Files
depthsbelow/AStar/PathFinderFast.cs
Simon Holmberg cf100c95f1 3 hours later
2012-09-28 18:59:47 +02:00

461 lines
20 KiB
C#
Executable File

//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
// KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
// PURPOSE. IT CAN BE DISTRIBUTED FREE OF CHARGE AS LONG AS THIS HEADER
// REMAINS UNCHANGED.
//
// Email: gustavo_franco@hotmail.com
//
// Copyright (C) 2006 Franco, Gustavo
//
#define DEBUGON
using System;
using System.Text;
using System.Drawing;
using System.Threading;
using System.Collections;
using System.Drawing.Drawing2D;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using AStar;
namespace AStar
{
[Author("Franco, Gustavo")]
public class PathFinderFast : IPathFinder
{
#region Structs
[Author("Franco, Gustavo")]
[StructLayout(LayoutKind.Sequential, Pack=1)]
internal struct PathFinderNodeFast
{
#region Variables Declaration
public int F; // f = gone + heuristic
public int G;
public ushort PX; // Parent
public ushort PY;
public byte Status;
#endregion
}
#endregion
#region Win32APIs
[System.Runtime.InteropServices.DllImport("KERNEL32.DLL", EntryPoint="RtlZeroMemory")]
public unsafe static extern bool ZeroMemory(byte* destination, int length);
#endregion
#region Events
public event PathFinderDebugHandler PathFinderDebug;
#endregion
#region Variables Declaration
// Heap variables are initializated to default, but I like to do it anyway
private byte[,] mGrid = null;
private PriorityQueueB<int> mOpen = null;
private List<PathFinderNode> mClose = new List<PathFinderNode>();
private bool mStop = false;
private bool mStopped = true;
private int mHoriz = 0;
private HeuristicFormula mFormula = HeuristicFormula.Manhattan;
private bool mDiagonals = true;
private int mHEstimate = 2;
private bool mPunishChangeDirection = false;
private bool mTieBreaker = false;
private bool mHeavyDiagonals = false;
private int mSearchLimit = 2000;
private double mCompletedTime = 0;
private bool mDebugProgress = false;
private bool mDebugFoundPath = false;
private PathFinderNodeFast[] mCalcGrid = null;
private byte mOpenNodeValue = 1;
private byte mCloseNodeValue = 2;
//Promoted local variables to member variables to avoid recreation between calls
private int mH = 0;
private int mLocation = 0;
private int mNewLocation = 0;
private ushort mLocationX = 0;
private ushort mLocationY = 0;
private ushort mNewLocationX = 0;
private ushort mNewLocationY = 0;
private int mCloseNodeCounter = 0;
private ushort mGridX = 0;
private ushort mGridY = 0;
private ushort mGridXMinus1 = 0;
private ushort mGridYLog2 = 0;
private bool mFound = false;
private sbyte[,] mDirection = new sbyte[8,2]{{0,-1} , {1,0}, {0,1}, {-1,0}, {1,-1}, {1,1}, {-1,1}, {-1,-1}};
private int mEndLocation = 0;
private int mNewG = 0;
#endregion
#region Constructors
public PathFinderFast(byte[,] grid)
{
if (grid == null)
throw new Exception("Grid cannot be null");
mGrid = grid;
mGridX = (ushort) (mGrid.GetUpperBound(0) + 1);
mGridY = (ushort) (mGrid.GetUpperBound(1) + 1);
mGridXMinus1 = (ushort) (mGridX - 1);
mGridYLog2 = (ushort) Math.Log(mGridY, 2);
// This should be done at the constructor, for now we leave it here.
if (Math.Log(mGridX, 2) != (int) Math.Log(mGridX, 2) ||
Math.Log(mGridY, 2) != (int) Math.Log(mGridY, 2))
throw new Exception("Invalid Grid, size in X and Y must be power of 2");
if (mCalcGrid == null || mCalcGrid.Length != (mGridX * mGridY))
mCalcGrid = new PathFinderNodeFast[mGridX * mGridY];
mOpen = new PriorityQueueB<int>(new ComparePFNodeMatrix(mCalcGrid));
}
#endregion
#region Properties
public bool Stopped
{
get { return mStopped; }
}
public HeuristicFormula Formula
{
get { return mFormula; }
set { mFormula = value; }
}
public bool Diagonals
{
get { return mDiagonals; }
set
{
mDiagonals = value;
if (mDiagonals)
mDirection = new sbyte[8,2]{{0,-1} , {1,0}, {0,1}, {-1,0}, {1,-1}, {1,1}, {-1,1}, {-1,-1}};
else
mDirection = new sbyte[4,2]{{0,-1} , {1,0}, {0,1}, {-1,0}};
}
}
public bool HeavyDiagonals
{
get { return mHeavyDiagonals; }
set { mHeavyDiagonals = value; }
}
public int HeuristicEstimate
{
get { return mHEstimate; }
set { mHEstimate = value; }
}
public bool PunishChangeDirection
{
get { return mPunishChangeDirection; }
set { mPunishChangeDirection = value; }
}
public bool TieBreaker
{
get { return mTieBreaker; }
set { mTieBreaker = value; }
}
public int SearchLimit
{
get { return mSearchLimit; }
set { mSearchLimit = value; }
}
public double CompletedTime
{
get { return mCompletedTime; }
set { mCompletedTime = value; }
}
public bool DebugProgress
{
get { return mDebugProgress; }
set { mDebugProgress = value; }
}
public bool DebugFoundPath
{
get { return mDebugFoundPath; }
set { mDebugFoundPath = value; }
}
#endregion
#region Methods
public void FindPathStop()
{
mStop = true;
}
public List<PathFinderNode> FindPath(Point start, Point end)
{
lock(this)
{
HighResolutionTime.Start();
// Is faster if we don't clear the matrix, just assign different values for open and close and ignore the rest
// I could have user Array.Clear() but using unsafe code is faster, no much but it is.
