MegaGlest/source/glest_game/ai/fast_path_finder.cpp

1157 lines
30 KiB
C++

/*!
// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2012 Mark Vejvoda
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
** Copyright (c) 2007 by John W. Ratcliff mailto:jratcliff@infiniplex.net
**
** Portions of this source has been released with the PhysXViewer application, as well as
** Rocket, CreateDynamics, ODF, and as a number of sample code snippets.
**
** If you find this code useful or you are feeling particularily generous I would
** ask that you please go to http://www.amillionpixels.us and make a donation
** to Troy DeMolay.
**
** DeMolay is a youth group for young men between the ages of 12 and 21.
** It teaches strong moral principles, as well as leadership skills and
** public speaking. The donations page uses the 'pay for pixels' paradigm
** where, in this case, a pixel is only a single penny. Donations can be
** made for as small as $4 or as high as a $100 block. Each person who donates
** will get a link to their own site as well as acknowledgement on the
** donations blog located here http://www.amillionpixels.blogspot.com/
**
** If you wish to contact me you can use the following methods:
**
** Skype Phone: 636-486-4040 (let it ring a long time while it goes through switches)
** Skype ID: jratcliff63367
** Yahoo: jratcliff63367
** AOL: jratcliff1961
** email: jratcliff@infiniplex.net
A* Algorithm Implementation using STL is
Copyright (C)2001-2005 Justin Heyes-Jones
FixedSizeAllocator class
Copyright 2001 Justin Heyes-Jones
This class is a constant time O(1) memory manager for objects of
a specified type. The type is specified using a template class.
Memory is allocated from a fixed size buffer which you can specify in the
class constructor or use the default.
Using GetFirst and GetNext it is possible to iterate through the elements
one by one, and this would be the most common use for the class.
I would suggest using this class when you want O(1) add and delete
and you don't do much searching, which would be O(n). Structures such as binary
trees can be used instead to get O(logn) access time.
**
** The MIT license:
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
** copies of the Software, and to permit persons to whom the Software is furnished
** to do so, subject to the following conditions:
**
** The above copyright notice and this permission notice shall be included in all
** copies or substantial portions of the Software.
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
** IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
** AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
** WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
** CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
//*** IMPORTANT : READ ME FIRST !!
//***
//*** This source code simply provides a C++ wrapper for the AStar Algorithm Implementation in STL written by Justin Heyes-Jones
//*** There is nothing wrong with Justin's code in any way, except that he uses templates. My personal programming style is
//*** to use virtual interfaces and the PIMPLE paradigm to hide the details of the implementation.
//***
//*** To use my wrapper you simply have your own path node inherit the pure virtual interface 'AI_Node' and implement the
//*** following four methods.
//***
//***
//** virtual float getDistance(const AI_Node *node) = 0; // Return the distance between two nodes
//** virtual float getCost(void) = 0; // return the relative 'cost' of a node. Default should be 1.
//** virtual unsigned int getEdgeCount(void) const = 0; // Return the number of edges in a node.
//** virtual AI_Node * getEdge(int index) const = 0; // Return a pointer to the node a particular edge is connected to.
//**
//** That's all there is to it.
