
|
|
|
sourcedir(b.sourcedir),
|
|
|
|
pos(b.pos),
|
|
|
|
is_element(b.is_element),
|
|
|
|
type(b.type)
|
2016-04-01 01:52:17 +02:00
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
directions[DIR_XP] = b.directions[DIR_XP];
|
|
|
|
directions[DIR_XM] = b.directions[DIR_XM];
|
|
|
|
directions[DIR_ZP] = b.directions[DIR_ZP];
|
|
|
|
directions[DIR_ZM] = b.directions[DIR_ZM];
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &PathGridnode::operator= (const PathGridnode &b)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
valid = b.valid;
|
|
|
|
target = b.target;
|
|
|
|
source = b.source;
|
|
|
|
is_element = b.is_element;
|
|
|
|
totalcost = b.totalcost;
|
|
|
|
sourcedir = b.sourcedir;
|
|
|
|
pos = b.pos;
|
|
|
|
type = b.type;
|
|
|
|
|
|
|
|
directions[DIR_XP] = b.directions[DIR_XP];
|
|
|
|
directions[DIR_XM] = b.directions[DIR_XM];
|
|
|
|
directions[DIR_ZP] = b.directions[DIR_ZP];
|
|
|
|
directions[DIR_ZM] = b.directions[DIR_ZM];
|
|
|
|
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost PathGridnode::getCost(v3s16 dir)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
if (dir.X > 0) {
|
|
|
|
return directions[DIR_XP];
|
|
|
|
}
|
|
|
|
if (dir.X < 0) {
|
|
|
|
return directions[DIR_XM];
|
|
|
|
}
|
|
|
|
if (dir.Z > 0) {
|
|
|
|
return directions[DIR_ZP];
|
|
|
|
}
|
|
|
|
if (dir.Z < 0) {
|
|
|
|
return directions[DIR_ZM];
|
|
|
|
}
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost retval;
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2017-04-20 00:12:52 +02:00
|
|
|
void PathGridnode::setCost(v3s16 dir, const PathCost &cost)
|
2016-04-01 01:52:17 +02:00
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
if (dir.X > 0) {
|
|
|
|
directions[DIR_XP] = cost;
|
|
|
|
}
|
|
|
|
if (dir.X < 0) {
|
|
|
|
directions[DIR_XM] = cost;
|
|
|
|
}
|
|
|
|
if (dir.Z > 0) {
|
|
|
|
directions[DIR_ZP] = cost;
|
|
|
|
}
|
|
|
|
if (dir.Z < 0) {
|
|
|
|
directions[DIR_ZM] = cost;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
void GridNodeContainer::initNode(v3s16 ipos, PathGridnode *p_node)
|
|
|
|
{
|
2020-04-11 19:59:43 +02:00
|
|
|
const NodeDefManager *ndef = m_pathf->m_ndef;
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
PathGridnode &elem = *p_node;
|
|
|
|
|
|
|
|
v3s16 realpos = m_pathf->getRealPos(ipos);
|
|
|
|
|
2020-04-11 19:59:43 +02:00
|
|
|
MapNode current = m_pathf->m_map->getNode(realpos);
|
|
|
|
MapNode below = m_pathf->m_map->getNode(realpos + v3s16(0, -1, 0));
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
|
|
|
|
|
|
|
|
if ((current.param0 == CONTENT_IGNORE) ||
|
|
|
|
(below.param0 == CONTENT_IGNORE)) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT("Pathfinder: " << PP(realpos) <<
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
" current or below is invalid element" << std::endl);
|
|
|
|
if (current.param0 == CONTENT_IGNORE) {
|
|
|
|
elem.type = 'i';
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(PP(ipos) << ": " << 'i' << std::endl);
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//don't add anything if it isn't an air node
|
2016-04-26 02:14:57 +02:00
|
|
|
if (ndef->get(current).walkable || !ndef->get(below).walkable) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT("Pathfinder: " << PP(realpos)
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
<< " not on surface" << std::endl);
|
2016-04-26 02:14:57 +02:00
|
|
|
if (ndef->get(current).walkable) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
elem.type = 's';
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(PP(ipos) << ": " << 's' << std::endl);
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
} else {
|
|
|
|
elem.type = '-';
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(PP(ipos) << ": " << '-' << std::endl);
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
elem.valid = true;
|
|
|
|
elem.pos = realpos;
|
|
|
|
elem.type = 'g';
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(PP(ipos) << ": " << 'a' << std::endl);
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
|
|
|
|
if (m_pathf->m_prefetch) {
|
|
|
|
elem.directions[DIR_XP] = m_pathf->calcCost(realpos, v3s16( 1, 0, 0));
|
|
|
|
elem.directions[DIR_XM] = m_pathf->calcCost(realpos, v3s16(-1, 0, 0));
|
|
|
|
elem.directions[DIR_ZP] = m_pathf->calcCost(realpos, v3s16( 0, 0, 1));
|
|
|
|
elem.directions[DIR_ZM] = m_pathf->calcCost(realpos, v3s16( 0, 0,-1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ArrayGridNodeContainer::ArrayGridNodeContainer(Pathfinder *pathf, v3s16 dimensions) :
|
|
|
|
