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https://gitlab.com/veloren/veloren.git
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Move rrt algorithm into its own function
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@ -673,16 +673,6 @@ where
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}
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// Enable when airbraking/sensible flight is a thing
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/// Attempts to find a path from a start to the end using an informed
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/// RRT-Connect algorithm. A point is sampled from a bounding spheroid
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/// between the start and end. Two separate rapidly exploring random
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/// trees extend toward the sampled point. Nodes are stored in k-d trees
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/// for quicker nearest node calculations. Points are sampled until the
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/// trees connect. A final path is then reconstructed from the nodes.
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/// This pathfinding algorithm is more appropriate for 3D pathfinding
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/// with wider gaps, such as flying through a forest than for terrain
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/// with narrow gaps, such as navigating a maze.
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/// Returns a path and whether that path is complete or not.
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#[cfg(rrt_pathfinding)]
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fn find_air_path<V>(
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vol: &V,
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@ -694,7 +684,6 @@ where
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V: BaseVol<Vox = Block> + ReadVol,
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{
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let radius = traversal_cfg.node_tolerance;
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let mut path = Vec::new();
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let mut connect = false;
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let total_dist_sqrd = startf.distance_squared(endf);
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// First check if a straight line path works
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@ -706,8 +695,10 @@ where
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.powi(2)
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>= total_dist_sqrd
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{
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let mut path = Vec::new();
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path.push(endf.map(|e| e.floor() as i32));
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connect = true;
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(Some(path.into_iter().collect()), connect)
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// Else use RRTs
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} else {
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let is_traversable = |start: &Vec3<f32>, end: &Vec3<f32>| {
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@ -720,10 +711,31 @@ where
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//vol.get(*pos).ok().copied().unwrap_or_else(Block::empty).
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// is_fluid();
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};
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let mut node_index1: usize = 0;
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let mut node_index2: usize = 0;
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informed_rrt_connect(start, end, is_traversable)
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}
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}
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/// Attempts to find a path from a start to the end using an informed
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/// RRT-Connect algorithm. A point is sampled from a bounding spheroid
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/// between the start and end. Two separate rapidly exploring random
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/// trees extend toward the sampled point. Nodes are stored in k-d trees
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/// for quicker nearest node calculations. Points are sampled until the
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/// trees connect. A final path is then reconstructed from the nodes.
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/// This pathfinding algorithm is more appropriate for 3D pathfinding
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/// with wider gaps, such as flying through a forest than for terrain
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/// with narrow gaps, such as navigating a maze.
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/// Returns a path and whether that path is complete or not.
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#[cfg(rrt_pathfinding)]
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fn informed_rrt_connect(
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start: Vec3<f32>,
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end: Vec3<f32>,
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is_valid_edge: impl Fn(&Vec3<f32>, &Vec3<f32>) -> bool,
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) -> (Option<Path<Vec3<i32>>>, bool) {
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let mut path = Vec::new();
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// Each tree has a vector of nodes
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let mut node_index1: usize = 0;
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let mut node_index2: usize = 0;
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let mut nodes1 = Vec::new();
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let mut nodes2 = Vec::new();
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@ -758,6 +770,8 @@ where
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let mut connection1_idx = 0;
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let mut connection2_idx = 0;
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let mut connect = false;
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// Scalar non-dimensional value that is proportional to the size of the
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// sample spheroid volume. This increases in value until a path is found.
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let mut search_parameter = 0.01;
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@ -791,13 +805,11 @@ where
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let nearest2 = nodes2[nearest_index2];
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// Extend toward the sampled point from the nearest node of each tree
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let new_point1 =
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nearest1 + (sampled_point1 - nearest1).normalized().map(|a| a * radius);
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let new_point2 =
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nearest2 + (sampled_point2 - nearest2).normalized().map(|a| a * radius);
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let new_point1 = nearest1 + (sampled_point1 - nearest1).normalized().map(|a| a * radius);
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let new_point2 = nearest2 + (sampled_point2 - nearest2).normalized().map(|a| a * radius);
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// Ensure the new nodes are valid/traversable
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if is_traversable(&nearest1, &new_point1) {
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if is_valid_edge(&nearest1, &new_point1) {
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kdtree1
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.add(&[new_point1.x, new_point1.y, new_point1.z], node_index1)
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.unwrap_or_default();
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@ -821,7 +833,7 @@ where
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}
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// Repeat the validity check for the second tree
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if is_traversable(&nearest2, &new_point2) {
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if is_valid_edge(&nearest2, &new_point2) {
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kdtree2
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.add(&[new_point2.x, new_point2.y, new_point1.z], node_index2)
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.unwrap_or_default();
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@ -887,8 +899,7 @@ where
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}
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path1.push(nodes1[current_node_index1].map(|e| e.floor() as i32));
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// Construct the path
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while current_node_index1 != 0
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&& nodes1[current_node_index1].distance_squared(startf) > 4.0
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while current_node_index1 != 0 && nodes1[current_node_index1].distance_squared(startf) > 4.0
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{
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current_node_index1 = *parents1.get(¤t_node_index1).unwrap_or(&0);
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path1.push(nodes1[current_node_index1].map(|e| e.floor() as i32));
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@ -928,8 +939,6 @@ where
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node = path[node_idx];
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}
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path = new_path;
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}
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(Some(path.into_iter().collect()), connect)
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}
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/// Returns a random point within a radially symmetrical ellipsoid with given
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