//**
//** Here is an example usage:
//**
//** FastAstar *fa = createFastAstar();
//** astarStartSearch(fq,fromNode,toNode);
//** for (int i=0; i<10000; i++)
//** {
//** bool finished = astarSearchStep(fa);
//** if ( finished ) break;
//** }
//**
//** unsigned int count;
//** AI_Node **solution = getSolution(fa,count);
//**
//** ... do something you want with the answer
//**
//** releaseFastAstar(fa);
//**
//*******************************
#include "fast_path_finder.h"
#include "IntrHeapHash.hpp"
template <class USER_TYPE> class FixedSizeAllocator {
public:
// Constants
enum {
FSA_DEFAULT_SIZE = 3000
};
// This class enables us to transparently manage the extra data
// needed to enable the user class to form part of the double-linked
// list class
struct FSA_ELEMENT {
USER_TYPE UserType;
FSA_ELEMENT *pPrev;
FSA_ELEMENT *pNext;
};
public: // methods
FixedSizeAllocator( unsigned int MaxElements = FSA_DEFAULT_SIZE ) :
m_MaxElements( MaxElements ),
m_pFirstUsed( NULL ) {
// Allocate enough memory for the maximum number of elements
char *pMem = new char[ m_MaxElements * sizeof(FSA_ELEMENT) ];
m_pMemory = (FSA_ELEMENT *) pMem;
// Set the free list first pointer
m_pFirstFree = m_pMemory;
// Clear the memory
memset( m_pMemory, 0, sizeof( FSA_ELEMENT ) * m_MaxElements );
// Point at first element
FSA_ELEMENT *pElement = m_pFirstFree;
// Set the double linked free list
for( unsigned int i=0; i<m_MaxElements; i++ ) {
pElement->pPrev = pElement-1;
pElement->pNext = pElement+1;
pElement++;
}
// first element should have a null prev
m_pFirstFree->pPrev = NULL;
// last element should have a null next
(pElement-1)->pNext = NULL;
}
~FixedSizeAllocator() {
// Free up the memory
delete [] m_pMemory;
}
void reset() {
m_pFirstUsed = NULL;
m_pFirstFree = m_pMemory;
// Point at first element
FSA_ELEMENT *pElement = m_pFirstFree;
// Set the double linked free list
for( unsigned int i=0; i<m_MaxElements; i++ ) {
pElement->pPrev = pElement-1;
pElement->pNext = pElement+1;
pElement++;
}
// first element should have a null prev
m_pFirstFree->pPrev = NULL;
// last element should have a null next
(pElement-1)->pNext = NULL;
}
// Allocate a new USER_TYPE and return a pointer to it
USER_TYPE *alloc() {
FSA_ELEMENT *pNewNode = NULL;
if( !m_pFirstFree ) {
return NULL;
}
else {
pNewNode = m_pFirstFree;
m_pFirstFree = pNewNode->pNext;
// if the new node points to another free node then
// change that nodes prev free pointer...
if( pNewNode->pNext ) {
pNewNode->pNext->pPrev = NULL;
}
// node is now on the used list
pNewNode->pPrev = NULL; // the allocated node is always first in the list
if( m_pFirstUsed == NULL ) {
pNewNode->pNext = NULL; // no other nodes
}
else {
m_pFirstUsed->pPrev = pNewNode; // insert this at the head of the used list
pNewNode->pNext = m_pFirstUsed;
}
m_pFirstUsed = pNewNode;
}
return reinterpret_cast<USER_TYPE*>(pNewNode);
}
// Free the given user type
// For efficiency I don't check whether the user_data is a valid
// pointer that was allocated. I may add some debug only checking
// (To add the debug check you'd need to make sure the pointer is in
// the m_pMemory area and is pointing at the start of a node)
void free( USER_TYPE *user_data ) {
FSA_ELEMENT *pNode = reinterpret_cast<FSA_ELEMENT*>(user_data);
// manage used list, remove this node from it
if( pNode->pPrev ) {
pNode->pPrev->pNext = pNode->pNext;
}
else {
// this handles the case that we delete the first node in the used list
m_pFirstUsed = pNode->pNext;
}
if( pNode->pNext ) {
pNode->pNext->pPrev = pNode->pPrev;
}
// add to free list
if( m_pFirstFree == NULL ) {
// free list was empty
m_pFirstFree = pNode;
pNode->pPrev = NULL;
pNode->pNext = NULL;
}
else {
// Add this node at the start of the free list
m_pFirstFree->pPrev = pNode;
pNode->pNext = m_pFirstFree;
m_pFirstFree = pNode;
}
}
// For debugging this displays both lists (using the prev/next list pointers)
void Debug() {
printf( "free list " );
FSA_ELEMENT *p = m_pFirstFree;
while( p ) {
printf( "%x!%x ", p->pPrev, p->pNext );
p = p->pNext;
}
printf( "\n" );
printf( "used list " );
p = m_pFirstUsed;
while( p ) {
printf( "%x!%x ", p->pPrev, p->pNext );
p = p->pNext;
}
printf( "\n" );
}
// Iterators
USER_TYPE *GetFirst() {
return reinterpret_cast<USER_TYPE *>(m_pFirstUsed);
}
USER_TYPE *GetNext( USER_TYPE *node ) {
return reinterpret_cast<USER_TYPE *>
(
(reinterpret_cast<FSA_ELEMENT *>(node))->pNext
);
}
public: // data
private: // methods
private: // data
FSA_ELEMENT *m_pFirstFree;
FSA_ELEMENT *m_pFirstUsed;
unsigned int m_MaxElements;
FSA_ELEMENT *m_pMemory;
};
/*
A* Algorithm Implementation using STL is
Copyright (C)2001-2005 Justin Heyes-Jones
Permission is given by the author to freely redistribute and
include this code in any program as long as this credit is
given where due.
