#ifndef PATHFINDER_H #define PATHFINDER_H #include "glm/fwd.hpp" #include "glm/gtx/hash.hpp" #include #include #include struct ANode{ glm::vec3 pos; // A* related: float Hcost = 0; // distance to destination float Gcost = 0; // distance from start to current node (accumulative G) float Fcost = Gcost+Hcost; std::pair previousV; std::set> adjacentNodes; }; struct TriangleEdge{ glm::vec3 midpoint; std::set> adjacentEdges; TriangleEdge(glm::vec3 v1, glm::vec3 v2): midpoint(.5f*(v2+v1)) {} // num of times it appears in the navgraph int count = 1; }; class Pathfinder { public: Pathfinder(std::vector vertices, std::vector triangles); std::vector findPath(const glm::vec3 A, const glm::vec3 B); private: void updateFCost(const std::pair &node); bool traverseAStar(const std::pair &currNodeID, const std::set> &endpointNodeIDs, std::set> &open, std::set> &closed); std::set> getEnclosingTriangleEdges(glm::vec3 indices); void initializeEdges(); float getDistance(glm::vec3 a, glm::vec3 b); std::vector getNavigablePath(const std::pair &start, const std::pair &end); std::pair>> findEnclosingTriangle(glm::vec3 point); bool pointInTriangle(glm::vec3 p, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3); bool sameSide(glm::vec3 p1, glm::vec3 p2, glm::vec3 a, glm::vec3 b); std::set> getAdjacentNodes(const std::set> &id_pairs, std::map, TriangleEdge> &temp_data); std::pair makeOrderedPair(int i, int j); // maps pos (midpoint of a edge) to node std::map, ANode> m_navdata; std::vector m_vertices; std::vector m_triangles; glm::vec3 m_startNodePos; glm::vec3 m_endNodePos; std::pair startNodeID = std::make_pair(0,0); std::pair endNodeID = std::make_pair(1,1); float m_maxDistance = 500; // 20 meters max distance that an ai can pathfind }; #endif // PATHFINDER_H