m_x_stride(dimensions.Y * dimensions.Z),
|
|
|
|
m_y_stride(dimensions.Z)
|
|
|
|
{
|
|
|
|
m_pathf = pathf;
|
|
|
|
|
|
|
|
m_nodes_array.resize(dimensions.X * dimensions.Y * dimensions.Z);
|
|
|
|
INFO_TARGET << "Pathfinder ArrayGridNodeContainer constructor." << std::endl;
|
|
|
|
for (int x = 0; x < dimensions.X; x++) {
|
|
|
|
for (int y = 0; y < dimensions.Y; y++) {
|
|
|
|
for (int z= 0; z < dimensions.Z; z++) {
|
|
|
|
v3s16 ipos(x, y, z);
|
|
|
|
initNode(ipos, &access(ipos));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PathGridnode &ArrayGridNodeContainer::access(v3s16 p)
|
|
|
|
{
|
|
|
|
return m_nodes_array[p.X * m_x_stride + p.Y * m_y_stride + p.Z];
|
|
|
|
}
|
|
|
|
|
|
|
|
MapGridNodeContainer::MapGridNodeContainer(Pathfinder *pathf)
|
|
|
|
{
|
|
|
|
m_pathf = pathf;
|
|
|
|
}
|
|
|
|
|
|
|
|
PathGridnode &MapGridNodeContainer::access(v3s16 p)
|
|
|
|
{
|
|
|
|
std::map<v3s16, PathGridnode>::iterator it = m_nodes.find(p);
|
|
|
|
if (it != m_nodes.end()) {
|
|
|
|
return it->second;
|
|
|
|
}
|
|
|
|
PathGridnode &n = m_nodes[p];
|
|
|
|
initNode(p, &n);
|
|
|
|
return n;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2013-03-17 18:03:44 +01:00
|
|
|
/******************************************************************************/
|
2020-04-11 19:59:43 +02:00
|
|
|
std::vector<v3s16> Pathfinder::getPath(v3s16 source,
|
2013-03-17 18:03:44 +01:00
|
|
|
v3s16 destination,
|
|
|
|
unsigned int searchdistance,
|
|
|
|
unsigned int max_jump,
|
|
|
|
unsigned int max_drop,
|
2016-04-01 01:52:17 +02:00
|
|
|
PathAlgorithm algo)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
#ifdef PATHFINDER_CALC_TIME
|
|
|
|
timespec ts;
|
|
|
|
clock_gettime(CLOCK_REALTIME, &ts);
|
|
|
|
#endif
|
|
|
|
std::vector<v3s16> retval;
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
//initialization
|
2013-03-17 18:03:44 +01:00
|
|
|
m_maxjump = max_jump;
|
|
|
|
m_maxdrop = max_drop;
|
|
|
|
m_start = source;
|
|
|
|
m_destination = destination;
|
|
|
|
m_min_target_distance = -1;
|
|
|
|
m_prefetch = true;
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
if (algo == PA_PLAIN_NP) {
|
2013-03-17 18:03:44 +01:00
|
|
|
m_prefetch = false;
|
|
|
|
}
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
//calculate boundaries within we're allowed to search
|
2016-04-01 01:52:17 +02:00
|
|
|
int min_x = MYMIN(source.X, destination.X);
|
|
|
|
int max_x = MYMAX(source.X, destination.X);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
int min_y = MYMIN(source.Y, destination.Y);
|
|
|
|
int max_y = MYMAX(source.Y, destination.Y);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
int min_z = MYMIN(source.Z, destination.Z);
|
|
|
|
int max_z = MYMAX(source.Z, destination.Z);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 02:43:28 +02:00
|
|
|
m_limits.MinEdge.X = min_x - searchdistance;
|
|
|
|
m_limits.MinEdge.Y = min_y - searchdistance;
|
|
|
|
m_limits.MinEdge.Z = min_z - searchdistance;
|
|
|
|
|
|
|
|
m_limits.MaxEdge.X = max_x + searchdistance;
|
|
|
|
m_limits.MaxEdge.Y = max_y + searchdistance;
|
|
|
|
m_limits.MaxEdge.Z = max_z + searchdistance;
|
|
|
|
|
|
|
|
v3s16 diff = m_limits.MaxEdge - m_limits.MinEdge;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 02:43:28 +02:00
|
|
|
m_max_index_x = diff.X;
|
|
|
|
m_max_index_y = diff.Y;
|
|
|
|
m_max_index_z = diff.Z;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
delete m_nodes_container;
|
|
|
|
if (diff.getLength() > 5) {
|
|
|
|
m_nodes_container = new MapGridNodeContainer(this);
|
|
|
|
} else {
|
|
|
|
m_nodes_container = new ArrayGridNodeContainer(this, diff);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
2016-04-01 01:52:17 +02:00
|
|
|
printType();
|
|
|
|
printCost();
|
|
|
|
printYdir();
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
//fail if source or destination is walkable
|
2020-04-11 19:59:43 +02:00
|
|
|
MapNode node_at_pos = m_map->getNode(destination);
|
|
|
|
if (m_ndef->get(node_at_pos).walkable) {
|
2020-03-05 12:07:52 +01:00
|
|
|
VERBOSE_TARGET << "Destination is walkable. " <<
|
|
|
|
"Pos: " << PP(destination) << std::endl;
|
|
|
|
return retval;
|
|
|
|
}
|
2020-04-11 19:59:43 +02:00
|
|
|
node_at_pos = m_map->getNode(source);
|
|
|
|
if (m_ndef->get(node_at_pos).walkable) {
|
2020-03-05 12:07:52 +01:00
|
|
|
VERBOSE_TARGET << "Source is walkable. " <<
|
|
|
|
"Pos: " << PP(source) << std::endl;
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
//If source pos is hovering above air, drop
|
|
|
|
//to the first walkable node (up to m_maxdrop).
