Allocate path with object pool for pathfinding

This commit is contained in:
2023-11-16 07:23:56 +01:00
parent 9e6c836207
commit af99504370
9 changed files with 110 additions and 64 deletions

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@@ -8,6 +8,7 @@
#include "breeze/utils/array.h"
#include "breeze/utils/heap.h"
#include "breeze/utils/object_pool.h"
#include "breeze/utils/string.h"
#include "breeze/utils/tokenizer.h"

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@@ -21,9 +21,10 @@ typedef double f64;
#define BZ_ASSERT(e) assert(e)
#define DEBUG_MODE
#ifndef DEBUG_MODE
#undef BZ_ASSERT
#define BZ_ASSERT(e) (void)(e)
#define BZ_ASSERT(e) BZ_UNUSDE(x)
#endif
#define BZ_UNUSED(x) (void)(x)

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@@ -54,8 +54,9 @@ void *bzObjectPool(BzObjectPool *pool) {
return object;
}
void bzObjectPoolRelease(BzObjectPool *pool, void *object) {
size_t objectIdx = (size_t) object - (size_t)pool->objects;
size_t objectIdx = (size_t) object - (size_t) pool->objects;
objectIdx /= pool->stride;
BZ_ASSERT(objectIdx < pool->numObjects);
*(i32 *) objectIdx = pool->firstFree;
*(i32 *) ((u8 *) pool->objects + objectIdx * pool->stride) = pool->firstFree;
pool->firstFree = (i32) objectIdx;
}

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@@ -62,10 +62,15 @@ typedef struct Animation {
} Animation;
extern ECS_COMPONENT_DECLARE(Animation);
#define PATH_DATA_SIZE 8
typedef struct PathData {
Position waypoints[PATH_DATA_SIZE];
size_t numWaypoints;
struct PathData *next;
} PathData;
typedef struct Path {
Position *waypoints;
i32 maxWaypoints;
i32 numWaypoints;
PathData *paths;
i32 curWaypoint;
} Path;
extern ECS_COMPONENT_DECLARE(Path);

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@@ -16,8 +16,6 @@ typedef struct Game {
f32 frameDuration;
Vector2 targetPos;
ecs_entity_t entity;
Path path;
Position waypoints[128];
struct {
int building;
Vector2 mouseDown;
@@ -30,6 +28,9 @@ typedef struct Game {
i64 gold;
i64 pop;
} resources;
struct {
BzObjectPool *pathData;
} pools;
f32 elapsed;
} Game;

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@@ -53,6 +53,12 @@ bool init(void *userData) {
ecs_singleton_set(ECS, Game, {});
Game *game = ecs_singleton_get_mut(ECS, Game);
// init pools
game->pools.pathData = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize=sizeof(PathData),
.numObjects=512
});
int screenWidth = 1280;
int screenHeight = 720;
@@ -207,21 +213,23 @@ void render(float dt, void *userData) {
static PathNode *heap = NULL;
if (!heap)
heap = bzHeapCreate(PathNode, game->map.width * game->map.height);
game->path.waypoints = game->waypoints;
game->path.maxWaypoints = 128;
findPath(&(PathfindingDesc) {
.start=(TilePosition){57, 24},
.target=(TilePosition){tileX, tileY},
.map=&game->map,
.heap=heap,
.outPath=&game->path
});
if (game->path.numWaypoints > 0 && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
ecs_entity_t e = game->entity;
bzLogInfo("%d", ecs_is_alive(ECS, e));
Position pos = worldPos;
//ecs_set_ptr(ECS, e, Position, &pos);
ecs_set_ptr(ECS, e, Path, &game->path);
if (!ecs_has(ECS, game->entity, Path)) {
Path path = {};
const Position *start = ecs_get(ECS, game->entity, Position);
findPath(&(PathfindingDesc) {
.start=(TilePosition) {
(int) (start->x / game->map.tileWidth),
(int) (start->y / game->map.tileHeight)
},
.target=(TilePosition) {tileX, tileY},
.map=&game->map,
.heap=heap,
.outPath=&path,
.pool=game->pools.pathData
});
if (path.paths && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
ecs_set_ptr(ECS, game->entity, Path, &path);
}
}
ecs_progress(ECS, dt);