//fixed (PathFinderNodeFast* pGrid = tmpGrid)
// ZeroMemory((byte*) pGrid, sizeof(PathFinderNodeFast) * 1000000);
mFound = false;
mStop = false;
mStopped = false;
mCloseNodeCounter = 0;
mOpenNodeValue += 2;
mCloseNodeValue += 2;
mOpen.Clear();
mClose.Clear();
#if DEBUGON
if (mDebugProgress && PathFinderDebug != null)
PathFinderDebug(0, 0, start.X, start.Y, PathFinderNodeType.Start, -1, -1);
if (mDebugProgress && PathFinderDebug != null)
PathFinderDebug(0, 0, end.X, end.Y, PathFinderNodeType.End, -1, -1);
#endif
mLocation = (start.Y << mGridYLog2) + start.X;
mEndLocation = (end.Y << mGridYLog2) + end.X;
mCalcGrid[mLocation].G = 0;
mCalcGrid[mLocation].F = mHEstimate;
mCalcGrid[mLocation].PX = (ushort) start.X;
mCalcGrid[mLocation].PY = (ushort) start.Y;
mCalcGrid[mLocation].Status = mOpenNodeValue;
mOpen.Push(mLocation);
while(mOpen.Count > 0 && !mStop)
{
mLocation = mOpen.Pop();
//Is it in closed list? means this node was already processed
if (mCalcGrid[mLocation].Status == mCloseNodeValue)
continue;
mLocationX = (ushort) (mLocation & mGridXMinus1);
mLocationY = (ushort) (mLocation >> mGridYLog2);
#if DEBUGON
if (mDebugProgress && PathFinderDebug != null)
PathFinderDebug(0, 0, mLocation & mGridXMinus1, mLocation >> mGridYLog2, PathFinderNodeType.Current, -1, -1);
#endif
if (mLocation == mEndLocation)
{
mCalcGrid[mLocation].Status = mCloseNodeValue;
mFound = true;
break;
}
if (mCloseNodeCounter > mSearchLimit)
{
mStopped = true;
mCompletedTime = HighResolutionTime.GetTime();
return null;
}
if (mPunishChangeDirection)
mHoriz = (mLocationX - mCalcGrid[mLocation].PX);
//Lets calculate each successors
for (int i=0; i<(mDiagonals ? 8 : 4); i++)
{
mNewLocationX = (ushort) (mLocationX + mDirection[i,0]);
mNewLocationY = (ushort) (mLocationY + mDirection[i,1]);
mNewLocation = (mNewLocationY << mGridYLog2) + mNewLocationX;
if (mNewLocationX >= mGridX || mNewLocationY >= mGridY)
continue;
// Unbreakeable?
if (mGrid[mNewLocationX, mNewLocationY] == 0)
continue;
if (mHeavyDiagonals && i>3)
mNewG = mCalcGrid[mLocation].G + (int) (mGrid[mNewLocationX, mNewLocationY] * 2.41);
else
mNewG = mCalcGrid[mLocation].G + mGrid[mNewLocationX, mNewLocationY];
if (mPunishChangeDirection)
{
if ((mNewLocationX - mLocationX) != 0)
{
if (mHoriz == 0)
mNewG += Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y);
}
if ((mNewLocationY - mLocationY) != 0)
{
if (mHoriz != 0)
mNewG += Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y);
}
}
//Is it open or closed?
