feat: async pathfinding

This commit is contained in:
MihailRis
2025-08-03 01:41:18 +03:00
parent be3fb8346f
commit a78931205f
7 changed files with 168 additions and 112 deletions
+34 -34
View File
@@ -274,6 +274,39 @@ void WorldRenderer::renderLines(
} }
} }
static void draw_route(
LinesRenderer& lines, const voxels::Agent& agent
) {
const auto& route = agent.route;
if (!route.found)
return;
for (int i = 1; i < route.nodes.size(); i++) {
const auto& a = route.nodes.at(i - 1);
const auto& b = route.nodes.at(i);
if (i == 1) {
lines.pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
);
}
lines.pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec4(1, 0, 1, 1)
);
lines.pushLine(
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
);
}
}
void WorldRenderer::renderFrame( void WorldRenderer::renderFrame(
const DrawContext& pctx, const DrawContext& pctx,
Camera& camera, Camera& camera,
@@ -389,40 +422,7 @@ void WorldRenderer::renderFrame(
// In-world lines // In-world lines
if (debug) { if (debug) {
for (const auto& [_, agent] : level.pathfinding->getAgents()) { for (const auto& [_, agent] : level.pathfinding->getAgents()) {
const auto& route = agent.route; draw_route(*lines, agent);
if (!route.found)
continue;
for (const auto& blocked : route.visited) {
lines->pushLine(
glm::vec3(blocked) + glm::vec3(0.5f),
glm::vec3(blocked) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 0, 0, 1)
);
}
for (int i = 1; i < route.nodes.size(); i++) {
const auto& a = route.nodes.at(i - 1);
const auto& b = route.nodes.at(i);
if (i == 1) {
lines->pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
);
}
lines->pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec4(1, 0, 1, 1)
);
lines->pushLine(
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
);
}
} }
} }
+3
View File
@@ -83,6 +83,9 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
builder.add("language", &settings.ui.language); builder.add("language", &settings.ui.language);
builder.add("world-preview-size", &settings.ui.worldPreviewSize); builder.add("world-preview-size", &settings.ui.worldPreviewSize);
builder.section("pathfinding");
builder.add("steps-per-async-agent", &settings.pathfinding.stepsPerAsyncAgent);
builder.section("debug"); builder.section("debug");
builder.add("generator-test-mode", &settings.debug.generatorTestMode); builder.add("generator-test-mode", &settings.debug.generatorTestMode);
builder.add("do-write-lights", &settings.debug.doWriteLights); builder.add("do-write-lights", &settings.debug.doWriteLights);
+4
View File
@@ -11,6 +11,7 @@
#include "objects/Player.hpp" #include "objects/Player.hpp"
#include "physics/Hitbox.hpp" #include "physics/Hitbox.hpp"
#include "voxels/Chunks.hpp" #include "voxels/Chunks.hpp"
#include "voxels/Pathfinding.hpp"
#include "scripting/scripting.hpp" #include "scripting/scripting.hpp"
#include "lighting/Lighting.hpp" #include "lighting/Lighting.hpp"
#include "settings.hpp" #include "settings.hpp"
@@ -69,6 +70,9 @@ LevelController::LevelController(
} }
void LevelController::update(float delta, bool pause) { void LevelController::update(float delta, bool pause) {
level->pathfinding->performAllAsync(
settings.pathfinding.stepsPerAsyncAgent.get()
);
for (const auto& [_, player] : *level->players) { for (const auto& [_, player] : *level->players) {
if (player->isSuspended()) { if (player->isSuspended()) {
continue; continue;
@@ -31,8 +31,10 @@ static int l_make_route(lua::State* L) {
if (auto agent = get_agent(L)) { if (auto agent = get_agent(L)) {
auto start = lua::tovec3(L, 2); auto start = lua::tovec3(L, 2);
auto target = lua::tovec3(L, 3); auto target = lua::tovec3(L, 3);
auto route = level->pathfinding->perform(*agent, start, target); agent->state = {};
agent->route = route; agent->start = start;
agent->target = target;
auto route = level->pathfinding->perform(*agent);
if (!route.found) { if (!route.found) {
return 0; return 0;
} }
@@ -46,6 +48,37 @@ static int l_make_route(lua::State* L) {
return 0; return 0;
} }
static int l_make_route_async(lua::State* L) {
if (auto agent = get_agent(L)) {
auto start = lua::tovec3(L, 2);
auto target = lua::tovec3(L, 3);
agent->state = {};
agent->start = start;
agent->target = target;
level->pathfinding->perform(*agent, 0);