|
|
|
|
//All algorithms expect the source pos to be *directly* above
|
|
|
|
//a walkable node.
|
|
|
|
v3s16 true_source = v3s16(source);
|
|
|
|
source = walkDownwards(source, m_maxdrop);
|
|
|
|
|
|
|
|
//If destination pos is hovering above air, go downwards
|
|
|
|
//to the first walkable node (up to m_maxjump).
|
|
|
|
//This means a hovering destination pos could be reached
|
|
|
|
//by a final upwards jump.
|
|
|
|
v3s16 true_destination = v3s16(destination);
|
|
|
|
destination = walkDownwards(destination, m_maxjump);
|
|
|
|
|
2013-03-17 18:03:44 +01:00
|
|
|
//validate and mark start and end pos
|
2020-03-05 12:07:52 +01:00
|
|
|
|
2013-03-17 18:03:44 +01:00
|
|
|
v3s16 StartIndex = getIndexPos(source);
|
|
|
|
v3s16 EndIndex = getIndexPos(destination);
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &startpos = getIndexElement(StartIndex);
|
|
|
|
PathGridnode &endpos = getIndexElement(EndIndex);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (!startpos.valid) {
|
2020-03-05 12:07:52 +01:00
|
|
|
VERBOSE_TARGET << "Invalid startpos " <<
|
2016-12-13 23:16:26 +01:00
|
|
|
"Index: " << PP(StartIndex) <<
|
|
|
|
"Realpos: " << PP(getRealPos(StartIndex)) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
if (!endpos.valid) {
|
2020-03-05 12:07:52 +01:00
|
|
|
VERBOSE_TARGET << "Invalid stoppos " <<
|
2016-12-13 23:16:26 +01:00
|
|
|
"Index: " << PP(EndIndex) <<
|
|
|
|
"Realpos: " << PP(getRealPos(EndIndex)) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
endpos.target = true;
|
|
|
|
startpos.source = true;
|
|
|
|
startpos.totalcost = 0;
|
|
|
|
|
|
|
|
bool update_cost_retval = false;
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
//calculate node costs
|
2013-03-17 18:03:44 +01:00
|
|
|
switch (algo) {
|
2016-04-01 01:52:17 +02:00
|
|
|
case PA_DIJKSTRA:
|
|
|
|
update_cost_retval = updateAllCosts(StartIndex, v3s16(0, 0, 0), 0, 0);
|
2013-03-17 18:03:44 +01:00
|
|
|
break;
|
2016-04-01 01:52:17 +02:00
|
|
|
case PA_PLAIN_NP:
|
|
|
|
case PA_PLAIN:
|
2020-03-05 12:07:52 +01:00
|
|
|
update_cost_retval = updateCostHeuristic(StartIndex, EndIndex);
|
2013-03-17 18:03:44 +01:00
|
|
|
break;
|
|
|
|
default:
|
2020-03-05 12:07:52 +01:00
|
|
|
ERROR_TARGET << "Missing PathAlgorithm" << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (update_cost_retval) {
|
|
|
|
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
|
|
|
std::cout << "Path to target found!" << std::endl;
|
2016-04-01 01:52:17 +02:00
|
|
|
printPathLen();
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
|
|
|
|
|
|
|
//find path
|
2020-03-05 12:07:52 +01:00
|
|
|
std::vector<v3s16> index_path;
|
|
|
|
buildPath(index_path, EndIndex);
|
|
|
|
//Now we have a path of index positions,
|
|
|
|
//and it's in reverse.
|
|
|
|
//The "true" start or end position might be missing
|
|
|
|
//since those have been given special treatment.
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
2020-03-05 12:07:52 +01:00
|
|
|
std::cout << "Index path:" << std::endl;
|
|
|
|
printPath(index_path);
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
2020-03-05 12:07:52 +01:00
|
|
|
//from here we'll make the final changes to the path
|
2015-04-25 15:16:44 +02:00
|
|
|
std::vector<v3s16> full_path;
|
2020-03-05 12:07:52 +01:00
|
|
|
|
|
|
|
//calculate required size
|
|
|
|
int full_path_size = index_path.size();
|
|
|
|
if (source != true_source) {
|
|
|
|
full_path_size++;
|
|
|
|
}
|
|
|
|
if (destination != true_destination) {
|
|
|
|
full_path_size++;
|
|
|
|
}
|
|
|
|
full_path.reserve(full_path_size);
|
|
|
|
|
|
|
|
//manually add true_source to start of path, if needed
|
|
|
|
if (source != true_source) {
|
|
|
|
full_path.push_back(true_source);
|
|
|
|
}
|
|
|
|
//convert all index positions to "normal" positions and insert
|
|
|
|
//them into full_path in reverse
|
|
|
|
std::vector<v3s16>::reverse_iterator rit = index_path.rbegin();
|
|
|
|
for (; rit != index_path.rend(); ++rit) {
|
|
|
|
full_path.push_back(getIndexElement(*rit).pos);
|
|
|
|
}
|
|
|
|
//manually add true_destination to end of path, if needed
|
|
|
|
if (destination != true_destination) {
|
|
|
|
full_path.push_back(true_destination);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
//Done! We now have a complete path of normal positions.