COVERED CODE IS PROVIDED UNDER THIS LICENSE ON AN "AS IS" BASIS,
WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED,
INCLUDING, WITHOUT LIMITATION, WARRANTIES THAT THE COVERED CODE
IS FREE OF DEFECTS, MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE
OR NON-INFRINGING. THE ENTIRE RISK AS TO THE QUALITY AND
PERFORMANCE OF THE COVERED CODE IS WITH YOU. SHOULD ANY COVERED
CODE PROVE DEFECTIVE IN ANY RESPECT, YOU (NOT THE INITIAL
DEVELOPER OR ANY OTHER CONTRIBUTOR) ASSUME THE COST OF ANY
NECESSARY SERVICING, REPAIR OR CORRECTION. THIS DISCLAIMER OF
WARRANTY CONSTITUTES AN ESSENTIAL PART OF THIS LICENSE. NO USE
OF ANY COVERED CODE IS AUTHORIZED HEREUNDER EXCEPT UNDER
THIS DISCLAIMER.
Use at your own risk!
*/
// used for text debugging
#include <iostream>
#include <stdio.h>
//#include <conio.h>
#include <assert.h>
// stl includes
#include <algorithm>
#include <set>
#include <vector>
using namespace std;
// Fixed size memory allocator can be disabled to compare performance
// Uses std new and delete instead if you turn it off
#define USE_FSA_MEMORY 1
// disable warning that debugging information has lines that are truncated
// occurs in stl headers
#pragma warning( disable : 4786 )
// The AStar search class. UserState is the users state space type
template <class UserState> class AStarSearch {
public: // data
// A node represents a possible state in the search
// The user provided state type is included inside this type
public:
class Node : public IntrHeapHashNodeBase {
public:
Node *parent; // used during the search to record the parent of successor nodes
Node *child; // used after the search for the application to view the search in reverse
float g; // cost of this node + it's predecessors
float h; // heuristic estimate of distance to goal
float f; // sum of cumulative cost of predecessors and self and heuristic
Node() :
parent( 0 ),
child( 0 ),
g( 0.0f ),
h( 0.0f ),
f( 0.0f )
{
}
//used in AllocateNode
void clear() {
parent=0;
child=0;
g=0;
h=0;
f=0;
}
UserState m_UserState;
};
// Both hashset and heaphash use this traits of node
struct NodeTraits{
static bool Compare(const Node* x,const Node* y)
{
return x->f < y->f;
}
static bool isEqual(const Node* x,const Node* y)
{
return x->m_UserState.IsSameState(y->m_UserState);
}
static int32 getHashCode(const Node* x)
{
return x->m_UserState.getHashCode();
}
};
// For sorting the heap the STL needs compare function that lets us compare
// the f value of two nodes
// class HeapCompare_f {
// public:
// bool operator() ( const Node *x, const Node *y ) const {
// return x->f > y->f;
// }
// };
public: // methods
// constructor just initialises private data
AStarSearch( ) :
m_State( SEARCH_STATE_NOT_INITIALISED ),
m_CurrentSolutionNode( NULL ),
m_Start( NULL),
m_Goal( NULL),
m_CancelRequest( false )
{
InitPool();
}
~AStarSearch()
{
// if additional pool page was allocated, let's free it
NodePoolPage* page=defaultPool.nextPage;
while(page)
{
NodePoolPage* next=page->nextPage;
delete page;
page=next;
}
}
// call at any time to cancel the search and free up all the memory
void CancelSearch() {
m_CancelRequest = true;
}
// Set Start and goal states
inline void SetStartAndGoalStates( UserState &Start, UserState &Goal, void *userData ) {
this->userData = userData;
// Reinit nodes pool after previous searches
InitPool();
// Clear containers after previous searches
m_OpenList.Clear();
m_ClosedList.Clear();
m_CancelRequest = false;
// allocate start end goal nodes
m_Start = AllocateNode();
m_Goal = AllocateNode();
m_Start->m_UserState = Start;
m_Goal->m_UserState = Goal;
m_State = SEARCH_STATE_SEARCHING;
// Initialise the AStar specific parts of the Start Node
// The user only needs fill out the state information
m_Start->g = 0;
m_Start->h = m_Start->m_UserState.GoalDistanceEstimate( m_Goal->m_UserState, userData );
m_Start->f = m_Start->g + m_Start->h;
m_Start->parent = 0;
// Push the start node on the Open list
//m_OpenList.push_back( m_Start ); // heap now unsorted
// Sort back element into heap
//push_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
m_OpenList.Insert( m_Start );
// Initialise counter for search steps
m_Steps = 0;
}
// Advances search one step
inline SearchState SearchStep(unsigned int &searchCount) {
searchCount = 0;
// Firstly break if the user has not initialised the search
assert( (m_State > SEARCH_STATE_NOT_INITIALISED) && (m_State < SEARCH_STATE_INVALID) );
// Next I want it to be safe to do a searchstep once the search has succeeded...
