SanAndreasUnity/Assets/Scripts/Behaviours/PathfindingManager.cs

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using SanAndreasUnity.Importing.Paths;
using SanAndreasUnity.Utilities;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine;
namespace SanAndreasUnity.Behaviours
{
public class PathfindingManager : StartupSingleton<PathfindingManager>
{
public class PathResult
{
public bool IsSuccess { get; set; }
public List<PathNodeId> Nodes { get; set; }
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public float Distance { get; set; }
public float TotalWeight { get; set; }
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public float TimeElapsed { get; set; }
}
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private struct NodePathfindingData
{
public float f, g;
public PathNodeId parentId;
public bool hasParent;
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public override string ToString()
{
return $"(f {f}, g {g}{(hasParent ? $", parent {parentId}" : string.Empty)})";
}
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}
private class NodeComparer : IComparer<PathNodeId>
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{
private readonly NodePathfindingData[][] m_nodePathfindingDatas;
public NodeComparer(NodePathfindingData[][] nodePathfindingDatas)
{
m_nodePathfindingDatas = nodePathfindingDatas;
}
int IComparer<PathNodeId>.Compare(PathNodeId a, PathNodeId b)
{
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float fa = m_nodePathfindingDatas[a.AreaID][a.NodeID].f;
float fb = m_nodePathfindingDatas[b.AreaID][b.NodeID].f;
if (fa == fb)
{
// f is equal, compare by id
if (a.AreaID == b.AreaID)
return a.NodeID.CompareTo(b.NodeID);
return a.AreaID.CompareTo(b.AreaID);
}
return fa.CompareTo(fb);
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}
}
public BackgroundJobRunner BackgroundJobRunner { get; } = new BackgroundJobRunner();
[SerializeField] private ushort m_maxTimePerFrameMs = 0;
private NodePathfindingData[][] m_nodePathfindingDatas = null;
private readonly List<PathNodeId> m_modifiedDatas = new List<PathNodeId>();
protected override void OnSingletonStart()
{
this.BackgroundJobRunner.EnsureBackgroundThreadStarted();
}
protected override void OnSingletonDisable()
{
this.BackgroundJobRunner.ShutDown();
}
void OnLoaderFinished()
{
m_nodePathfindingDatas = new NodePathfindingData[NodeReader.NodeFiles.Count][];
for (int i = 0; i < m_nodePathfindingDatas.Length; i++)
{
m_nodePathfindingDatas[i] = new NodePathfindingData[NodeReader.NodeFiles[i].NumOfPedNodes + NodeReader.NodeFiles[i].NumOfVehNodes];
}
}
void Update()
{
this.BackgroundJobRunner.UpdateJobs(m_maxTimePerFrameMs);
}
public void FindPath(Vector3 source, Vector3 destination, Action<PathResult> callback)
{
this.BackgroundJobRunner.RegisterJob(new BackgroundJobRunner.Job<PathResult>()
{
action = () => FindPathInBackground(source, destination),
callbackFinish = callback,
priority = 1,
});
}
private PathResult FindPathInBackground(Vector3 sourcePos, Vector3 destinationPos)
{
var stopwatch = Stopwatch.StartNew();
PathResult pathResult = new PathResult { IsSuccess = false };
// find closest node of source position
/*var closestSourceEdge = NodeReader.GetAreasInRadius(sourcePos, 300f)
.SelectMany(_ => _.PedNodes)
.Where(_ => Vector3.Distance(_.Position, sourcePos) < 1000f)
.SelectMany(_ => NodeReader.GetAllLinkedNodes(_).Select(ln => (n1: _, n2: ln)))
.MinBy(_ => MathUtils.DistanceFromPointToLineSegment(sourcePos, _.n1.Position, _.n2.Position), default);*/
var closestSourceNode = NodeReader.GetAreasInRadius(sourcePos, 300f)
.SelectMany(_ => _.PedNodes)
.MinBy(_ => Vector3.Distance(_.Position, sourcePos), PathNode.InvalidNode);
if (closestSourceNode.Equals(PathNode.InvalidNode))
return pathResult;
// find closest node of destination position
var closestDestinationNode = NodeReader.GetAreasInRadius(destinationPos, 300f)
.SelectMany(_ => _.PedNodes)
.MinBy(_ => Vector3.Distance(_.Position, destinationPos), PathNode.InvalidNode);
if (closestDestinationNode.Equals(PathNode.InvalidNode))
return pathResult;
this.RestoreModifiedDatas();
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if (FindPathFromNodeToNode(closestSourceNode.Id, closestDestinationNode.Id))
{
pathResult = BuildPath(closestDestinationNode.Id);
}
int numModifiedDatas = m_modifiedDatas.Count;
RestoreModifiedDatas();
pathResult.TimeElapsed = (float)stopwatch.Elapsed.TotalSeconds;
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UnityEngine.Debug.Log($"Path finding finished: time {pathResult.TimeElapsed * 1000} ms, num nodes {pathResult.Nodes?.Count ?? 0}, numModifiedDatas {numModifiedDatas}, g {pathResult.TotalWeight}, distance {pathResult.Distance}");
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return pathResult;
}
private bool FindPathFromNodeToNode(PathNodeId startId, PathNodeId targetId)
{
