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- #define DECREASE_KEY
- using System.Collections.Generic;
- namespace Pathfinding {
- /// <summary>
- /// Stores temporary node data for a single pathfinding request.
- /// Every node has one PathNode per thread used.
- /// It stores e.g G score, H score and other temporary variables needed
- /// for path calculation, but which are not part of the graph structure.
- ///
- /// See: Pathfinding.PathHandler
- /// See: https://en.wikipedia.org/wiki/A*_search_algorithm
- /// </summary>
- public class PathNode {
- /// <summary>Reference to the actual graph node</summary>
- public GraphNode node;
- /// <summary>Parent node in the search tree</summary>
- public PathNode parent;
- /// <summary>The path request (in this thread, if multithreading is used) which last used this node</summary>
- public ushort pathID;
- #if DECREASE_KEY
- /// <summary>
- /// Index of the node in the binary heap.
- /// The open list in the A* algorithm is backed by a binary heap.
- /// To support fast 'decrease key' operations, the index of the node
- /// is saved here.
- /// </summary>
- public ushort heapIndex = BinaryHeap.NotInHeap;
- #endif
- /// <summary>Bitpacked variable which stores several fields</summary>
- private uint flags;
- /// <summary>Cost uses the first 28 bits</summary>
- private const uint CostMask = (1U << 28) - 1U;
- /// <summary>Flag 1 is at bit 28</summary>
- private const int Flag1Offset = 28;
- private const uint Flag1Mask = (uint)(1 << Flag1Offset);
- /// <summary>Flag 2 is at bit 29</summary>
- private const int Flag2Offset = 29;
- private const uint Flag2Mask = (uint)(1 << Flag2Offset);
- public uint cost {
- get {
- return flags & CostMask;
- }
- set {
- flags = (flags & ~CostMask) | value;
- }
- }
- /// <summary>
- /// Use as temporary flag during pathfinding.
- /// Pathfinders (only) can use this during pathfinding to mark
- /// nodes. When done, this flag should be reverted to its default state (false) to
- /// avoid messing up other pathfinding requests.
- /// </summary>
- public bool flag1 {
- get {
- return (flags & Flag1Mask) != 0;
- }
- set {
- flags = (flags & ~Flag1Mask) | (value ? Flag1Mask : 0U);
- }
- }
- /// <summary>
- /// Use as temporary flag during pathfinding.
- /// Pathfinders (only) can use this during pathfinding to mark
- /// nodes. When done, this flag should be reverted to its default state (false) to
- /// avoid messing up other pathfinding requests.
- /// </summary>
- public bool flag2 {
- get {
- return (flags & Flag2Mask) != 0;
- }
- set {
- flags = (flags & ~Flag2Mask) | (value ? Flag2Mask : 0U);
- }
- }
- /// <summary>Backing field for the G score</summary>
- private uint g;
- /// <summary>Backing field for the H score</summary>
- private uint h;
- /// <summary>G score, cost to get to this node</summary>
- public uint G { get { return g; } set { g = value; } }
- /// <summary>H score, estimated cost to get to to the target</summary>
- public uint H { get { return h; } set { h = value; } }
- /// <summary>F score. H score + G score</summary>
- public uint F { get { return g+h; } }
- public void UpdateG (Path path) {
- #if ASTAR_NO_TRAVERSAL_COST
- g = parent.g + cost;
- #else
- g = parent.g + cost + path.GetTraversalCost(node);
- #endif
- }
- }
- /// <summary>Handles thread specific path data.</summary>
- public class PathHandler {
- /// <summary>
- /// Current PathID.
- /// See: <see cref="PathID"/>
- /// </summary>
- private ushort pathID;
- public readonly int threadID;
- public readonly int totalThreadCount;
- /// <summary>
- /// Binary heap to keep track of nodes on the "Open list".
- /// See: https://en.wikipedia.org/wiki/A*_search_algorithm
- /// </summary>
- public readonly BinaryHeap heap = new BinaryHeap(128);
- /// <summary>ID for the path currently being calculated or last path that was calculated</summary>
- public ushort PathID { get { return pathID; } }
- /// <summary>Array of all PathNodes</summary>
- public PathNode[] nodes = new PathNode[0];
- /// <summary>
- /// StringBuilder that paths can use to build debug strings.
- /// Better for performance and memory usage to use a single StringBuilder instead of each path creating its own
- /// </summary>
- public readonly System.Text.StringBuilder DebugStringBuilder = new System.Text.StringBuilder();
- public PathHandler (int threadID, int totalThreadCount) {
- this.threadID = threadID;
- this.totalThreadCount = totalThreadCount;
- }
- public void InitializeForPath (Path p) {
- pathID = p.pathID;
- heap.Clear();
- }
- /// <summary>Internal method to clean up node data</summary>
- public void DestroyNode (GraphNode node) {
- PathNode pn = GetPathNode(node);
- // Clean up references to help the GC
- pn.node = null;
- pn.parent = null;
- // This is not required for pathfinding, but not clearing it may confuse gizmo drawing for a fraction of a second.
- // Especially when 'Show Search Tree' is enabled
- pn.pathID = 0;
- pn.G = 0;
- pn.H = 0;
- }
- /// <summary>Internal method to initialize node data</summary>
- public void InitializeNode (GraphNode node) {
- //Get the index of the node
- int ind = node.NodeIndex;
- if (ind >= nodes.Length) {
- // Grow by a factor of 2
- PathNode[] newNodes = new PathNode[System.Math.Max(128, nodes.Length*2)];
- nodes.CopyTo(newNodes, 0);
- // Initialize all PathNode instances at once
- // It is important that we do this here and don't for example leave the entries as NULL and initialize
- // them lazily. By allocating them all at once we are much more likely to allocate the PathNodes close
- // to each other in memory (most systems use some kind of bumb-allocator) and this improves cache locality
- // and reduces false sharing (which would happen if we allocated PathNodes for the different threads close
- // to each other). This has been profiled to give around a 4% difference in overall pathfinding performance.
- for (int i = nodes.Length; i < newNodes.Length; i++) newNodes[i] = new PathNode();
- nodes = newNodes;
- }
- nodes[ind].node = node;
- }
- public PathNode GetPathNode (int nodeIndex) {
- return nodes[nodeIndex];
- }
- /// <summary>
- /// Returns the PathNode corresponding to the specified node.
- /// The PathNode is specific to this PathHandler since multiple PathHandlers
- /// are used at the same time if multithreading is enabled.
- /// </summary>
- public PathNode GetPathNode (GraphNode node) {
- return nodes[node.NodeIndex];
- }
- /// <summary>
- /// Set all nodes' pathIDs to 0.
- /// See: Pathfinding.PathNode.pathID
- /// </summary>
- public void ClearPathIDs () {
- for (int i = 0; i < nodes.Length; i++) {
- if (nodes[i] != null) nodes[i].pathID = 0;
- }
- }
- }
- }
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