|
|
|
|
|
|
|
|
|
2013-03-17 18:03:44 +01:00
|
|
|
#ifdef PATHFINDER_DEBUG
|
2020-03-05 12:07:52 +01:00
|
|
|
std::cout << "Full path:" << std::endl;
|
2016-04-01 01:52:17 +02:00
|
|
|
printPath(full_path);
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
|
|
|
#ifdef PATHFINDER_CALC_TIME
|
|
|
|
timespec ts2;
|
|
|
|
clock_gettime(CLOCK_REALTIME, &ts2);
|
|
|
|
|
|
|
|
int ms = (ts2.tv_nsec - ts.tv_nsec)/(1000*1000);
|
|
|
|
int us = ((ts2.tv_nsec - ts.tv_nsec) - (ms*1000*1000))/1000;
|
|
|
|
int ns = ((ts2.tv_nsec - ts.tv_nsec) - ( (ms*1000*1000) + (us*1000)));
|
|
|
|
|
|
|
|
|
|
|
|
std::cout << "Calculating path took: " << (ts2.tv_sec - ts.tv_sec) <<
|
|
|
|
"s " << ms << "ms " << us << "us " << ns << "ns " << std::endl;
|
|
|
|
#endif
|
2015-04-25 15:16:44 +02:00
|
|
|
return full_path;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
2016-04-01 01:52:17 +02:00
|
|
|
printPathLen();
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
2020-03-05 12:07:52 +01:00
|
|
|
INFO_TARGET << "No path found" << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//return
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
Pathfinder::~Pathfinder()
|
2016-04-01 01:52:17 +02:00
|
|
|
{
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
delete m_nodes_container;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
/******************************************************************************/
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
v3s16 Pathfinder::getRealPos(v3s16 ipos)
|
2013-03-17 18:03:44 +01:00
|
|
|
{
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
return m_limits.MinEdge + ipos;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost Pathfinder::calcCost(v3s16 pos, v3s16 dir)
|
|
|
|
{
|
|
|
|
PathCost retval;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
retval.updated = true;
|
|
|
|
|
|
|
|
v3s16 pos2 = pos + dir;
|
|
|
|
|
|
|
|
//check limits
|
2016-04-01 02:43:28 +02:00
|
|
|
if (!m_limits.isPointInside(pos2)) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT("Pathfinder: " << PP(pos2) <<
|
2013-03-17 18:03:44 +01:00
|
|
|
" no cost -> out of limits" << std::endl);
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
2020-04-11 19:59:43 +02:00
|
|
|
MapNode node_at_pos2 = m_map->getNode(pos2);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
//did we get information about node?
|
|
|
|
if (node_at_pos2.param0 == CONTENT_IGNORE ) {
|
|
|
|
VERBOSE_TARGET << "Pathfinder: (1) area at pos: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(pos2) << " not loaded";
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
2020-04-11 19:59:43 +02:00
|
|
|
if (!m_ndef->get(node_at_pos2).walkable) {
|
2013-03-17 18:03:44 +01:00
|
|
|
MapNode node_below_pos2 =
|
2020-04-11 19:59:43 +02:00
|
|
|
m_map->getNode(pos2 + v3s16(0, -1, 0));
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
//did we get information about node?
|
|
|
|
if (node_below_pos2.param0 == CONTENT_IGNORE ) {
|
|
|
|
VERBOSE_TARGET << "Pathfinder: (2) area at pos: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP((pos2 + v3s16(0, -1, 0))) << " not loaded";
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
//test if the same-height neighbor is suitable
|
2020-04-11 19:59:43 +02:00
|
|
|
if (m_ndef->get(node_below_pos2).walkable) {
|
2020-03-05 12:07:52 +01:00
|
|
|
//SUCCESS!
|
2013-03-17 18:03:44 +01:00
|
|
|
retval.valid = true;
|
|
|
|
retval.value = 1;
|
2020-03-05 12:07:52 +01:00
|
|
|
retval.y_change = 0;
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT("Pathfinder: "<< PP(pos)
|
2013-03-17 18:03:44 +01:00
|
|
|
<< " cost same height found" << std::endl);
|
|
|
|
}
|
|
|
|
else {
|
2020-03-05 12:07:52 +01:00
|
|
|
//test if we can fall a couple of nodes (m_maxdrop)
|
|
|
|
v3s16 testpos = pos2 + v3s16(0, -1, 0);
|
2020-04-11 19:59:43 +02:00
|
|
|
MapNode node_at_pos = m_map->getNode(testpos);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
while ((node_at_pos.param0 != CONTENT_IGNORE) &&
|
2020-04-11 19:59:43 +02:00
|
|
|
(!m_ndef->get(node_at_pos).walkable) &&
|
2016-04-01 02:43:28 +02:00
|
|
|
(testpos.Y > m_limits.MinEdge.Y)) {
|
2016-04-01 01:52:17 +02:00
|
|
|
testpos += v3s16(0, -1, 0);
|
2020-04-11 19:59:43 +02:00
|
|
|
node_at_pos = m_map->getNode(testpos);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
//did we find surface?
|
2016-04-01 02:43:28 +02:00
|
|
|
if ((testpos.Y >= m_limits.MinEdge.Y) &&
|
2013-03-17 18:03:44 +01:00
|
|
|
(node_at_pos.param0 != CONTENT_IGNORE) &&
|
2020-04-11 19:59:43 +02:00
|
|
|
(m_ndef->get(node_at_pos).walkable)) {
|
2015-04-25 15:16:44 +02:00
|
|
|
if ((pos2.Y - testpos.Y - 1) <= m_maxdrop) {
|
2020-03-05 12:07:52 +01:00
|
|
|
//SUCCESS!