}
return 0;
}
static int l_pull_route(lua::State* L) {
if (auto agent = get_agent(L)) {
auto& route = agent->route;
if (!agent->state.finished) {
return 0;
}
if (!route.found) {
return lua::createtable(L, 0, 0);
}
lua::createtable(L, route.nodes.size(), 0);
for (int i = 0; i < route.nodes.size(); i++) {
lua::pushvec3(L, route.nodes[i].pos);
lua::rawseti(L, i + 1);
}
return 1;
}
return 0;
}
static int l_set_max_visited_blocks(lua::State* L) { static int l_set_max_visited_blocks(lua::State* L) {
if (auto agent = get_agent(L)) { if (auto agent = get_agent(L)) {
agent->maxVisitedBlocks = lua::tointeger(L, 2); agent->maxVisitedBlocks = lua::tointeger(L, 2);
@@ -58,6 +91,8 @@ const luaL_Reg pathfindinglib[] = {
{"set_enabled", lua::wrap<l_set_enabled>}, {"set_enabled", lua::wrap<l_set_enabled>},
{"is_enabled", lua::wrap<l_is_enabled>}, {"is_enabled", lua::wrap<l_is_enabled>},
{"make_route", lua::wrap<l_make_route>}, {"make_route", lua::wrap<l_make_route>},
{"make_route_async", lua::wrap<l_make_route_async>},
{"pull_route", lua::wrap<l_pull_route>},
{"set_max_visited", lua::wrap<l_set_max_visited_blocks>}, {"set_max_visited", lua::wrap<l_set_max_visited_blocks>},
{NULL, NULL} {NULL, NULL}
}; };
+6
View File
@@ -85,6 +85,11 @@ struct GraphicsSettings {
IntegerSetting denseRenderDistance {56, 0, 10'000}; IntegerSetting denseRenderDistance {56, 0, 10'000};
}; };
struct PathfindingSettings {
/// @brief Max visited blocks by an agent per async tick
IntegerSetting stepsPerAsyncAgent {256, 1, 2048};
};
struct DebugSettings { struct DebugSettings {
/// @brief Turns off chunks saving/loading /// @brief Turns off chunks saving/loading
FlagSetting generatorTestMode {false}; FlagSetting generatorTestMode {false};
@@ -109,4 +114,5 @@ struct EngineSettings {
DebugSettings debug; DebugSettings debug;
UiSettings ui; UiSettings ui;
NetworkSettings network; NetworkSettings network;
PathfindingSettings pathfinding;
}; };
+57 -52
View File
@@ -1,8 +1,5 @@
#include "Pathfinding.hpp" #include "Pathfinding.hpp"
#include <queue>
#include <unordered_map>
#include "world/Level.hpp" #include "world/Level.hpp"
#include "voxels/GlobalChunks.hpp" #include "voxels/GlobalChunks.hpp"
#include "voxels/Chunk.hpp" #include "voxels/Chunk.hpp"
@@ -13,19 +10,6 @@ inline constexpr float SQRT2 = 1.4142135623730951f; // sqrt(2)
using namespace voxels; 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 heuristic(const glm::ivec3& a, const glm::ivec3& b) { static float heuristic(const glm::ivec3& a, const glm::ivec3& b) {
return glm::distance(glm::vec3(a), glm::vec3(b)); return glm::distance(glm::vec3(a), glm::vec3(b));
} }
@@ -79,50 +63,70 @@ int Pathfinding::createAgent() {
return id; return id;
} }
Route Pathfinding::perform( void Pathfinding::performAllAsync(int stepsPerAgent) {
const Agent& agent, const glm::ivec3& start, const glm::ivec3& end for (auto& [id, agent] : agents) {
) { if (agent.state.finished) {
continue;
}
perform(agent, stepsPerAgent);
}
}
Route Pathfinding::perform(Agent& agent, int maxVisited) {
using namespace blocks_agent; using namespace blocks_agent;
Route route {}; Route route {};
std::priority_queue<Node, std::vector<Node>, NodeLess> queue; State state = std::move(agent.state);
queue.push({start, {}, 0, heuristic(start, end)}); if (state.queue.empty()) {
state.queue.push({agent.start, {}, 0, heuristic(agent.start, agent.target)});
std::unordered_set<glm::ivec3> blocked; }
std::unordered_map<glm::ivec3, Node> parents;
const auto& chunks = *level.chunks; const auto& chunks = *level.chunks;
int height = std::max(agent.height, 1); int height = std::max(agent.height, 1);
glm::ivec3 nearest = start; if (state.nearest == glm::ivec3(0)) {
float minHScore = heuristic(start, end); state.nearest = agent.start;
state.minHScore = heuristic(agent.start, agent.target);
}
int visited = -1;
while (!queue.empty()) { while (!state.queue.empty()) {
if (blocked.size() == agent.maxVisitedBlocks) { if (state.blocked.size() == agent.maxVisitedBlocks) {
if (agent.mayBeIncomplete) { if (agent.mayBeIncomplete) {
restore_route(route, nearest, parents); restore_route(route, state.nearest, state.parents);
route.nodes.push_back({start}); route.nodes.push_back({agent.start});
route.found = true; route.found = true;
