示例#1
0
文件: micropather.cpp 项目: Ogimle/ne
void OpenQueue::Push( PathNode* pNode )
{
	
	MPASSERT( pNode->inOpen == 0 );
	MPASSERT( pNode->inClosed == 0 );
	
#ifdef DEBUG_PATH_DEEP
	printf( "Open Push: " );
	graph->PrintStateInfo( pNode->state );
	printf( " total=%.1f\n", pNode->totalCost );		
#endif
	
	// Add sorted. Lowest to highest cost path. Note that the sentinel has
	// a value of FLT_MAX, so it should always be sorted in.
	MPASSERT( pNode->totalCost < FLT_MAX );
	PathNode* iter = sentinel->next;
	while ( true )
	{
		if ( pNode->totalCost < iter->totalCost ) {
			iter->AddBefore( pNode );
			pNode->inOpen = 1;
			break;
		}
		iter = iter->next;
	}
	MPASSERT( pNode->inOpen );	// make sure this was actually added.
#ifdef DEBUG
	sentinel->CheckList();
#endif
}
示例#2
0
文件: micropather.cpp 项目: Ogimle/ne
void OpenQueue::Update( PathNode* pNode )
{
#ifdef DEBUG_PATH_DEEP
	printf( "Open Update: " );		
	graph->PrintStateInfo( pNode->state );
	printf( " total=%.1f\n", pNode->totalCost );		
#endif
	
	MPASSERT( pNode->inOpen );
	
	// If the node now cost less than the one before it,
	// move it to the front of the list.
	if ( pNode->prev != sentinel && pNode->totalCost < pNode->prev->totalCost ) {
		pNode->Unlink();
		sentinel->next->AddBefore( pNode );
	}
	
	// If the node is too high, move to the right.
	if ( pNode->totalCost > pNode->next->totalCost ) {
		PathNode* it = pNode->next;
		pNode->Unlink();
		
		while ( pNode->totalCost > it->totalCost )
			it = it->next;
		
		it->AddBefore( pNode );
#ifdef DEBUG
		sentinel->CheckList();
#endif
	}
}
示例#3
0
文件: micropather.cpp 项目: Ogimle/ne
int MicroPather::SolveForNearStates( void* startState, std::vector< StateCost >* near, float maxCost )
{
	/*	 http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm

		 1  function Dijkstra(Graph, source):
		 2      for each vertex v in Graph:           // Initializations
		 3          dist[v] := infinity               // Unknown distance function from source to v
		 4          previous[v] := undefined          // Previous node in optimal path from source
		 5      dist[source] := 0                     // Distance from source to source
		 6      Q := the set of all nodes in Graph
				// All nodes in the graph are unoptimized - thus are in Q
		 7      while Q is not empty:                 // The main loop
		 8          u := vertex in Q with smallest dist[]
		 9          if dist[u] = infinity:
		10              break                         // all remaining vertices are inaccessible from source
		11          remove u from Q
		12          for each neighbor v of u:         // where v has not yet been removed from Q.
		13              alt := dist[u] + dist_between(u, v) 
		14              if alt < dist[v]:             // Relax (u,v,a)
		15                  dist[v] := alt
		16                  previous[v] := u
		17      return dist[]
	*/

	++frame;

	OpenQueue open( graph );			// nodes to look at
	ClosedSet closed( graph );

	nodeCostVec.resize(0);
	stateCostVec.resize(0);

	PathNode closedSentinel;
	closedSentinel.Clear();
	closedSentinel.Init( frame, 0, FLT_MAX, FLT_MAX, 0 );
	closedSentinel.next = closedSentinel.prev = &closedSentinel;

	PathNode* newPathNode = pathNodePool.GetPathNode( frame, startState, 0, 0, 0 );
	open.Push( newPathNode );
	
	while ( !open.Empty() )
	{
		PathNode* node = open.Pop();	// smallest dist
		closed.Add( node );				// add to the things we've looked at
		closedSentinel.AddBefore( node );
			
		if ( node->totalCost > maxCost )
			continue;		// Too far away to ever get here.

		GetNodeNeighbors( node, &nodeCostVec );

		for( int i=0; i<node->numAdjacent; ++i )
		{
			MPASSERT( node->costFromStart < FLT_MAX );
			float newCost = node->costFromStart + nodeCostVec[i].cost;

			PathNode* inOpen   = nodeCostVec[i].node->inOpen ? nodeCostVec[i].node : 0;
			PathNode* inClosed = nodeCostVec[i].node->inClosed ? nodeCostVec[i].node : 0;
			MPASSERT( !( inOpen && inClosed ) );
			PathNode* inEither = inOpen ? inOpen : inClosed;
			MPASSERT( inEither != node );

			if ( inEither && inEither->costFromStart <= newCost ) {
				continue;	// Do nothing. This path is not better than existing.
			}
			// Groovy. We have new information or improved information.
			PathNode* child = nodeCostVec[i].node;
			MPASSERT( child->state != newPathNode->state );	// should never re-process the parent.

			child->parent = node;
			child->costFromStart = newCost;
			child->estToGoal = 0;
			child->totalCost = child->costFromStart;

			if ( inOpen ) {
				open.Update( inOpen );
			}
			else if ( !inClosed ) {
				open.Push( child );
			}
		}
	}	
	near->clear();

	for( PathNode* pNode=closedSentinel.next; pNode != &closedSentinel; pNode=pNode->next ) {
		if ( pNode->totalCost <= maxCost ) {
			StateCost sc;
			sc.cost = pNode->totalCost;
			sc.state = pNode->state;

			near->push_back( sc );
		}
	}
#ifdef DEBUG
	for( unsigned i=0; i<near->size(); ++i ) {
		for( unsigned k=i+1; k<near->size(); ++k ) {
			MPASSERT( near->at(i).state != near->at(k).state );
		}
	}
#endif

	return SOLVED;
}