if (mCalcGrid[mNewLocation].Status == mOpenNodeValue || mCalcGrid[mNewLocation].Status == mCloseNodeValue)
{
// The current node has less code than the previous? then skip this node
if (mCalcGrid[mNewLocation].G <= mNewG)
continue;
}
mCalcGrid[mNewLocation].PX = mLocationX;
mCalcGrid[mNewLocation].PY = mLocationY;
mCalcGrid[mNewLocation].G = mNewG;
switch(mFormula)
{
default:
case HeuristicFormula.Manhattan:
mH = mHEstimate * (Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y));
break;
case HeuristicFormula.MaxDXDY:
mH = mHEstimate * (Math.Max(Math.Abs(mNewLocationX - end.X), Math.Abs(mNewLocationY - end.Y)));
break;
case HeuristicFormula.DiagonalShortCut:
int h_diagonal = Math.Min(Math.Abs(mNewLocationX - end.X), Math.Abs(mNewLocationY - end.Y));
int h_straight = (Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y));
mH = (mHEstimate * 2) * h_diagonal + mHEstimate * (h_straight - 2 * h_diagonal);
break;
case HeuristicFormula.Euclidean:
mH = (int) (mHEstimate * Math.Sqrt(Math.Pow((mNewLocationY - end.X) , 2) + Math.Pow((mNewLocationY - end.Y), 2)));
break;
case HeuristicFormula.EuclideanNoSQR:
mH = (int) (mHEstimate * (Math.Pow((mNewLocationX - end.X) , 2) + Math.Pow((mNewLocationY - end.Y), 2)));
break;
case HeuristicFormula.Custom1:
Point dxy = new Point(Math.Abs(end.X - mNewLocationX), Math.Abs(end.Y - mNewLocationY));
int Orthogonal = Math.Abs(dxy.X - dxy.Y);
int Diagonal = Math.Abs(((dxy.X + dxy.Y) - Orthogonal) / 2);
mH = mHEstimate * (Diagonal + Orthogonal + dxy.X + dxy.Y);
break;
}
if (mTieBreaker)
{
int dx1 = mLocationX - end.X;
int dy1 = mLocationY - end.Y;
int dx2 = start.X - end.X;
int dy2 = start.Y - end.Y;
int cross = Math.Abs(dx1 * dy2 - dx2 * dy1);
mH = (int) (mH + cross * 0.001);
}
mCalcGrid[mNewLocation].F = mNewG + mH;
#if DEBUGON
if (mDebugProgress && PathFinderDebug != null)
PathFinderDebug(mLocationX, mLocationY, mNewLocationX, mNewLocationY, PathFinderNodeType.Open, mCalcGrid[mNewLocation].F, mCalcGrid[mNewLocation].G);
#endif
//It is faster if we leave the open node in the priority queue
//When it is removed, it will be already closed, it will be ignored automatically
//if (tmpGrid[newLocation].Status == 1)
//{
// //int removeX = newLocation & gridXMinus1;
// //int removeY = newLocation >> gridYLog2;
// mOpen.RemoveLocation(newLocation);
//}
//if (tmpGrid[newLocation].Status != 1)
//{
mOpen.Push(mNewLocation);
//}
mCalcGrid[mNewLocation].Status = mOpenNodeValue;
}
mCloseNodeCounter++;
mCalcGrid[mLocation].Status = mCloseNodeValue;
#if DEBUGON
if (mDebugProgress && PathFinderDebug != null)
PathFinderDebug(0, 0, mLocationX, mLocationY, PathFinderNodeType.Close, mCalcGrid[mLocation].F, mCalcGrid[mLocation].G);
#endif
}
mCompletedTime = HighResolutionTime.GetTime();
if (mFound)
{
mClose.Clear();
int posX = end.X;
int posY = end.Y;
PathFinderNodeFast fNodeTmp = mCalcGrid[(end.Y << mGridYLog2) + end.X];
PathFinderNode fNode;
fNode.F = fNodeTmp.F;
fNode.G = fNodeTmp.G;
fNode.H = 0;
fNode.PX = fNodeTmp.PX;
fNode.PY = fNodeTmp.PY;
fNode.X = end.X;
fNode.Y = end.Y;
while(fNode.X != fNode.PX || fNode.Y != fNode.PY)
{
mClose.Add(fNode);
#if DEBUGON
if (mDebugFoundPath && PathFinderDebug != null)
PathFinderDebug(fNode.PX, fNode.PY, fNode.X, fNode.Y, PathFinderNodeType.Path, fNode.F, fNode.G);
#endif
posX = fNode.PX;
posY = fNode.PY;
fNodeTmp = mCalcGrid[(posY << mGridYLog2) + posX];
fNode.F = fNodeTmp.F;
fNode.G = fNodeTmp.G;
fNode.H = 0;
fNode.PX = fNodeTmp.PX;
fNode.PY = fNodeTmp.PY;
fNode.X = posX;
fNode.Y = posY;
}
mClose.Add(fNode);
#if DEBUGON
if (mDebugFoundPath && PathFinderDebug != null)
PathFinderDebug(fNode.PX, fNode.PY, fNode.X, fNode.Y, PathFinderNodeType.Path, fNode.F, fNode.G);
#endif
mStopped = true;
return mClose;
}
mStopped = true;
return null;
}
}
#endregion
#region Inner Classes
[Author("Franco, Gustavo")]
internal class ComparePFNodeMatrix : IComparer<int>
{
#region Variables Declaration
PathFinderNodeFast[] mMatrix;
#endregion
#region Constructors
public ComparePFNodeMatrix(PathFinderNodeFast[] matrix)
{
mMatrix = matrix;
}
#endregion
#region IComparer Members
public int Compare(int a, int b)
{
if (mMatrix[a].F > mMatrix[b].F)
return 1;
else if (mMatrix[a].F < mMatrix[b].F)
return -1;
return 0;
}
#endregion
}
#endregion
}
}