示例#1
0
文件: micropather.cpp 项目: Ogimle/ne
int MicroPather::Solve( void* startNode, void* endNode, vector< void* >* path, float* cost )
{

	#ifdef DEBUG_PATH
	printf( "Path: " );
	graph->PrintStateInfo( startNode );
	printf( " --> " );
	graph->PrintStateInfo( endNode );
	printf( " min cost=%f\n", graph->LeastCostEstimate( startNode, endNode ) );
	#endif

	*cost = 0.0f;

	if ( startNode == endNode )
		return START_END_SAME;

	++frame;

	OpenQueue open( graph );
	ClosedSet closed( graph );
	
	PathNode* newPathNode = pathNodePool.GetPathNode(	frame, 
														startNode, 
														0, 
														graph->LeastCostEstimate( startNode, endNode ), 
														0 );

	open.Push( newPathNode );	
	stateCostVec.resize(0);
	nodeCostVec.resize(0);

	while ( !open.Empty() )
	{
		PathNode* node = open.Pop();
		
		if ( node->state == endNode )
		{
			GoalReached( node, startNode, endNode, path );
			*cost = node->costFromStart;
			#ifdef DEBUG_PATH
			DumpStats();
			#endif
			return SOLVED;
		}
		else
		{
			closed.Add( node );

			// We have not reached the goal - add the neighbors.
			GetNodeNeighbors( node, &nodeCostVec );

			for( int i=0; i<node->numAdjacent; ++i )
			{
				// Not actually a neighbor, but useful. Filter out infinite cost.
				if ( nodeCostVec[i].cost == FLT_MAX ) {
					continue;
				}
				PathNode* child = nodeCostVec[i].node;
				float newCost = node->costFromStart + nodeCostVec[i].cost;

				PathNode* inOpen   = child->inOpen ? child : 0;
				PathNode* inClosed = child->inClosed ? child : 0;
				PathNode* inEither = (PathNode*)( ((MP_UPTR)inOpen) | ((MP_UPTR)inClosed) );

				MPASSERT( inEither != node );
				MPASSERT( !( inOpen && inClosed ) );

				if ( inEither ) {
					if ( newCost < child->costFromStart ) {
						child->parent = node;
						child->costFromStart = newCost;
						child->estToGoal = graph->LeastCostEstimate( child->state, endNode );
						child->CalcTotalCost();
						if ( inOpen ) {
							open.Update( child );
						}
					}
				}
				else {
					child->parent = node;
					child->costFromStart = newCost;
					child->estToGoal = graph->LeastCostEstimate( child->state, endNode ),
					child->CalcTotalCost();
					
					MPASSERT( !child->inOpen && !child->inClosed );
					open.Push( child );
				}
			}
		}					
	}
	#ifdef DEBUG_PATH
	DumpStats();
	#endif
	return NO_SOLUTION;		
}	
int MicroPather::Solve( void* startNode, void* endNode, MP_VECTOR< void* >* path, float* cost )
{
	// Important to clear() in case the caller doesn't check the return code. There
	// can easily be a left over path  from a previous call.
	path->clear();

	#ifdef DEBUG_PATH
	printf( "Path: " );
	graph->PrintStateInfo( startNode );
	printf( " --> " );
	graph->PrintStateInfo( endNode );
	printf( " min cost=%f\n", graph->LeastCostEstimate( startNode, endNode ) );
	#endif

	*cost = 0.0f;

	if ( startNode == endNode )
		return START_END_SAME;

	if ( pathCache ) {
		int cacheResult = pathCache->Solve( startNode, endNode, path, cost );
		if ( cacheResult == SOLVED || cacheResult == NO_SOLUTION ) {
		#ifdef DEBUG_CACHING
			GLOUTPUT(( "PathCache hit. result=%s\n", cacheResult == SOLVED ? "solved" : "no_solution" ));
		#endif
			return cacheResult;
		}
		#ifdef DEBUG_CACHING
		GLOUTPUT(( "PathCache miss\n" ));
		#endif
	}

	++frame;

	OpenQueue open( graph );
	ClosedSet closed( graph );

	PathNode* newPathNode = pathNodePool.GetPathNode(	frame,
														startNode,
														0,
														graph->LeastCostEstimate( startNode, endNode ),
														0 );

	open.Push( newPathNode );
	stateCostVec.resize(0);
	nodeCostVec.resize(0);

	while ( !open.Empty() )
	{
		PathNode* node = open.Pop();

		if ( node->state == endNode )
		{
			GoalReached( node, startNode, endNode, path );
			*cost = node->costFromStart;
			#ifdef DEBUG_PATH
			DumpStats();
			#endif
			return SOLVED;
		}
		else
		{
			closed.Add( node );

			// We have not reached the goal - add the neighbors.
			GetNodeNeighbors( node, &nodeCostVec );

			for( int i=0; i<node->numAdjacent; ++i )
			{
				// Not actually a neighbor, but useful. Filter out infinite cost.
				if ( nodeCostVec[i].cost == FLT_MAX ) {
					continue;
				}
				PathNode* child = nodeCostVec[i].node;
				float newCost = node->costFromStart + nodeCostVec[i].cost;

				PathNode* inOpen   = child->inOpen ? child : 0;
				PathNode* inClosed = child->inClosed ? child : 0;
				PathNode* inEither = (PathNode*)( ((MP_UPTR)inOpen) | ((MP_UPTR)inClosed) );

				MPASSERT( inEither != node );
				MPASSERT( !( inOpen && inClosed ) );

				if ( inEither ) {
					if ( newCost < child->costFromStart ) {
						child->parent = node;
						child->costFromStart = newCost;
						child->estToGoal = graph->LeastCostEstimate( child->state, endNode );
						child->CalcTotalCost();
						if ( inOpen ) {
							open.Update( child );
						}
					}
				}
				else {
					child->parent = node;
					child->costFromStart = newCost;
					child->estToGoal = graph->LeastCostEstimate( child->state, endNode ),
					child->CalcTotalCost();

					MPASSERT( !child->inOpen && !child->inClosed );
					open.Push( child );
				}
			}
		}
	}
	#ifdef DEBUG_PATH
	DumpStats();
	#endif
	if ( pathCache ) {
		// Could add a bunch more with a little tracking.
		pathCache->AddNoSolution( endNode, &startNode, 1 );
	}
	return NO_SOLUTION;
}