if( (m_State == SEARCH_STATE_SUCCEEDED) || (m_State == SEARCH_STATE_FAILED) ) {
return m_State;
}
// Failure is defined as emptying the open list as there is nothing left to
// search...
// New: Allow user abort
if( m_OpenList.isEmpty() || m_CancelRequest ) {
//FreeAllNodes();
m_State = SEARCH_STATE_FAILED;
return m_State;
}
// Incremement step count
m_Steps ++;
// Pop the best node (the one with the lowest f)
Node *n= m_OpenList.Pop();
//printf("n:(%d,%d):%d\n",n->m_UserState.x,n->m_UserState.y,n->f);
// Check for the goal, once we pop that we're done
if( n->m_UserState.IsGoal( m_Goal->m_UserState ) )
{
// The user is going to use the Goal Node he passed in
// so copy the parent pointer of n
m_Goal->parent = n->parent;
// A special case is that the goal was passed in as the start state
// so handle that here
if( false == n->m_UserState.IsSameState( m_Start->m_UserState ) )
{
FreeNode( n );
// set the child pointers in each node (except Goal which has no child)
Node *nodeChild = m_Goal;
Node *nodeParent = m_Goal->parent;
do
{
nodeParent->child = nodeChild;
nodeChild = nodeParent;
nodeParent = nodeParent->parent;
}
while( nodeChild != m_Start ); // Start is always the first node by definition
}
m_State = SEARCH_STATE_SUCCEEDED;
return m_State;
}
else // not goal
{
// We now need to generate the successors of this node
// The user helps us to do this, and we keep the new nodes in
// m_Successors ...
m_Successors.clear(); // empty vector of successor nodes to n
// User provides this functions and uses AddSuccessor to add each successor of
// node 'n' to m_Successors
n->m_UserState.GetSuccessors( this, n->parent ? &n->parent->m_UserState : NULL );
// Now handle each successor to the current node ...
for( typename std::vector< Node * >::iterator successor = m_Successors.begin(); successor != m_Successors.end(); successor ++ )
{
// The g value for this successor ...
int newg = n->g + n->m_UserState.GetCost( (*successor)->m_UserState, userData );
// Now we need to find whether the node is on the open or closed lists
// If it is but the node that is already on them is better (lower g)
// then we can forget about this successor
const Node* openlist_result=m_OpenList.Find(**successor);
if( openlist_result )
{
// we found this state on open
if( openlist_result->g <= newg )
{
FreeNode( (*successor) );
// the one on Open is cheaper than this one
continue;
}
}
typename NodeHash::Iterator closedlist_result=m_ClosedList.Find(**successor);
if( closedlist_result.Found() )
{
// we found this state on closed
if( closedlist_result.Get()->g <= newg )
{
// the one on Closed is cheaper than this one
FreeNode( (*successor) );
continue;
}
}
// This node is the best node so far with this particular state
// so lets keep it and set up its AStar specific data ...
(*successor)->parent = n;
(*successor)->g = newg;
(*successor)->h = (*successor)->m_UserState.GoalDistanceEstimate( m_Goal->m_UserState, userData );
(*successor)->f = (*successor)->g + (*successor)->h;
// Remove successor from closed if it was on it
if( closedlist_result.Found() )
{
// remove it from Closed
Node* node=(Node*)closedlist_result.Get();
m_ClosedList.Delete( closedlist_result );
FreeNode( node );
}
// Update old version of this node
if( openlist_result )
{
m_OpenList.Delete( *openlist_result );
FreeNode( (Node*)openlist_result );
}
m_OpenList.Insert( (*successor) );
}
// push n onto Closed, as we have expanded it now
m_ClosedList.Insert( n );
} // end else (not goal so expand)
return m_State; // Succeeded bool is false at this point.
