add pathfinding

This commit is contained in:
MihailRis
2025-07-31 23:29:22 +03:00
parent 88721344c1
commit 9bb50db297
4 changed files with 171 additions and 1 deletions
+115
View File
@@ -0,0 +1,115 @@
#include "Pathfinding.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/hash.hpp>
#include <queue>
#include <unordered_set>
#include <unordered_map>
#include "world/Level.hpp"
#include "voxels/GlobalChunks.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/blocks_agent.hpp"
#include "content/Content.hpp"
using namespace voxels;
struct Node {
glm::ivec3 pos;
glm::ivec3 parent;
float gScore;
float fScore;
};
struct NodeLess {
bool operator()(const Node& l, const Node& r) const {
return l.fScore > r.fScore;
}
};
static float distance(const glm::ivec3& a, const glm::ivec3& b) {
return glm::distance(glm::vec3(a), glm::vec3(b));
}
Pathfinding::Pathfinding(const Level& level) : level(level) {}
Route Pathfinding::perform(const glm::ivec3& start, const glm::ivec3& end) {
Route route {};
std::priority_queue<Node, std::vector<Node>, NodeLess> queue;
queue.push({start, {}, 0, distance(start, end)});
std::unordered_set<glm::ivec3> blocked;
std::unordered_map<glm::ivec3, Node> parents;
const auto& chunks = *level.chunks;
while (!queue.empty()) {
auto node = queue.top();
queue.pop();
if (blocked.find(node.pos) != blocked.end()) {
continue;
}
if (node.pos.x == end.x && node.pos.z == end.z) {
auto prev = glm::ivec3();
auto pos = node.pos;
while (pos != start) {
const auto& found = parents.find(pos);
if (found == parents.end()) {
route.nodes.push_back({pos});
break;
}
route.nodes.push_back({pos});
prev = pos;
pos = found->second.pos;
}
route.nodes.push_back({start});
route.found = true;
break;
}
blocked.emplace(node.pos);
glm::ivec2 neighbors[8] {
{0, 1}, {1, 0}, {0, -1}, {-1, 0},
{-1, -1}, {1, -1}, {1, 1}, {-1, 1},
};
for (int i = 0; i < sizeof(neighbors) / sizeof(glm::ivec2); i++) {
auto offset = neighbors[i];
auto point = node.pos + glm::ivec3(offset.x, 0, offset.y);
if (blocks_agent::is_obstacle_at(
chunks, point.x + 0.5f, point.y + 0.5f, point.z + 0.5f
)) {
continue;
}
if (i >= 4) {
auto a = node.pos + glm::ivec3(offset.x, 0, offset.y);
auto b = node.pos + glm::ivec3(offset.x, 0, offset.y);
if (blocks_agent::is_obstacle_at(chunks, a.x, a.y, a.z))
continue;
if (blocks_agent::is_obstacle_at(chunks, b.x, b.y, b.z))
continue;
}
if (blocked.find(point) != blocked.end()) {
continue;
}
float gScore =
node.gScore + glm::abs(offset.x) + glm::abs(offset.y);
const auto& foundParent = parents.find(point);
bool queued = foundParent != parents.end();
if (!queued || gScore < foundParent->second.gScore) {
float hScore = distance(point, end);
float fScore = gScore + hScore;
Node nNode {point, node.pos, gScore, fScore};
parents[point] = Node {node.pos, node.parent, gScore, fScore};
queue.push(nNode);
}
}
}
return route;
}