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| 1 | +# Pathfinding on a 2D grid |
| 2 | + |
| 3 | + |
| 4 | + |
| 5 | +```c++ |
| 6 | +#include <iostream> |
| 7 | +#include <unordered_map> |
| 8 | +#include <unordered_set> |
| 9 | +#include <cmath> |
| 10 | +#include <vector> |
| 11 | +#include <queue> |
| 12 | +// Simple A-star pathfinding algorithm |
| 13 | + |
| 14 | +// vector2 struct |
| 15 | +template <typename T> |
| 16 | +// requires T to be int32_t or float_t |
| 17 | +requires std::is_same<T, int32_t>::value || std::is_same<T, float_t>::value |
| 18 | +struct Vector2 { |
| 19 | + T x, y; |
| 20 | + Vector2() : x(0), y(0) {} |
| 21 | + Vector2(T x, T y) : x(x), y(y) {} |
| 22 | + Vector2(const Vector2& v) : x(v.x), y(v.y) {} |
| 23 | + Vector2& operator=(const Vector2& v) { |
| 24 | + x = v.x; |
| 25 | + y = v.y; |
| 26 | + return *this; |
| 27 | + } |
| 28 | + Vector2 operator+(const Vector2& v) const { |
| 29 | + return Vector2(x + v.x, y + v.y); |
| 30 | + } |
| 31 | + Vector2 operator-(const Vector2& v) const { |
| 32 | + return Vector2(x - v.x, y - v.y); |
| 33 | + } |
| 34 | + float distance(const Vector2& v) const { |
| 35 | + return sqrt((x - v.x) * (x - v.x) + (y - v.y) * (y - v.y)); |
| 36 | + } |
| 37 | + float distanceSquared(const Vector2& v) const { |
| 38 | + return (x - v.x) * (x - v.x) + (y - v.y) * (y - v.y); |
| 39 | + } |
| 40 | + Vector2<int32_t> quantized(float scale=1) const { |
| 41 | + return {(int32_t)std::round(x / scale), (int32_t)std::round(y / scale)}; |
| 42 | + } |
| 43 | + // operator < for std::map |
| 44 | + bool operator<(const Vector2& v) const { |
| 45 | + return x < v.x || (x == v.x && y < v.y); |
| 46 | + } |
| 47 | + // operator == for std::map |
| 48 | + bool operator==(const Vector2& v) const { |
| 49 | + return x == v.x && y == v.y; |
| 50 | + } |
| 51 | +}; |
| 52 | + |
| 53 | +using Vector2i = Vector2<int32_t>; |
| 54 | +using Vector2f = Vector2<float_t>; |
| 55 | + |
| 56 | +struct uid_type { |
| 57 | +private: |
| 58 | + static inline size_t nextId = 0; // to be used as a counter |
| 59 | + size_t uid; // to be used as a unique identifier |
| 60 | +public: |
| 61 | + // not thread safe, but it is not a problem for this example |
| 62 | + uid_type(): uid(nextId++) {} |
| 63 | + inline size_t getUid() const { return uid; } |
| 64 | +}; |
| 65 | + |
| 66 | + |
| 67 | +struct GameObject: public uid_type { |
| 68 | + Vector2f position; |
| 69 | + GameObject(const Vector2f& position) : position(position) {} |
| 70 | + GameObject() : position(Vector2f()) {} |
| 71 | + |
| 72 | + // operator < for std::map |
| 73 | + bool operator<(const GameObject& g) const { |
| 74 | + return getUid() < g.getUid(); |
| 75 | + } |
| 76 | + |
| 77 | + // operator == for std::map |
| 78 | + bool operator==(const GameObject& g) const { |
| 79 | + return getUid() == g.getUid(); |
| 80 | + } |
| 81 | +}; |
| 82 | + |
| 83 | +// hash function for std::unordered_map |
| 84 | +template <typename T> |
| 85 | +struct std::hash<Vector2<T>> { |
| 86 | + size_t operator()(const Vector2<T> &v) const { |
| 87 | + return hash<T>()(v.x) ^ hash<T>()(v.y); |
| 88 | + } |
| 89 | +}; |
| 90 | + |
| 91 | +// hash function for std::unordered_map |
| 92 | +template <> |
| 93 | +struct std::hash<GameObject> { |
| 94 | + size_t operator()(const GameObject &g) const { |
| 95 | + return std::hash<size_t>()(g.getUid()); |
| 96 | + } |
| 97 | +}; |
| 98 | + |
| 99 | +std::unordered_map<Vector2i, std::unordered_set<GameObject>> quantizedMap; |
| 100 | +std::unordered_set<GameObject> gameObjects; |
