ref: a9376bfb28fbd354131420aafa67fedd1e9a3ca0
dir: /path/grid.c/
#include <u.h> #include <libc.h> #include "asif.h" #include "graph.h" #include "path.h" Node *grid; int gridwidth, gridheight; double (*distfn)(Node*, Node*); int doprof; Prof stats; double eucdist(Node *a, Node *b) { int dx, dy; dx = a->x - b->x; dy = a->y - b->y; return sqrt(dx *dx + dy *dy); } double octdist(Node *a, Node *b) { int dx, dy; dx = abs(a->x - b->x); dy = abs(a->y - b->y); return 1 * (dx + dy) + MIN(dx, dy) * (SQRT2 - 2 * 1); } double manhdist(Node *a, Node *b) { int dx, dy; dx = abs(a->x - b->x); dy = abs(a->y - b->y); return dx + dy; } void toggleblocked(Node *n) { n->blocked ^= 1; } /* slightly penalize diagonal movement for nicer-looking paths; cf.: * https://www.redbloblgames.com/pathfinding/a-star/implementation.html * one addition: make cost function to increase at a slower rate to * resolve tie-breakers in favor of closer nodes, otherwise we will * explore all nodes in the rectangle between the two points */ double unitmovecost(Node *a, Node *b) { Vertex Δ; Δ = ΔV(*b, *a); return Δ.x != 0 && Δ.y != 0 ? 1.001 : 1.0; } int isblocked(Node *n) { if(n < grid || n >= grid + gridwidth * gridheight){ fprint(2, "isblocked: access beyond borders at %N\n", n); return 1; } return n->blocked; } Node ** expand4(Node *u) { static Node *neigh[4+1]; static Vertex dtab[]={ {1,0}, {-1,0}, {0,-1}, {0,1}, }, rdtab[nelem(dtab)]={ {0,1}, {0,-1}, {-1,0}, {1,0}, }; int i; Node *v, **vl; Vertex p, p´, *dir; Vectangle r; memset(neigh, 0, sizeof neigh); p = n2p(u); r = V²(0, 0, gridwidth, gridheight); /* simple path straightening, cf.: * https://www.redblobgames.com/pathfinding/a-star/implementation.html */ dir = (p.x + p.y) % 2 == 0 ? rdtab : dtab; for(i=0, vl=neigh; i<nelem(dtab); i++){ p´ = ∑V(p, dir[i]); if(!V∩V²(p´, r)) continue; v = u + p´.y * gridwidth + p´.x; assert(v >= grid && v < grid + gridwidth * gridheight); if(!isblocked(v)) *vl++ = v; } return neigh; } Node ** expand8(Node *u) { static Node *neigh[8+1]; /* same as for expand4, order tweaked for nicer paths */ static Vertex dir[] = { {1,0}, {0,-1}, {-1,0}, {0,1}, {-1,-1}, {-1,1}, {1,-1}, {1,1}, }; static dmask[] = { θ→, θ↑, θ←, θ↓, θ← | θ↑, θ← | θ↓, θ→ | θ↑, θ→ | θ↓ }; int i, open; Node *v, **vl; Vertex p, p´; Vectangle r; assert(u >= grid && u < grid + gridwidth * gridheight); memset(neigh, 0, sizeof neigh); p = n2p(u); r = V²(0, 0, gridwidth, gridheight); for(i=0, vl=neigh, open=0; i<nelem(dir); i++){ p´ = ∑V(p, dir[i]); if(!V∩V²(p´, r)){ if(i < 4) open |= dmask[i]; dprint(Logtrace, "%N→%V out of bounds\n", u, p´); continue; } v = grid + p´.y * gridwidth + p´.x; if(isblocked(v)){ if(i < 4) open |= dmask[i]; continue; /* forbid corner cutting */ }else if((open & dmask[i]) != 0){ dprint(Logtrace, "%N→%N move disallowed, dir %#02ux blk %#02ux\n", u, v, dmask[i], open); continue; } *vl++ = v; } return neigh; } Node ** expand(Node *n) { return movemode == Move8 ? expand8(n) : expand4(n); } void dprintpath(Node *n, Node *goal) { if(debuglevel < Logtrace) return; dprint(Logtrace, "path: "); while(n != goal){ dprint(Logtrace, "%N ", n); n = n->to; } } void clearpath(void) { Node *n; if(grid == nil) return; for(n=grid; n<grid+gridwidth*gridheight; n++) memset(&n->PState, 0, sizeof n->PState); memset(&stats, 0, sizeof stats); } void cleargrid(void) { Node *n; if(grid == nil) return; for(n=grid; n<grid+gridwidth*gridheight; n++) memset(&n->State, 0, sizeof n->State); } Node * p2n(Vertex p) { return grid + p.y * gridwidth + p.x; } Vertex n2p(Node *n) { return (Vertex){(n - grid) % gridwidth, (n - grid) / gridheight}; } int Vfmt(Fmt *f) { Vertex v; v = va_arg(f->args, Vertex); return fmtprint(f, "[%d %d]", v.x, v.y); } int Nfmt(Fmt *f) { Node *n; Vertex v; n = va_arg(f->args, Node*); v = n2p(n); return fmtprint(f, "[%#p %V]", n, v); } Node * initgrid(int w, int h) { int x, y; Node *n; grid = emalloc(w * h * sizeof *grid); for(n=grid, x=0, y=0; n<grid+w*h; n++){ n->x = x; n->y = y; if(++x == w){ x = 0; y++; } } gridwidth = w; gridheight = h; return grid; }