first attempt at pathfinding

This commit is contained in:
in0finite 2022-02-19 03:25:43 +01:00
parent d8e6191c45
commit 855dd77dd4
6 changed files with 348 additions and 0 deletions

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@ -38,6 +38,7 @@ GameObject:
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@ -0,0 +1,257 @@
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; }
public float TimeElapsed { get; set; }
}
public class NodeComparer : IComparer<PathNodeId>
{
private readonly NodePathfindingData[][] m_nodePathfindingDatas;
public NodeComparer(NodePathfindingData[][] nodePathfindingDatas)
{
m_nodePathfindingDatas = nodePathfindingDatas;
}
int IComparer<PathNodeId>.Compare(PathNodeId a, PathNodeId b)
{
return m_nodePathfindingDatas[a.AreaID][a.NodeID].f.CompareTo(
m_nodePathfindingDatas[b.AreaID][b.NodeID].f);
}
}
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();
var closedList = new HashSet<PathNodeId>();
var openList = new SortedSet<PathNodeId>(new NodeComparer(m_nodePathfindingDatas));
PathNodeId startId = closestSourceNode.Id;
PathNodeId targetId = closestDestinationNode.Id;
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() ;
if (idN.Equals(targetId))
{
pathResult.Nodes = BuildPath(idN);
pathResult.IsSuccess = true;
break;
}
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;
var dataM = GetData(idM);
float totalWeight = dataN.g + link.Length;
if (!openList.Contains(idM) && !closedList.Contains(idM))
{
dataM.parentId = idN;
dataM.hasParent = true;
dataM.g = totalWeight;
dataM.f = dataM.g + CalculateHeuristic(idM, targetId);
SetData(idM, dataM);
openList.Add(idM);
}
else
{
if (totalWeight < dataM.g)
{
dataM.parentId = idN;
dataM.hasParent = true;
dataM.g = totalWeight;
dataM.f = dataM.g + CalculateHeuristic(idM, targetId);
SetData(idM, dataM);
if (closedList.Contains(idM))
{
closedList.Remove(idM);
openList.Add(idM);
}
}
}
}
openList.Remove(idN);
closedList.Add(idN);
}
int numModifiedDatas = m_modifiedDatas.Count;
RestoreModifiedDatas();
pathResult.TimeElapsed = (float)stopwatch.Elapsed.TotalSeconds;
UnityEngine.Debug.Log($"Path finding finished: time {pathResult.TimeElapsed}, num nodes {pathResult.Nodes?.Count ?? 0}, numModifiedDatas {numModifiedDatas}");
return pathResult;
}
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)
{
return Vector3.Distance(
NodeReader.GetNodeById(source).Position,
NodeReader.GetNodeById(destination).Position);
}
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;
}
private List<PathNodeId> BuildPath(PathNodeId root)
{
var list = new List<PathNodeId>();
PathNodeId n = root;
var data = GetData(n);
while (data.hasParent)
{
list.Add(n);
n = data.parentId;
data = GetData(n);
}
list.Add(n);
list.Reverse();
return list;
}
}
}

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@ -34,12 +34,38 @@ namespace SanAndreasUnity.Importing.Paths
}
}
public struct PathNodeId : IEquatable<PathNodeId>
{
public int AreaID { get; set; }
public int NodeID { get; set; }
public bool Equals(PathNodeId other)
{
return AreaID == other.AreaID && NodeID == other.NodeID;
}
public override int GetHashCode()
{
return ((AreaID << 5) + AreaID) ^ NodeID;
}
public static PathNodeId InvalidId => new PathNodeId { AreaID = -1, NodeID = -1 };
}
public struct NodePathfindingData
{
public float f, g;
public PathNodeId parentId;
public bool hasParent;
}
public struct PathNode : IEquatable<PathNode>
{
public UnityEngine.Vector3 Position { get; set; }
public int BaseLinkID { get; set; }
public int AreaID { get; set; }
public int NodeID { get; set; }
public PathNodeId Id => new PathNodeId { AreaID = AreaID, NodeID = NodeID };
public float PathWidth { get; set; }
public int NodeType { get; set; } // enum
public int LinkCount { get; set; }
@ -51,6 +77,8 @@ namespace SanAndreasUnity.Importing.Paths
{
return AreaID == other.AreaID && NodeID == other.NodeID;
}
public static PathNode InvalidNode => new PathNode { AreaID = -1, NodeID = -1 };
}
public struct NavNode
@ -72,6 +100,7 @@ namespace SanAndreasUnity.Importing.Paths
{
public int AreaID { get; set; }
public int NodeID { get; set; }
public PathNodeId PathNodeId => new PathNodeId { AreaID = AreaID, NodeID = NodeID };
public int Length { get; set; }
}
@ -122,6 +151,11 @@ namespace SanAndreasUnity.Importing.Paths
return NodeFiles[id];
}
public static PathNode GetNodeById(PathNodeId id)
{
return NodeFiles[id.AreaID].GetNodeById(id.NodeID);
}
public static Vector2Int GetAreaIndexesFromPosition(UnityEngine.Vector3 position, bool clamp)
{
return new Vector2Int(

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@ -0,0 +1,21 @@
using UnityEngine;
namespace SanAndreasUnity.Utilities
{
public static class MathUtils
{
public static float DistanceFromPointToLineSegment(Vector3 p, Vector3 v, Vector3 w)
{
// Return minimum distance between line segment vw and point p
float l2 = Vector3.SqrMagnitude(v - w); // i.e. |w-v|^2 - avoid a sqrt
if (l2 == 0.0f) return Vector3.Distance(p, v); // v == w case
// Consider the line extending the segment, parameterized as v + t (w - v).
// We find projection of point p onto the line.
// It falls where t = [(p-v) . (w-v)] / |w-v|^2
// We clamp t from [0,1] to handle points outside the segment vw.
float t = Mathf.Max(0, Mathf.Min(1, Vector3.Dot(p - v, w - v) / l2));
Vector3 projection = v + t * (w - v); // Projection falls on the segment
return Vector3.Distance(p, projection);
}
}
}

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