| 101 | +std::unordered_map<Vector2i, bool> isWall; |
| 102 | + |
| 103 | +std::vector<Vector2i> getVisitableNeighbors(const Vector2i& v) { |
| 104 | + std::vector<Vector2i> neighbors; |
| 105 | + auto candidates = {Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)}; |
| 106 | + for (auto c : candidates) { |
| 107 | + Vector2i n = v + c; |
| 108 | + if (!isWall.contains(n)) { |
| 109 | + neighbors.push_back(n); |
| 110 | + } |
| 111 | + } |
| 112 | + return neighbors; |
| 113 | +} |
| 114 | + |
| 115 | +// Pathfinding algorithm from position A to position B |
| 116 | +std::vector<Vector2i> findPath(const Vector2f& start, const Vector2f& end) { |
| 117 | + // quantize |
| 118 | + Vector2i startQuantized = start.quantized(); |
| 119 | + Vector2i endQuantized = end.quantized(); |
| 120 | + |
| 121 | + // datastructures |
| 122 | + std::unordered_map<Vector2i, bool> isVisited; |
| 123 | + std::unordered_map<Vector2i, Vector2i> cameFrom; |
| 124 | + std::unordered_map<Vector2i, float> costSoFar; |
| 125 | + std::unordered_map<Vector2i, float> priority; |
| 126 | + std::priority_queue<std::pair<float, Vector2i>> frontier; |
| 127 | + |
| 128 | + // initialize |
| 129 | + isVisited[startQuantized] = false; |
| 130 | + costSoFar[startQuantized] = 0; |
| 131 | + priority[startQuantized] = 0; |
| 132 | + frontier.push({0, startQuantized}); |
| 133 | + |
| 134 | + // main loop |
| 135 | + while (!frontier.empty()) { |
| 136 | + auto current = frontier.top().second; |
| 137 | + frontier.pop(); |
| 138 | + |
| 139 | + if (current == endQuantized) { |
| 140 | + break; |
| 141 | + } |
| 142 | + |
| 143 | + for (auto next : getVisitableNeighbors(current)) { |
| 144 | + float newCost = costSoFar[current] + current.distance(next); |
| 145 | + if (!costSoFar.contains(next) || newCost < costSoFar[next]) { |
| 146 | + costSoFar[next] = newCost; |
| 147 | + float priority = newCost + next.distance(endQuantized); |
| 148 | + frontier.push({-priority, next}); |
| 149 | + cameFrom[next] = current; |
| 150 | + } |
| 151 | + } |
| 152 | + } |
| 153 | + |
| 154 | + // reconstruct path |
| 155 | + std::vector<Vector2i> path; |
| 156 | + Vector2i current = endQuantized; |
| 157 | + while (current != startQuantized) { |
| 158 | + path.push_back(current); |
| 159 | + current = cameFrom[current]; |
| 160 | + } |
| 161 | + path.push_back(startQuantized); |
| 162 | + std::reverse(path.begin(), path.end()); |
| 163 | + return path; |
| 164 | +} |
| 165 | + |
| 166 | + |
| 167 | + |
| 168 | +int main() { |
| 169 | + // Create 2 Game Objects |
| 170 | + GameObject a(Vector2f(0, 0)); |
| 171 | + GameObject b(Vector2f(10, 10)); |
| 172 | + |
| 173 | + // place walls |
| 174 | + isWall[Vector2i(1, 1)] = true; |
| 175 | + isWall[Vector2i(1, 2)] = true; |
| 176 | + isWall[Vector2i(1, 3)] = true; |
| 177 | + isWall[Vector2i(1, 4)] = true; |
| 178 | + isWall[Vector2i(1, 5)] = true; |
| 179 | + |
| 180 | + // add game objects to the set |
| 181 | + gameObjects.insert(a); |
| 182 | + gameObjects.insert(b); |
| 183 | + |
| 184 | + // add game objects to the quantized map |
| 185 | + for (auto& g : gameObjects) |
| 186 | + quantizedMap[g.position.quantized()].insert(g); |
| 187 | + |
| 188 | + // find path |
| 189 | + auto path = findPath(a.position, b.position); |
| 190 | + |
| 191 | + // print path |
| 192 | + for (auto& p : path) { |
| 193 | + std::cout << p.x << " " << p.y << std::endl; |
| 194 | + } |
| 195 | + |
| 196 | + return 0; |
| 197 | +} |
| 198 | +``` |
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