ref: eca529658c0b091fd99ee770b6c2da21bcfcc596
dir: /path/dijkstra.c/
#include <u.h> #include <libc.h> #include <thread.h> #include <draw.h> #include <mouse.h> #include <keyboard.h> #include "asif.h" #include "path.h" /* currently uniform cost search and no reprioritizing (decrease-key operation) */ typedef Vertex Point; typedef struct PNode PNode; struct PNode{ Node *n; double g; double Δg; Pairheap *pq; }; static PNode** (*successorfn)(Node*); static Zpool *zpool; static void cleanup(Pairheap **queue) { Pairheap *p; while((p = popqueue(queue)) != nil){ memset(p, 0, sizeof *p); free(p); } znuke(zpool); } static void backtrack(Node *a, Node *b) { Node *n; PNode *p; for(n=b; n!=a; n=n->from){ p = n->aux; stats.cost += p->g; stats.steps++; n->from->to = n; } } /* 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 */ static double movecost(int Δx, int Δy) { return Δx != 0 && Δy != 0 ? 1.001 : 1.0; } static PNode ** successors8(Node *nu) { static PNode *suc[8+1]; static dtab[2*(nelem(suc)-1)]={ 1,0, 0,-1, -1,0, 0,1, -1,-1, -1,1, 1,-1, 1,1, }; int i; Node *nv; PNode *v, **vp; Point p; Rectangle r; memset(suc, 0, sizeof suc); p = n2p(nu); r = Rect(0, 0, gridwidth, gridheight); for(i=0, vp=suc; i<nelem(dtab); i+=2){ if(!ptinrect(addpt(p, Pt(dtab[i], dtab[i+1])), r)) continue; nv = nu + dtab[i+1] * gridwidth + dtab[i]; assert(nv >= grid && nv < grid + gridwidth * gridheight); if(isblocked(nv)) continue; if((v = nv->aux) == nil){ v = nv->aux = zalloc(zpool); v->n = nv; } v->Δg = movecost(dtab[i], dtab[i+1]); *vp++ = v; } return suc; } static PNode ** successors4(Node *nu) { static PNode *suc[4+1]; static int dtab[2*(nelem(suc)-1)]={ 1,0, -1,0, 0,-1, 0,1, }, rdtab[nelem(dtab)]={ 0,1, 0,-1, -1,0, 1,0, }; int i, *t; Node *nv; PNode *v, **vp; Point p; Rectangle r; memset(suc, 0, sizeof suc); p = n2p(nu); r = Rect(0, 0, gridwidth, gridheight); /* path straightening; cf.: * https://www.redbloblgames.com/pathfinding/a-star/implementation.html */ t = (p.x + p.y) % 2 == 0 ? rdtab : dtab; for(i=0, vp=suc; i<nelem(dtab); i+=2){ if(!ptinrect(addpt(p, Pt(t[i], t[i+1])), r)) continue; nv = nu + t[i+1] * gridwidth + t[i]; assert(nv >= grid && nv < grid + gridwidth * gridheight); if(isblocked(nv)) continue; if((v = nv->aux) == nil){ v = nv->aux = zalloc(zpool); v->n = nv; } v->Δg = movecost(t[i], t[i+1]); *vp++ = v; } return suc; } static int dijkstra(Node *a, Node *b) { double g, Δg; PNode *u, *v, **vl; Node *nu, *nv; Pairheap *queue, *pn; queue = nil; nu = a; u = zalloc(zpool); u->n = a; u->pq = pushqueue(distfn(a, b), u, &queue); while((pn = popqueue(&queue)) != nil){ u = pn->aux; nu = u->n; free(pn); if(nu == b) break; nu->closed = 1; stats.closed++; dprint(Logtrace, "dijkstra: closed [%#p,%P] g %.4f\n", u, n2p(nu), u->g); if((vl = successorfn(nu)) == nil) sysfatal("a∗: %r"); for(v=*vl++; v!=nil; v=*vl++){ nv = v->n; stats.touched++; if(nv->closed) continue; g = u->g + v->Δg; Δg = v->g - g; assert(floor(Δg) <= 0.0); if(!nv->open){ nv->from = nu; nv->open = 1; stats.opened++; v->g = g; dprint(Logtrace, "dijkstra: opened [%#p,%P] g %.4f\n", v, n2p(nv), v->g); v->pq = pushqueue(v->g, v, &queue); } } } cleanup(&queue); if(nu != b) return -1; backtrack(a, b); return 0; } int dijkstrafindpath(Node *a, Node *b) { assert(a != nil && b != nil && a != b); clearpath(); if(zpool == nil) zpool = znew(sizeof(PNode)); successorfn = movemode == Move8 ? successors8 : successors4; dprint(Logdebug, "grid::dijkstrafindpath: dijkstra from [%#p,%P] to [%#p,%P]\n", a, n2p(a), b, n2p(b)); if(dijkstra(a, b) < 0){ dprint(Logdebug, "grid::dijkstrafindpath: failed to find a path\n"); return -1; } return 0; }