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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it 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.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_VERTEXPATHFINDER
#define INCLUDED_VERTEXPATHFINDER
#include "graphics/Overlay.h"
#include "simulation2/helpers/Pathfinding.h"
#include "simulation2/system/CmpPtr.h"
#include <atomic>
#include <vector>
// A vertex around the corners of an obstruction
// (paths will be sequences of these vertexes)
struct Vertex
{
enum
{
UNEXPLORED,
OPEN,
CLOSED,
};
CFixedVector2D p;
fixed g, h;
u16 pred;
u8 status;
u8 quadInward : 4; // the quadrant which is inside the shape (or NONE)
u8 quadOutward : 4; // the quadrants of the next point on the path which this vertex must be in, given 'pred'
};
// Obstruction edges (paths will not cross any of these).
// Defines the two points of the edge.
struct Edge
{
CFixedVector2D p0, p1;
};
// Axis-aligned obstruction squares (paths will not cross any of these).
// Defines the opposing corners of an axis-aligned square
// (from which four individual edges can be trivially computed), requiring p0 <= p1
struct Square
{
CFixedVector2D p0, p1;
};
// Axis-aligned obstruction edges.
// p0 defines one end; c1 is either the X or Y coordinate of the other end,
// depending on the context in which this is used.
struct EdgeAA
{
CFixedVector2D p0;
fixed c1;
};
class ICmpObstructionManager;
class CSimContext;
class SceneCollector;
class VertexPathfinder
{
public:
VertexPathfinder(const u16& gridSize, Grid<NavcellData>* const & terrainOnlyGrid) : m_GridSize(gridSize), m_TerrainOnlyGrid(terrainOnlyGrid) {};
VertexPathfinder(const VertexPathfinder&) = delete;
VertexPathfinder(VertexPathfinder&& o) : m_GridSize(o.m_GridSize), m_TerrainOnlyGrid(o.m_TerrainOnlyGrid) {}
/**
* Compute a precise path from the given point to the goal, and return the set of waypoints.
* The path is based on the full set of obstructions that pass the filter, such that
* a unit of clearance 'clearance' will be able to follow the path with no collisions.
* The path is restricted to a box of radius 'range' from the starting point.
* Defined in CCmpPathfinder_Vertex.cpp
*/
WaypointPath ComputeShortPath(const ShortPathRequest& request, CmpPtr<ICmpObstructionManager> cmpObstructionManager) const;
private:
// References to the Pathfinder for convenience.
const u16& m_GridSize;
Grid<NavcellData>* const & m_TerrainOnlyGrid;
// These vectors are expensive to recreate on every call, so we cache them here.
// They are made mutable to allow using them in the otherwise const ComputeShortPath.
mutable std::vector<Edge> m_EdgesUnaligned;
mutable std::vector<EdgeAA> m_EdgesLeft;
mutable std::vector<EdgeAA> m_EdgesRight;
mutable std::vector<EdgeAA> m_EdgesBottom;
mutable std::vector<EdgeAA> m_EdgesTop;
// List of obstruction vertexes (plus start/end points); we'll try to find paths through
// the graph defined by these vertexes.
mutable std::vector<Vertex> m_Vertexes;
// List of collision edges - paths must never cross these.
// (Edges are one-sided so intersections are fine in one direction, but not the other direction.)
mutable std::vector<Edge> m_Edges;
mutable std::vector<Square> m_EdgeSquares; // Axis-aligned squares; equivalent to 4 edges.
};
/**
* There are several vertex pathfinders running asynchronously, so their debug output
* might conflict. To remain thread-safe, this single class will handle the debug data.
* NB: though threadsafe, the way things are setup means you can have a few
* more graphs and edges than you'd expect showing up in the rendered graph.
*/
class VertexPathfinderDebugOverlay
{
friend class VertexPathfinder;
public:
void SetDebugOverlay(bool enabled) { m_DebugOverlay = enabled; }
void RenderSubmit(SceneCollector& collector);
protected:
void DebugRenderGoal(const CSimContext& simContext, const PathGoal& goal);
void DebugRenderGraph(const CSimContext& simContext, const std::vector<Vertex>& vertexes, const std::vector<Edge>& edges, const std::vector<Square>& edgeSquares);
void DebugRenderEdges(const CSimContext& simContext, bool visible, CFixedVector2D curr, CFixedVector2D npos);
std::atomic<bool> m_DebugOverlay = false;
// The data is double buffered: the first is the 'work-in-progress' state, the second the last RenderSubmit state.
std::vector<SOverlayLine> m_DebugOverlayShortPathLines;
std::vector<SOverlayLine> m_DebugOverlayShortPathLinesSubmitted;
};
extern VertexPathfinderDebugOverlay g_VertexPathfinderDebugOverlay;
#endif // INCLUDED_VERTEXPATHFINDER
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