route.visited = std::move(blocked); state.finished = true;
agent.state = std::move(state);
agent.route = route;
return route; return route;
} }
break; break;
} }
auto node = queue.top(); visited++;
queue.pop(); if (visited == maxVisited) {
state.finished = false;
agent.state = std::move(state);
return {};
}
if (node.pos.x == end.x && auto node = state.queue.top();
glm::abs((node.pos.y - end.y) / height) == 0 && state.queue.pop();
node.pos.z == end.z) {
restore_route(route, node.pos, parents); if (node.pos.x == agent.target.x &&
route.nodes.push_back({start}); glm::abs((node.pos.y - agent.target.y) / height) == 0 &&
node.pos.z == agent.target.z) {
restore_route(route, node.pos, state.parents);
route.nodes.push_back({agent.start});
route.found = true; route.found = true;
route.visited = std::move(blocked); state.finished = true;
agent.state = std::move(state);
agent.route = route;
return route; return route;
} }
blocked.emplace(node.pos); state.blocked.emplace(node.pos);
glm::ivec2 neighbors[8] { glm::ivec2 neighbors[8] {
{0, 1}, {1, 0}, {0, -1}, {-1, 0}, {0, 1}, {1, 0}, {0, -1}, {-1, 0},
{-1, -1}, {1, -1}, {1, 1}, {-1, 1}, {-1, -1}, {1, -1}, {1, 1}, {-1, 1},
@@ -139,7 +143,7 @@ Route Pathfinding::perform(
} }
pos.y = surface; pos.y = surface;
auto point = pos + glm::ivec3(offset.x, 0, offset.y); auto point = pos + glm::ivec3(offset.x, 0, offset.y);
if (blocked.find(point) != blocked.end()) { if (state.blocked.find(point) != state.blocked.end()) {
continue; continue;
} }
@@ -153,22 +157,23 @@ Route Pathfinding::perform(
int score = glm::abs(node.pos.y - pos.y) * 10; int score = glm::abs(node.pos.y - pos.y) * 10;
float sum = glm::abs(offset.x) + glm::abs(offset.y); float sum = glm::abs(offset.x) + glm::abs(offset.y);
float gScore = float gScore =
node.gScore + glm::max(sum, SQRT2) * 0.5f + sum * 0.5f + score; node.gScore + sum + score;
const auto& found = parents.find(point); const auto& found = state.parents.find(point);
if (found == parents.end()) { if (found == state.parents.end()) {
float hScore = heuristic(point, end); float hScore = heuristic(point, agent.target);
if (hScore < minHScore) { if (hScore < state.minHScore) {
minHScore = hScore; state.minHScore = hScore;
nearest = point; state.nearest = point;
} }
float fScore = gScore + hScore; float fScore = gScore * 0.75f + hScore;
Node nNode {point, node.pos, gScore, fScore}; Node nNode {point, node.pos, gScore, fScore};
parents[point] = node; state.parents[point] = node;
queue.push(nNode); state.queue.push(nNode);
} }
} }
} }
return route; agent.state = std::move(state);
return {};
} }
Agent* Pathfinding::getAgent(int id) { Agent* Pathfinding::getAgent(int id) {
+27 -24
View File
@@ -5,6 +5,7 @@
#include <vector> #include <vector>
#include <memory> #include <memory>
#include <queue>
#include <glm/vec2.hpp> #include <glm/vec2.hpp>
#include <glm/vec3.hpp> #include <glm/vec3.hpp>
#include <unordered_map> #include <unordered_map>
@@ -21,7 +22,28 @@ namespace voxels {
struct Route { struct Route {
bool found; bool found;
std::vector<RouteNode> nodes; std::vector<RouteNode> nodes;
std::unordered_set<glm::ivec3> visited; };
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;
}
};
struct State {
std::priority_queue<Node, std::vector<Node>, NodeLess> queue;
std::unordered_set<glm::ivec3> blocked;
std::unordered_map<glm::ivec3, Node> parents;
glm::ivec3 nearest;
float minHScore;
bool finished = true;
}; };
struct Agent { struct Agent {
@@ -32,26 +54,7 @@ namespace voxels {
glm::ivec3 start; glm::ivec3 start;
glm::ivec3 target; glm::ivec3 target;
Route route; Route route;
}; State state {};
struct Map {
int width;
int height;
std::unique_ptr<uint8_t[]> map;
Map(int width, int height)
: width(width),
height(height),
map(std::make_unique<uint8_t[]>(width * height)) {
}
uint8_t& operator[](int i) {
return map[i];
}
const uint8_t& operator[](int i) const {
return map[i];
}
}; };
class Pathfinding { class Pathfinding {
@@ -60,9 +63,9 @@ namespace voxels {
int createAgent(); int createAgent();
Route perform( void performAllAsync(int stepsPerAgent);
const Agent& agent, const glm::ivec3& start, const glm::ivec3& end
); Route perform(Agent& agent, int maxVisited = -1);
Agent* getAgent(int id); Agent* getAgent(int id);