}
// User calls this to add a successor to a list of successors
// when expanding the search frontier
inline bool AddSuccessor( UserState &State ) {
Node *node = AllocateNode();
if( node ) {
node->m_UserState = State;
m_Successors.push_back( node );
return true;
}
return false;
}
// Free the solution nodes
// This is done to clean up all used Node memory when you are done with the
// search
inline void FreeSolutionNodes() {
Node *n = m_Start;
if( m_Start && m_Start->child ) {
do {
Node *del = n;
n = n->child;
FreeNode( del );
del = NULL;
} while( n != m_Goal );
FreeNode( n ); // Delete the goal
m_Start = NULL;
m_Goal = NULL;
}
else {
// if the start node is the solution we need to just delete the start and goal
// nodes
FreeNode( m_Start );
m_Start = NULL;
FreeNode( m_Goal );
m_Goal = NULL;
}
}
// Functions for traversing the solution
// Get start node
inline UserState *GetSolutionStart() {
m_CurrentSolutionNode = m_Start;
if( m_Start ) {
return &m_Start->m_UserState;
}
else {
return NULL;
}
}
// Get next node
inline UserState *GetSolutionNext() {
if( m_CurrentSolutionNode ) {
if( m_CurrentSolutionNode->child ) {
m_CurrentSolutionNode = m_CurrentSolutionNode->child;
return &m_CurrentSolutionNode->m_UserState;
}
}
return NULL;
}
// Get end node
inline UserState *GetSolutionEnd() {
m_CurrentSolutionNode = m_Goal;
if( m_Goal ) {
return &m_Goal->m_UserState;
}
else {
return NULL;
}
}
// Step solution iterator backwards
inline UserState *GetSolutionPrev() {
if( m_CurrentSolutionNode ) {
if( m_CurrentSolutionNode->parent ) {
m_CurrentSolutionNode = m_CurrentSolutionNode->parent;
return &m_CurrentSolutionNode->m_UserState;
}
}
return NULL;
}
// For educational use and debugging it is useful to be able to view
// the open and closed list at each step, here are two functions to allow that.
// UserState *GetOpenListStart() {
// float f,g,h;
// return GetOpenListStart( f,g,h );
// }
// UserState *GetOpenListStart( float &f, float &g, float &h ) {
// iterDbgOpen = m_OpenList.begin();
// if( iterDbgOpen != m_OpenList.end() ) {
// f = (*iterDbgOpen)->f;
// g = (*iterDbgOpen)->g;
// h = (*iterDbgOpen)->h;
// return &(*iterDbgOpen)->m_UserState;
// }
//
// return NULL;
// }
// UserState *GetOpenListNext() {
// float f,g,h;
// return GetOpenListNext( f,g,h );
// }
// UserState *GetOpenListNext( float &f, float &g, float &h ) {
// iterDbgOpen++;
// if( iterDbgOpen != m_OpenList.end() ) {
// f = (*iterDbgOpen)->f;
// g = (*iterDbgOpen)->g;
// h = (*iterDbgOpen)->h;
// return &(*iterDbgOpen)->m_UserState;
// }
//
// return NULL;
// }
// UserState *GetClosedListStart() {
// float f,g,h;
// return GetClosedListStart( f,g,h );
// }
//
// UserState *GetClosedListStart( float &f, float &g, float &h ) {
// iterDbgClosed = m_ClosedList.begin();
// if( iterDbgClosed != m_ClosedList.end() ) {
// f = (*iterDbgClosed)->f;
// g = (*iterDbgClosed)->g;
// h = (*iterDbgClosed)->h;
//
// return &(*iterDbgClosed)->m_UserState;
// }
//
// return NULL;
// }
//
// UserState *GetClosedListNext() {
// float f,g,h;
// return GetClosedListNext( f,g,h );
// }
//
// UserState *GetClosedListNext( float &f, float &g, float &h ) {
// iterDbgClosed++;
// if( iterDbgClosed != m_ClosedList.end() ) {
// f = (*iterDbgClosed)->f;
