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
src/voxels/Pathfinding.cpp Normal file
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@ -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;
}

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@ -0,0 +1,48 @@
#pragma once
#include <vector>
#include <memory>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
class Level;
namespace voxels {
struct RouteNode {
glm::ivec3 pos;
};
struct Route {
bool found;
std::vector<RouteNode> nodes;
};
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 {
public:
Pathfinding(const Level& level);
Route perform(const glm::ivec3& start, const glm::ivec3& end);
private:
const Level& level;
};
}

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@ -12,6 +12,7 @@
#include "settings.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/GlobalChunks.hpp"
#include "voxels/Pathfinding.hpp"
#include "window/Camera.hpp"
#include "LevelEvents.hpp"
#include "World.hpp"
@ -27,7 +28,8 @@ Level::Level(
physics(std::make_unique<PhysicsSolver>(glm::vec3(0, -22.6f, 0))),
events(std::make_unique<LevelEvents>()),
entities(std::make_unique<Entities>(*this)),
players(std::make_unique<Players>(*this)) {
players(std::make_unique<Players>(*this)),
pathfinding(std::make_unique<voxels::Pathfinding>(*this)) {
const auto& worldInfo = world->getInfo();
auto& cameraIndices = content.getIndices(ResourceType::CAMERA);
for (size_t i = 0; i < cameraIndices.size(); i++) {

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@ -18,6 +18,10 @@ class Camera;
class Players;
struct EngineSettings;
namespace voxels {
class Pathfinding;
}
/// @brief A level, contains chunks and objects
class Level {
std::unique_ptr<World> world;
@ -30,6 +34,7 @@ public:
std::unique_ptr<LevelEvents> events;
std::unique_ptr<Entities> entities;
std::unique_ptr<Players> players;
std::unique_ptr<voxels::Pathfinding> pathfinding;
std::vector<std::shared_ptr<Camera>> cameras; // move somewhere?
Level(