|
2013-03-17 18:03:44 +01:00
|
|
|
retval.valid = true;
|
|
|
|
retval.value = 2;
|
|
|
|
//difference of y-pos +1 (target node is ABOVE solid node)
|
2020-03-05 12:07:52 +01:00
|
|
|
retval.y_change = ((testpos.Y - pos2.Y) +1);
|
2013-03-17 18:03:44 +01:00
|
|
|
DEBUG_OUT("Pathfinder cost below height found" << std::endl);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
INFO_TARGET << "Pathfinder:"
|
2020-03-05 12:07:52 +01:00
|
|
|
" distance to surface below too big: "
|
2013-03-17 18:03:44 +01:00
|
|
|
<< (testpos.Y - pos2.Y) << " max: " << m_maxdrop
|
|
|
|
<< std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT("Pathfinder: no surface below found" << std::endl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2020-03-05 12:07:52 +01:00
|
|
|
//test if we can jump upwards (m_maxjump)
|
|
|
|
|
|
|
|
v3s16 targetpos = pos2; // position for jump target
|
|
|
|
v3s16 jumppos = pos; // position for checking if jumping space is free
|
2020-04-11 19:59:43 +02:00
|
|
|
MapNode node_target = m_map->getNode(targetpos);
|
|
|
|
MapNode node_jump = m_map->getNode(jumppos);
|
2020-03-05 12:07:52 +01:00
|
|
|
bool headbanger = false; // true if anything blocks jumppath
|
|
|
|
|
|
|
|
while ((node_target.param0 != CONTENT_IGNORE) &&
|
2020-04-11 19:59:43 +02:00
|
|
|
(m_ndef->get(node_target).walkable) &&
|
2020-03-05 12:07:52 +01:00
|
|
|
(targetpos.Y < m_limits.MaxEdge.Y)) {
|
|
|
|
//if the jump would hit any solid node, discard
|
|
|
|
if ((node_jump.param0 == CONTENT_IGNORE) ||
|
2020-04-11 19:59:43 +02:00
|
|
|
(m_ndef->get(node_jump).walkable)) {
|
2020-03-05 12:07:52 +01:00
|
|
|
headbanger = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
targetpos += v3s16(0, 1, 0);
|
|
|
|
jumppos += v3s16(0, 1, 0);
|
2020-04-11 19:59:43 +02:00
|
|
|
node_target = m_map->getNode(targetpos);
|
|
|
|
node_jump = m_map->getNode(jumppos);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
}
|
|
|
|
//check headbanger one last time
|
|
|
|
if ((node_jump.param0 == CONTENT_IGNORE) ||
|
2020-04-11 19:59:43 +02:00
|
|
|
(m_ndef->get(node_jump).walkable)) {
|
2020-03-05 12:07:52 +01:00
|
|
|
headbanger = true;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
//did we find surface without banging our head?
|
|
|
|
if ((!headbanger) && (targetpos.Y <= m_limits.MaxEdge.Y) &&
|
2020-04-11 19:59:43 +02:00
|
|
|
(!m_ndef->get(node_target).walkable)) {
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
if (targetpos.Y - pos2.Y <= m_maxjump) {
|
|
|
|
//SUCCESS!
|
2013-03-17 18:03:44 +01:00
|
|
|
retval.valid = true;
|
|
|
|
retval.value = 2;
|
2020-03-05 12:07:52 +01:00
|
|
|
retval.y_change = (targetpos.Y - pos2.Y);
|
2013-03-17 18:03:44 +01:00
|
|
|
DEBUG_OUT("Pathfinder cost above found" << std::endl);
|
|
|
|
}
|
|
|
|
else {
|
2020-03-05 12:07:52 +01:00
|
|
|
DEBUG_OUT("Pathfinder: distance to surface above too big: "
|
|
|
|
<< (targetpos.Y - pos2.Y) << " max: " << m_maxjump
|
2013-03-17 18:03:44 +01:00
|
|
|
<< std::endl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT("Pathfinder: no surface above found" << std::endl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 Pathfinder::getIndexPos(v3s16 pos)
|
|
|
|
{
|
2016-04-01 02:43:28 +02:00
|
|
|
return pos - m_limits.MinEdge;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &Pathfinder::getIndexElement(v3s16 ipos)
|
|
|
|
{
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
return m_nodes_container->access(ipos);
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
|
|
|
inline PathGridnode &Pathfinder::getIdxElem(s16 x, s16 y, s16 z)
|
|
|
|
{
|
|
|
|
return m_nodes_container->access(v3s16(x,y,z));
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool Pathfinder::isValidIndex(v3s16 index)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
if ( (index.X < m_max_index_x) &&
|
|
|
|
(index.Y < m_max_index_y) &&
|
|
|
|
(index.Z < m_max_index_z) &&
|
|
|
|
(index.X >= 0) &&
|
|
|
|
(index.Y >= 0) &&
|
|
|
|
(index.Z >= 0))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 Pathfinder::invert(v3s16 pos)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
v3s16 retval = pos;
|
|
|
|
|
|
|
|
retval.X *=-1;
|
|
|
|
retval.Y *=-1;
|
|
|
|
retval.Z *=-1;
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool Pathfinder::updateAllCosts(v3s16 ipos,
|
|
|
|
v3s16 srcdir,
|
|
|
|
int current_cost,
|
|
|
|
int level)
|
|
|
|
{
|
|
|
|
PathGridnode &g_pos = getIndexElement(ipos);
|
2013-03-17 18:03:44 +01:00
|
|
|