// g = (*iterDbgClosed)->g;
// h = (*iterDbgClosed)->h;
//
// return &(*iterDbgClosed)->m_UserState;
// }
//
// return NULL;
// }
// Get the number of steps
inline int GetStepCount() { return m_Steps; }
// void EnsureMemoryFreed() {
//#if USE_FSA_MEMORY
// assert(m_AllocateNodeCount == 0);
//#endif
// }
inline void * getUserData() { return userData; }
// This is called when a search fails or is cancelled to free all used
// memory
// void FreeAllNodes() {
// // iterate open list and delete all nodes
// typename vector< Node * >::iterator iterOpen = m_OpenList.begin();
//
// while( iterOpen != m_OpenList.end() ) {
// Node *n = (*iterOpen);
// FreeNode( n );
//
// iterOpen ++;
// }
//
// m_OpenList.clear();
//
// // iterate closed list and delete unused nodes
// typename vector< Node * >::iterator iterClosed;
//
// for( iterClosed = m_ClosedList.begin();
// iterClosed != m_ClosedList.end(); iterClosed ++ ) {
// Node *n = (*iterClosed);
// FreeNode( n );
// }
//
// m_ClosedList.clear();
//
// // delete the goal
// FreeNode(m_Goal);
// m_Goal = NULL;
// }
private: // methods
// This call is made by the search class when the search ends. A lot of nodes may be
// created that are still present when the search ends. They will be deleted by this
// routine once the search ends
// void FreeUnusedNodes() {
// // iterate open list and delete unused nodes
// typename vector< Node * >::iterator iterOpen = m_OpenList.begin();
//
// while( iterOpen != m_OpenList.end() ) {
// Node *n = (*iterOpen);
// if( !n->child ) {
// FreeNode( n );
// n = NULL;
// }
//
// iterOpen ++;
// }
//
// m_OpenList.clear();
//
// // iterate closed list and delete unused nodes
// typename vector< Node * >::iterator iterClosed;
//
// for( iterClosed = m_ClosedList.begin();
// iterClosed != m_ClosedList.end(); iterClosed ++ ) {
// Node *n = (*iterClosed);
// if( !n->child ) {
// FreeNode( n );
// n = NULL;
// }
// }
//
// m_ClosedList.clear();
// }
// Node memory management
// Node memory management
inline Node *AllocateNode() {
if(freeNodesList) {
Node* rv=freeNodesList;
freeNodesList=freeNodesList->child;
rv->clear();
return rv;
}
if(currentPoolPage->nextFreeNode==currentPoolPage->endFreeNode) {
currentPoolPage=currentPoolPage->nextPage=new NodePoolPage;
}
Node* rv=currentPoolPage->nextFreeNode++;
rv->clear();
return rv;
}
inline void FreeNode( Node *node ) {
node->child=freeNodesList;
freeNodesList=node;
}
private: // data
// binary heap and hashset '2 in 1' container with 'open' nodes
typedef IntrHeapHash<Node,NodeTraits> NodeHeap;
NodeHeap m_OpenList;
// hashset for 'closed' nodes
typedef IntrHashSet<Node,NodeTraits> NodeHash;
NodeHash m_ClosedList;
// Successors is a vector filled out by the user each type successors to a node
// are generated
typedef std::vector< Node * > NodeVector;
NodeVector m_Successors;
//default page size
enum { nodesPerPage=4096 };
// page of pool of nodes for fast allocation
struct NodePoolPage {
Node nodes[nodesPerPage];
Node* nextFreeNode;
Node* endFreeNode;
NodePoolPage* nextPage;
NodePoolPage() {
Init();
nextPage=0;
}
void Init() {
nextFreeNode=nodes;
endFreeNode=nodes+nodesPerPage;
}
};
//first page of pool allocated along with AStarSearch object on stack
//or in data segement if static.
