Files
shadow-over-bishkek001/src/navigation/PathFinder.h
T

137 lines
5.2 KiB
C++

#pragma once
#include <Eigen/Core>
#include <cstdint>
#include <memory>
#include <mutex>
#include <string>
#include <vector>
namespace FRG {
class PathFinder {
public:
struct ObstaclePolygon {
std::string name;
std::vector<Eigen::Vector2f> polygon;
};
struct DynamicObstacle {
Eigen::Vector3f position = Eigen::Vector3f::Zero();
float radius = 0.0f;
};
struct Cell {
int x = 0;
int z = 0;
};
struct NavigationArea {
std::string name;
bool available = true;
std::vector<Eigen::Vector2f> polygon;
};
void build(const std::string& configPath,
const std::string& zipPath = "");
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
const Eigen::Vector3f& end) const;
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::vector<DynamicObstacle>& dynamicObstacles) const;
// Like findPath, but when the destination is unreachable the character
// walks as close as possible instead of not moving at all.
std::vector<Eigen::Vector3f> findPathToNearest(const Eigen::Vector3f& start,
const Eigen::Vector3f& end) const;
std::vector<Eigen::Vector3f> findPathToNearest(const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
const std::vector<DynamicObstacle>& dynamicObstacles) const;
bool setAreaAvailable(const std::string& areaName, bool available);
bool isReady() const { return ready; }
bool isWalkable(const Eigen::Vector3f& point) const;
const std::vector<NavigationArea>& getAreas() const { return areas; }
const std::vector<ObstaclePolygon>& getObstaclePolygons() const { return obstaclePolygons; }
float getFloorY() const { return floorY; }
void addObstaclePolygon(const ObstaclePolygon& polygon);
bool saveConfig(const std::string& path) const;
bool saveGrid(const std::string& path) const;
private:
float cellSize = 0.4f;
float agentRadius = 0.45f;
float floorY = 0.0f;
float objectPadding = 0.25f;
float boundaryPadding = 0.0f;
float minX = 0.0f;
float minZ = 0.0f;
int gridWidth = 0;
int gridDepth = 0;
bool ready = false;
std::string loadedConfigPath;
std::string loadedZipPath;
std::vector<ObstaclePolygon> obstaclePolygons;
std::vector<unsigned char> walkable;
std::vector<NavigationArea> areas;
// Reused by synchronous authoritative path queries. Generation stamps avoid
// copying/clearing the complete map for every dynamic-obstacle search.
mutable std::vector<std::uint32_t> dynamicBlockedGeneration;
mutable std::uint32_t dynamicGeneration = 0;
mutable std::vector<int> searchCost;
mutable std::vector<int> searchCameFrom;
mutable std::vector<std::uint32_t> searchVisitedGeneration;
mutable std::uint32_t searchGeneration = 0;
mutable std::shared_ptr<std::mutex> queryMutex =
std::make_shared<std::mutex>();
void loadConfig(const std::string& configPath, const std::string& zipPath);
bool loadGrid(const std::string& path, const std::string& zipPath);
void resetGridBounds();
void rebuildWalkableGrid();
void markAvailableAreasWalkable();
void markObstaclePolygonsBlocked();
bool worldToCell(const Eigen::Vector3f& point, Cell& out) const;
Eigen::Vector3f cellCenter(const Cell& cell) const;
bool isInsideGrid(const Cell& cell) const;
bool isCellWalkable(const Cell& cell) const;
int indexOf(const Cell& cell) const;
bool findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out) const;
bool hasLineOfSight(const Cell& from, const Cell& to) const;
std::vector<Cell> smoothCells(const std::vector<Cell>& cells) const;
static bool pointInPolygon(float x, float z, const std::vector<Eigen::Vector2f>& polygon);
bool isCellWalkable(const Cell& cell, const std::vector<unsigned char>& walkableGrid) const;
bool findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out, const std::vector<unsigned char>& walkableGrid) const;
bool hasLineOfSight(const Cell& from, const Cell& to, const std::vector<unsigned char>& walkableGrid) const;
std::vector<Cell> smoothCells(const std::vector<Cell>& cells, const std::vector<unsigned char>& walkableGrid) const;
std::uint32_t buildDynamicOverlay(
const std::vector<DynamicObstacle>& dynamicObstacles) const;
bool isCellWalkableOverlay(const Cell& cell, std::uint32_t generation) const;
bool findNearestWalkableCellOverlay(
const Eigen::Vector3f& point, Cell& out, std::uint32_t generation) const;
bool hasLineOfSightOverlay(
const Cell& from, const Cell& to, std::uint32_t generation) const;
std::vector<Cell> smoothCellsOverlay(
const std::vector<Cell>& cells, std::uint32_t generation) const;
std::vector<Eigen::Vector3f> runSearch(
const Eigen::Vector3f& start,
const Eigen::Vector3f& end,
std::uint32_t obstacleGeneration,
bool nearestReachable) const;
};
} // namespace FRG