g_pos.totalcost = current_cost;
|
|
|
|
g_pos.sourcedir = srcdir;
|
|
|
|
|
|
|
|
level ++;
|
|
|
|
|
|
|
|
//check if target has been found
|
|
|
|
if (g_pos.target) {
|
|
|
|
m_min_target_distance = current_cost;
|
|
|
|
DEBUG_OUT(LVL " Pathfinder: target found!" << std::endl);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool retval = false;
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
// the 4 cardinal directions
|
|
|
|
const static v3s16 directions[4] = {
|
|
|
|
v3s16(1,0, 0),
|
|
|
|
v3s16(-1,0, 0),
|
|
|
|
v3s16(0,0, 1),
|
|
|
|
v3s16(0,0,-1)
|
|
|
|
};
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
for (v3s16 direction : directions) {
|
2017-08-19 11:30:46 +02:00
|
|
|
if (direction != srcdir) {
|
|
|
|
PathCost cost = g_pos.getCost(direction);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (cost.valid) {
|
2020-03-05 12:07:52 +01:00
|
|
|
direction.Y = cost.y_change;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
v3s16 ipos2 = ipos + direction;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
if (!isValidIndex(ipos2)) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(LVL " Pathfinder: " << PP(ipos2) <<
|
|
|
|
" out of range, max=" << PP(m_limits.MaxEdge) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &g_pos2 = getIndexElement(ipos2);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (!g_pos2.valid) {
|
|
|
|
VERBOSE_TARGET << LVL "Pathfinder: no data for new position: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(ipos2) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(cost.value > 0);
|
|
|
|
|
|
|
|
int new_cost = current_cost + cost.value;
|
|
|
|
|
|
|
|
// check if there already is a smaller path
|
|
|
|
if ((m_min_target_distance > 0) &&
|
|
|
|
(m_min_target_distance < new_cost)) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((g_pos2.totalcost < 0) ||
|
|
|
|
(g_pos2.totalcost > new_cost)) {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder: updating path at: "<<
|
2016-12-13 23:16:26 +01:00
|
|
|
PP(ipos2) << " from: " << g_pos2.totalcost << " to "<<
|
2013-03-17 18:03:44 +01:00
|
|
|
new_cost << std::endl);
|
2017-08-19 11:30:46 +02:00
|
|
|
if (updateAllCosts(ipos2, invert(direction),
|
2016-04-01 01:52:17 +02:00
|
|
|
new_cost, level)) {
|
2013-03-17 18:03:44 +01:00
|
|
|
retval = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder:"
|
|
|
|
" already found shorter path to: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(ipos2) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder:"
|
|
|
|
" not moving to invalid direction: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(directions[i]) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
int Pathfinder::getXZManhattanDist(v3s16 pos)
|
|
|
|
{
|
|
|
|
int min_x = MYMIN(pos.X, m_destination.X);
|
|
|
|
int max_x = MYMAX(pos.X, m_destination.X);
|
|
|
|
int min_z = MYMIN(pos.Z, m_destination.Z);
|
|
|
|
int max_z = MYMAX(pos.Z, m_destination.Z);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
return (max_x - min_x) + (max_z - min_z);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
/******************************************************************************/
|
|
|
|
bool Pathfinder::updateCostHeuristic(v3s16 isource, v3s16 idestination)
|
|
|
|
{
|
|
|
|
// A* search algorithm.
|
|
|
|
|
|
|
|
// The open list contains the pathfinder nodes that still need to be
|
|
|
|
// checked. The priority queue sorts the pathfinder nodes by
|
|
|
|
// estimated cost, with lowest cost on the top.
|
|
|
|
std::priority_queue<v3s16, std::vector<v3s16>, PathfinderCompareHeuristic>
|
|
|
|
openList(PathfinderCompareHeuristic(this));
|
|
|
|
|
|
|
|
v3s16 source = getRealPos(isource);
|
|
|
|
v3s16 destination = getRealPos(idestination);
|
|
|
|
|
|
|
|
// initial position
|
|
|
|
openList.push(source);
|
|
|
|
|
|
|
|
// the 4 cardinal directions
|
|
|
|
const static v3s16 directions[4] = {
|
|
|
|
v3s16(1,0, 0),
|
|
|
|
v3s16(-1,0, 0),
|
|
|
|
v3s16(0,0, 1),
|
|
|
|
v3s16(0,0,-1)
|
|
|
|
};
|
|
|
|
|
|
|
|
v3s16 current_pos;
|
|
|
|
PathGridnode& s_pos = getIndexElement(isource);
|
|
|
|
s_pos.source = true;
|
|
|
|
s_pos.totalcost = 0;
|
|
|
|
|
|
|
|
// estimated cost from start to finish
|
|
|
|
int cur_manhattan = getXZManhattanDist(destination);
|
|
|
|
s_pos.estimated_cost = cur_manhattan;
|
|
|
|
|
|
|
|
while (!openList.empty()) {
|
|
|
|
// Pick node with lowest total cost estimate.
|
|
|
|
// The "cheapest" node is always on top.