//should be enough for most tasks
NodePoolPage defaultPool;
//pointer to current pool page. equal to address of default pool at start
NodePoolPage* currentPoolPage;
//pointer to first node of linked list of nodes
Node* freeNodesList;
void InitPool() {
currentPoolPage=&defaultPool;
freeNodesList=0;
NodePoolPage* ptr=currentPoolPage;
while(ptr) {
ptr->Init();
ptr=ptr->nextPage;
}
}
// State
SearchState m_State;
// Counts steps
int m_Steps;
// Start and goal state pointers
Node *m_Start;
Node *m_Goal;
Node *m_CurrentSolutionNode;
bool m_CancelRequest;
void *userData;
};
//********************************************************
//********** C++ wrapper written by John W. Ratcliff ***
//********************************************************
class MapSearchNode {
public:
MapSearchNode(void) {
mNode = 0;
}
MapSearchNode(AI_Node *point) {
mNode = point;
}
float GoalDistanceEstimate( MapSearchNode &nodeGoal, void *userData );
bool IsGoal( MapSearchNode &nodeGoal );
bool GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node );
float GetCost( MapSearchNode &successor, void *userData );
bool IsSameState( const MapSearchNode &rhs ) const;
int32 getHashCode() const;
void PrintNodeInfo();
AI_Node * getNode(void) const { return mNode; };
private:
AI_Node *mNode;
};
inline bool MapSearchNode::IsSameState( const MapSearchNode &rhs ) const {
bool ret = false;
if ( mNode == rhs.mNode ) ret = true;
return ret;
}
inline int32 MapSearchNode::getHashCode() const {
return mNode->getHashCode();
}
void MapSearchNode::PrintNodeInfo() {
}
inline float MapSearchNode::GoalDistanceEstimate( MapSearchNode &nodeGoal, void *userData ) {
return mNode->getDistance( nodeGoal.mNode, userData );
}
inline bool MapSearchNode::IsGoal( MapSearchNode &nodeGoal ) {
bool ret = false;
if ( mNode == nodeGoal.mNode ) ret = true;
return ret;
}
inline bool MapSearchNode::GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node ) {
unsigned int count = mNode->getEdgeCount(astarsearch->getUserData());
for (unsigned int i = 0; i < count; ++i) {
AI_Node *node = mNode->getEdge(i,astarsearch->getUserData());
MapSearchNode newNode(node);
astarsearch->AddSuccessor( newNode );
}
return true;
}
inline float MapSearchNode::GetCost( MapSearchNode &successor, void *userData ) {
return mNode->getCost(userData);
}
class FastAstar {
public:
FastAstar(void) {
}
~FastAstar(void) {
}
inline void startSearch(AI_Node *from,AI_Node *to,void *userData) {
mSolution.clear();
MapSearchNode start(from);
MapSearchNode end(to);
mAstarSearch.SetStartAndGoalStates(start,end,userData);
}
inline SearchState getLastSearchState() {
return lastSearchState;
}
inline bool searchStep(unsigned int &searchCount) {
bool ret = false;
SearchState state = mAstarSearch.SearchStep(searchCount);
lastSearchState = state;
switch ( state ) {
case SEARCH_STATE_NOT_INITIALISED:
ret = true;
break;
case SEARCH_STATE_SEARCHING:
ret = false;
break;
case SEARCH_STATE_SUCCEEDED:
if ( 1 ) {
MapSearchNode *node = mAstarSearch.GetSolutionStart();
while ( node ) {
AI_Node *ai = node->getNode();
mSolution.push_back(ai);
node = mAstarSearch.GetSolutionNext();
}
//mAstarSearch.FreeSolutionNodes();
}
ret = true;
break;
case SEARCH_STATE_FAILED:
ret = true;
break;
case SEARCH_STATE_OUT_OF_MEMORY:
assert(0);
break;
case SEARCH_STATE_INVALID:
ret = true;
break;
}
return ret;
}
inline AI_Node ** getSolution(unsigned int &count) {
AI_Node **ret = 0;
count = 0;
if ( !mSolution.empty() ) {
count = mSolution.size();
ret = &mSolution[0];
}
return ret;
}
private:
AStarSearch< MapSearchNode > mAstarSearch;
std::vector< AI_Node * > mSolution;
SearchState lastSearchState;
};
FastAstar * createFastAstar(void) {
FastAstar *ret = new FastAstar;
return ret;
}
void astarStartSearch(FastAstar *astar,AI_Node *from,AI_Node *to,void *userData) {
if ( astar ) astar->startSearch(from,to,userData);
}
bool astarSearchStep(FastAstar *astar,unsigned int &searchCount) {
bool ret = true;
if ( astar )
ret =astar->searchStep(searchCount);
return ret;
}
SearchState getLastSearchState(FastAstar *astar) {
return astar->getLastSearchState();
}
void releaseFastAstar(FastAstar *astar) {
delete astar;
}
AI_Node ** getSolution(FastAstar *astar,unsigned int &count) {
AI_Node **ret = 0;
if ( astar ) {
ret = astar->getSolution(count);
}
return ret;
}