Files
ld58/code/game/impl/nav.c

119 lines
3.5 KiB
C

#include "game/nav.h"
#include "core/types.h"
#include <stdio.h>
#define MAX_UNFINISHED 128
typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState
{
bool visited;
F64 distance;
U32 shortest;
bool addedToUnvisited;
};
typedef struct navSearchState navSearchState;
struct navSearchState
{
navSearchNodeState nodeStates[NAV_MAX_NODES];
};
navSearchState initState(U32 start, U32 meshSize)
{
navSearchState state;
for (U32 i = 0; i < meshSize; i++)
{
state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false;
state.nodeStates[i].distance = F64_MAX;
state.nodeStates[i].shortest = 0;
}
state.nodeStates[start].distance = 0;
return state;
}
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
{
U32 lowest = U32_MAX;
U32 lowestI = U32_MAX;
bool startFound = false;
for (U32 i = *offset; i < unfinishedCount; i++)
{
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
if (checkNode.visited)
{
if (!startFound)
{
*offset = i;
}
continue;
}
startFound = true;
if (lowest > checkNode.distance)
{
lowest = cast(U32) checkNode.distance;
lowestI = unfinishedIndexes[i];
}
}
return lowestI;
}
// Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
// This is a stupid fix, since it's easier to work backwards
// to generate a path, I'm swapping the start / end, to generate
// it backwards
U32 tmp = end;
end = start;
start = tmp;
navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
// I don't want to spend time removing items from
// the unfinished nodes, so when checking for a lowest
// if I find the first N items have been checked, I'll mark
// an offset to skip the first N items.
U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start;
bool found = false;
while(!found) {
for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
if(testNode->visited) {continue;}
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
if(testNode->distance > distance) {
testNode->distance = distance;
testNode->shortest = lowestNodeIndex;
}
if (!testNode->addedToUnvisited)
{
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
unfinishedCount++;
testNode->addedToUnvisited = true;
}
}
state.nodeStates[lowestNodeIndex].visited = true;
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
if (lowestNodeIndex == end)
{
found = true;
}
}
NavPath res_path = {0};
U32 index = end;
while (index != start)
{
res_path.indexes[res_path.nodeCount] = index;
res_path.nodeCount++;
index = state.nodeStates[index].shortest;
}
res_path.indexes[res_path.nodeCount] = start;
res_path.nodeCount++;
return res_path;
}