|
|
|
|
current_pos = openList.top();
|
|
|
|
openList.pop();
|
|
|
|
v3s16 ipos = getIndexPos(current_pos);
|
|
|
|
|
|
|
|
// check if node is inside searchdistance and valid
|
|
|
|
if (!isValidIndex(ipos)) {
|
|
|
|
DEBUG_OUT(LVL " Pathfinder: " << PP(current_pos) <<
|
|
|
|
" out of search distance, max=" << PP(m_limits.MaxEdge) << std::endl);
|
|
|
|
continue;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
PathGridnode& g_pos = getIndexElement(ipos);
|
|
|
|
g_pos.is_closed = true;
|
|
|
|
g_pos.is_open = false;
|
|
|
|
if (!g_pos.valid) {
|
|
|
|
continue;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
if (current_pos == destination) {
|
|
|
|
// destination found, terminate
|
|
|
|
g_pos.target = true;
|
|
|
|
return true;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
// for this node, check the 4 cardinal directions
|
|
|
|
for (v3s16 direction_flat : directions) {
|
|
|
|
int current_totalcost = g_pos.totalcost;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
// get cost from current node to currently checked direction
|
|
|
|
PathCost cost = g_pos.getCost(direction_flat);
|
|
|
|
if (!cost.updated) {
|
|
|
|
cost = calcCost(current_pos, direction_flat);
|
|
|
|
g_pos.setCost(direction_flat, cost);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
2020-03-05 12:07:52 +01:00
|
|
|
// update Y component of direction if neighbor requires jump or fall
|
|
|
|
v3s16 direction_3d = v3s16(direction_flat);
|
|
|
|
direction_3d.Y = cost.y_change;
|
|
|
|
|
|
|
|
// get position of true neighbor
|
|
|
|
v3s16 neighbor = current_pos + direction_3d;
|
|
|
|
v3s16 ineighbor = getIndexPos(neighbor);
|
|
|
|
PathGridnode &n_pos = getIndexElement(ineighbor);
|
|
|
|
|
|
|
|
if (cost.valid && !n_pos.is_closed && !n_pos.is_open) {
|
|
|
|
// heuristic function; estimate cost from neighbor to destination
|
|
|
|
cur_manhattan = getXZManhattanDist(neighbor);
|
|
|
|
|
|
|
|
// add neighbor to open list
|
|
|
|
n_pos.sourcedir = invert(direction_3d);
|
|
|
|
n_pos.totalcost = current_totalcost + cost.value;
|
|
|
|
n_pos.estimated_cost = current_totalcost + cost.value + cur_manhattan;
|
|
|
|
n_pos.is_open = true;
|
|
|
|
openList.push(neighbor);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-03-05 12:07:52 +01:00
|
|
|
// no path found; all possible nodes within searchdistance have been exhausted
|
|
|
|
return false;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2020-03-05 12:07:52 +01:00
|
|
|
bool Pathfinder::buildPath(std::vector<v3s16> &path, v3s16 ipos)
|
2016-04-01 01:52:17 +02:00
|
|
|
{
|
2020-03-05 12:07:52 +01:00
|
|
|
// The cost calculation should have set a source direction for all relevant nodes.
|
|
|
|
// To build the path, we go backwards from the destination until we reach the start.
|
|
|
|
for(u32 waypoints = 1; waypoints++; ) {
|
|
|
|
if (waypoints > PATHFINDER_MAX_WAYPOINTS) {
|
|
|
|
ERROR_TARGET << "Pathfinder: buildPath: path is too long (too many waypoints), aborting" << std::endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// Insert node into path
|
|
|
|
PathGridnode &g_pos = getIndexElement(ipos);
|
|
|
|
if (!g_pos.valid) {
|
|
|
|
ERROR_TARGET << "Pathfinder: buildPath: invalid next pos detected, aborting" << std::endl;
|
|
|
|
return false;
|
|
|
|
}
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
g_pos.is_element = true;
|
|
|
|
path.push_back(ipos);
|
|
|
|
if (g_pos.source)
|
|
|
|
// start node found, terminate
|
|
|
|
return true;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
// go to the node from which the pathfinder came
|
|
|
|
ipos += g_pos.sourcedir;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
2020-03-05 12:07:52 +01:00
|
|
|
ERROR_TARGET << "Pathfinder: buildPath: no source node found" << std::endl;
|
|
|
|
return false;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2020-03-05 12:07:52 +01:00
|
|
|
v3s16 Pathfinder::walkDownwards(v3s16 pos, unsigned int max_down) {
|
|
|
|
if (max_down == 0)
|
|
|
|
return pos;
|
|
|
|
v3s16 testpos = v3s16(pos);
|
2020-04-11 19:59:43 +02:00
|
|
|
MapNode node_at_pos = m_map->getNode(testpos);
|
2020-03-05 12:07:52 +01:00
|
|
|
unsigned int down = 0;
|
|
|
|
while ((node_at_pos.param0 != CONTENT_IGNORE) &&
|
2020-04-11 19:59:43 +02:00
|
|
|
(!m_ndef->get(node_at_pos).walkable) &&
|
2020-03-05 12:07:52 +01:00
|
|
|
(testpos.Y > m_limits.MinEdge.Y) &&
|
|
|
|
(down <= max_down)) {
|
|
|
|
testpos += v3s16(0, -1, 0);
|
|
|
|
down++;
|
2020-04-11 19:59:43 +02:00
|
|
|
node_at_pos = m_map->getNode(testpos);
|
2020-03-05 12:07:52 +01:00
|
|
|
}
|
|
|
|
//did we find surface?