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var closedList = new HashSet<PathNodeId>();
var openList = new SortedSet<PathNodeId>(new NodeComparer(m_nodePathfindingDatas));
var startData = GetData(startId);
startData.f = startData.g + CalculateHeuristic(startId, targetId);
SetData(startId, startData);
openList.Add(startId);
while (openList.Count > 0)
{
PathNodeId idN = openList.Min; // TODO: optimize ; call Remove() ;
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if (idN.Equals(targetId))
{
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return true;
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}
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openList.Remove(idN);
closedList.Add(idN);
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var nodeN = NodeReader.GetNodeById(idN);
var areaN = NodeReader.GetAreaById(idN.AreaID);
var dataN = GetData(idN);
for (int i = 0; i < nodeN.LinkCount; i++)
{
NodeLink link = areaN.NodeLinks[nodeN.BaseLinkID + i];
PathNodeId idM = link.PathNodeId;
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if (idM.Equals(targetId))
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{
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var dataM = GetResettedData();
dataM.g = dataN.g + link.Length;
float h = CalculateHeuristic(idM, targetId);
dataM.f = dataM.g + h;
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dataM.parentId = idN;
dataM.hasParent = true;
SetData(idM, dataM);
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return true;
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}
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if (closedList.Contains(idM))
continue;
if (openList.Contains(idM))
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{
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float gNew = dataN.g + link.Length;
float hNew = CalculateHeuristic(idM, targetId);
float fNew = gNew + hNew;
var dataM = GetData(idM);
if (dataM.f > fNew)
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{
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// update
openList.Remove(idM); // first remove with old data
dataM.g = gNew;
dataM.f = fNew;
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dataM.parentId = idN;
dataM.hasParent = true;
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SetData(idM, dataM);
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openList.Add(idM); // now add with new data
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}
}
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else
{
var dataM = GetResettedData();
dataM.g = dataN.g + link.Length;
float h = CalculateHeuristic(idM, targetId);
dataM.f = dataM.g + h;
dataM.parentId = idN;
dataM.hasParent = true;
SetData(idM, dataM);
openList.Add(idM); // do it after setting data
}
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}
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}
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return false;
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}
private NodePathfindingData GetData(PathNodeId id)
{
return m_nodePathfindingDatas[id.AreaID][id.NodeID];
}
private void SetData(PathNodeId id, NodePathfindingData data)
{
m_nodePathfindingDatas[id.AreaID][id.NodeID] = data;
m_modifiedDatas.Add(id);
}
private void SetDataNoRemember(PathNodeId id, NodePathfindingData data)
{
m_nodePathfindingDatas[id.AreaID][id.NodeID] = data;
}
private float CalculateHeuristic(PathNodeId source, PathNodeId destination)
{
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return NodeReader.GetDistanceBetweenNodes(source, destination);
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}
private void RestoreModifiedDatas()
{
foreach (var id in m_modifiedDatas)
{
var data = GetResettedData();
SetDataNoRemember(id, data);
}
m_modifiedDatas.Clear();
}
private static NodePathfindingData GetResettedData()
{
var data = new NodePathfindingData();
data.parentId = PathNodeId.InvalidId;
return data;
}
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private PathResult BuildPath(PathNodeId root)
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{
var list = new List<PathNodeId>();
PathNodeId n = root;
var data = GetData(n);
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float totalWeight = data.g;
float distance = 0f;
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while (data.hasParent)
{
list.Add(n);
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distance += NodeReader.GetDistanceBetweenNodes(n, data.parentId);
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n = data.parentId;
data = GetData(n);
}
list.Add(n);
list.Reverse();
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return new PathResult
{
IsSuccess = true,
Nodes = list,
TotalWeight = totalWeight,
Distance = distance,
};
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}
}
}