|
|
|
|
if ((testpos.Y >= m_limits.MinEdge.Y) &&
|
|
|
|
(node_at_pos.param0 != CONTENT_IGNORE) &&
|
2020-04-11 19:59:43 +02:00
|
|
|
(m_ndef->get(node_at_pos).walkable)) {
|
2020-03-05 12:07:52 +01:00
|
|
|
if (down == 0) {
|
|
|
|
pos = testpos;
|
|
|
|
} else if ((down - 1) <= max_down) {
|
|
|
|
//difference of y-pos +1 (target node is ABOVE solid node)
|
|
|
|
testpos += v3s16(0, 1, 0);
|
|
|
|
pos = testpos;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
VERBOSE_TARGET << "Pos too far above ground: " <<
|
|
|
|
"Index: " << PP(getIndexPos(pos)) <<
|
|
|
|
"Realpos: " << PP(getRealPos(getIndexPos(pos))) << std::endl;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
DEBUG_OUT("Pathfinder: no surface found below pos" << std::endl);
|
|
|
|
}
|
|
|
|
return pos;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printCost()
|
|
|
|
{
|
|
|
|
printCost(DIR_XP);
|
|
|
|
printCost(DIR_XM);
|
|
|
|
printCost(DIR_ZP);
|
|
|
|
printCost(DIR_ZM);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printYdir()
|
|
|
|
{
|
|
|
|
printYdir(DIR_XP);
|
|
|
|
printYdir(DIR_XM);
|
|
|
|
printYdir(DIR_ZP);
|
|
|
|
printYdir(DIR_ZM);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printCost(PathDirections dir)
|
|
|
|
{
|
|
|
|
std::cout << "Cost in direction: " << dirToName(dir) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setfill('-') << std::setw(80) << "-" << std::endl;
|
|
|
|
std::cout << std::setfill(' ');
|
|
|
|
for (int y = 0; y < m_max_index_y; y++) {
|
|
|
|
|
|
|
|
std::cout << "Level: " << y << std::endl;
|
|
|
|
|
|
|
|
std::cout << std::setw(4) << " " << " ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
|
|
|
std::cout << std::setw(4) << x;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
for (int z = 0; z < m_max_index_z; z++) {
|
|
|
|
std::cout << std::setw(4) << z <<": ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
if (getIdxElem(x, y, z).directions[dir].valid)
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setw(4)
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
<< getIdxElem(x, y, z).directions[dir].value;
|
2013-03-17 18:03:44 +01:00
|
|
|
else
|
|
|
|
std::cout << std::setw(4) << "-";
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printYdir(PathDirections dir)
|
|
|
|
{
|
|
|
|
std::cout << "Height difference in direction: " << dirToName(dir) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setfill('-') << std::setw(80) << "-" << std::endl;
|
|
|
|
std::cout << std::setfill(' ');
|
|
|
|
for (int y = 0; y < m_max_index_y; y++) {
|
|
|
|
|
|
|
|
std::cout << "Level: " << y << std::endl;
|
|
|
|
|
|
|
|
std::cout << std::setw(4) << " " << " ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
|
|
|
std::cout << std::setw(4) << x;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
for (int z = 0; z < m_max_index_z; z++) {
|
|
|
|
std::cout << std::setw(4) << z <<": ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
if (getIdxElem(x, y, z).directions[dir].valid)
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setw(4)
|
2020-03-05 12:07:52 +01:00
|
|
|
<< getIdxElem(x, y, z).directions[dir].y_change;
|
2013-03-17 18:03:44 +01:00
|
|
|
else
|
|
|
|
std::cout << std::setw(4) << "-";
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printType()
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << "Type of node:" << std::endl;
|
|
|
|
std::cout << std::setfill('-') << std::setw(80) << "-" << std::endl;
|
|
|
|
std::cout << std::setfill(' ');
|
|
|
|
for (int y = 0; y < m_max_index_y; y++) {
|
|
|
|
|
|
|
|
std::cout << "Level: " << y << std::endl;
|
|
|
|
|
|
|
|
std::cout << std::setw(3) << " " << " ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
|
|
|
std::cout << std::setw(3) << x;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
for (int z = 0; z < m_max_index_z; z++) {
|
|
|
|
std::cout << std::setw(3) << z <<": ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
char toshow = getIdxElem(x, y, z).type;
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setw(3) << toshow;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printPathLen()
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << "Pathlen:" << std::endl;
|
|
|
|
std::cout << std::setfill('-') << std::setw(80) << "-" << std::endl;
|
|
|
|
std::cout << std::setfill(' ');
|
|
|
|
for (int y = 0; y < m_max_index_y; y++) {
|
|
|
|
|
|
|
|
std::cout << "Level: " << y << std::endl;
|
|
|
|
|
|
|
|
std::cout << std::setw(3) << " " << " ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
|
|
|
std::cout << std::setw(3) << x;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
for (int z = 0; z < m_max_index_z; z++) {
|
|
|
|
std::cout << std::setw(3) << z <<": ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
std::cout << std::setw(3) << getIdxElem(x, y, z).totalcost;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
std::string Pathfinder::dirToName(PathDirections dir)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
switch (dir) {
|
|
|
|
case DIR_XP:
|
|
|
|
return "XP";
|
|
|
|
break;
|
|
|
|
case DIR_XM:
|
|
|
|
return "XM";
|
|
|
|
break;
|
|
|
|
case DIR_ZP:
|
|
|
|
return "ZP";
|
|
|
|
break;
|
|
|
|
case DIR_ZM:
|
|
|
|
return "ZM";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return "UKN";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printPath(std::vector<v3s16> path)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
unsigned int current = 0;
|
|
|
|
for (std::vector<v3s16>::iterator i = path.begin();
|
2015-08-25 22:23:05 +02:00
|
|
|
i != path.end(); ++i) {
|
2016-12-13 23:16:26 +01:00
|
|
|
std::cout << std::setw(3) << current << ":" << PP((*i)) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
current++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|