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@@ -17,6 +17,8 @@ static i32 dst(TilePosition a, TilePosition b) {
bool findPath(const PathfindingDesc *desc) {
BZ_ASSERT(desc->map);
BzTileMap *map = desc->map;
BZ_ASSERT(desc->start.x >= 0 && desc->start.x < map->width);
BZ_ASSERT(desc->start.y >= 0 && desc->start.y < map->height);
typedef struct Visited {
bool visited : 1;
i8 x : 3;
@@ -81,37 +83,50 @@ bool findPath(const PathfindingDesc *desc) {
i32 pathLen = 0;
if (foundPath && desc->outPath) {
TilePosition pos = desc->target;
while (pos.x != desc->start.x || pos.y != desc->start.y) {
Visited *visit = &visited[pos.y * map->width + pos.x];
BZ_ASSERT(visit->x != 0 && visit->y != 0);
pos.x -= visit->x;
pos.y -= visit->y;
pathLen++;
}
Path *out = desc->outPath;
out->curWaypoint = 0;
pos = desc->target;
i32 len = pathLen;
// Skip positions
while (len >= out->maxWaypoints) {
Visited visit = visited[pos.y * map->width + pos.x];
pos.x -= visit.x;
pos.y -= visit.y;
len--;
}
BZ_ASSERT(desc->pool);
PathData *pathData = bzObjectPool(desc->pool);
pathData->numWaypoints = 0;
pathData->next = NULL;
i32 numWaypoints = 0;
// Write path
for (i32 i = 0; i < len; i++) {
out->waypoints[len - i - 1] = (Position){
pos.x * map->tileWidth + map->tileWidth * 0.5f,
pos.y * map->tileHeight + map->tileHeight * 0.5f
while (pos.x != desc->start.x || pos.y != desc->start.y) {
Position waypoint = {
pos.x * map->tileWidth + map->tileWidth * 0.5f,
pos.y * map->tileHeight + map->tileHeight * 0.5f
};
out->numWaypoints++;
if (pathData->numWaypoints + 1 > PATH_DATA_SIZE) {
PathData *newPathData = bzObjectPool(desc->pool);
newPathData->numWaypoints = 0;
newPathData->next = pathData;
pathData = newPathData;
numWaypoints = 0;
}
pathData->waypoints[numWaypoints++] = waypoint;
pathData->numWaypoints = numWaypoints;
Visited visit = visited[pos.y * map->width + pos.x];
BZ_ASSERT(visit.x != 0 || visit.y != 0);
pos.x -= visit.x;
pos.y -= visit.y;
pathLen++;
}
out->paths = pathData;
// Reverse paths
while (pathData) {
for (i32 i = 0; i < pathData->numWaypoints / 2; i++) {
i32 left = i;
i32 right = (i32) (pathData->numWaypoints - 1 - i);
Position tmp = pathData->waypoints[left];
pathData->waypoints[left] = pathData->waypoints[right];
pathData->waypoints[right] = tmp;
}
pathData = pathData->next;
}
BZ_ASSERT(len == out->maxWaypoints);
out->numWaypoints = len;
}
if (!desc->heap) {

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@@ -20,6 +20,7 @@ typedef struct PathNode {
typedef struct PathfindingDesc {
TilePosition start;
TilePosition target;
BzObjectPool *pool;
BzTileMap *map;
PathNode *heap;
Path *outPath;

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@@ -74,17 +74,24 @@ void updatePos(ecs_iter_t *it) {
}
#include <stdlib.h>
void targetFinish(ecs_iter_t *it) {
const Game *game = ecs_singleton_get(ECS, Game);
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t e = it->entities[i];
Path *path = ecs_get_mut(it->world, e, Path);
if (!path) continue;
path->curWaypoint++;
if (path->curWaypoint >= path->numWaypoints) {
if (path->curWaypoint >= path->paths->numWaypoints) {
PathData *finished = path->paths;
path->paths = finished->next;
path->curWaypoint = 0;
bzObjectPoolRelease(game->pools.pathData, finished);
// Finished
ecs_remove(it->world, e, Path);
continue;
if (path->paths == NULL) {
ecs_remove(it->world, e, Path);
continue;
}
}
TargetPosition target = path->waypoints[path->curWaypoint - 1];
TargetPosition target = path->paths->waypoints[path->curWaypoint];
path->curWaypoint++;
target.x += rand() % (4 + 1 + 2) -2;
ecs_set(it->world, e, TargetPosition, {target.x, target.y});
}
@@ -95,28 +102,34 @@ void startPath(ecs_iter_t *it) {
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t e = it->entities[i];
if (path->numWaypoints == 0) {
if (path->paths == NULL) {
ecs_remove(it->world, e, Path);
continue;
}
ecs_set(it->world, e, TargetPosition, {path[i].waypoints[0].x, path[i].waypoints[0].y});
path[i].curWaypoint++;
ecs_set(it->world, e, TargetPosition, {path[i].paths->waypoints[0].x, path[i].paths->waypoints[0].y});
path[i].curWaypoint = 1;
}
}
void drawDebugPath(ecs_iter_t *it) {
Path *path = ecs_field(it, Path, 1);
for (i32 i = 0; i < it->count; i++) {
for (i32 iPath = 0; iPath < path[i].numWaypoints; iPath++) {
Color color = RED;
if (iPath < path[i].curWaypoint - 1)
color = GREEN;
else if (iPath == path[i].curWaypoint - 1)
color = ORANGE;
color.a = 180;
PathData *pathData = path->paths;
bool first = true;
while (pathData) {
for (i32 iPath = 0; iPath < pathData->numWaypoints; iPath++) {
Color color = RED;
if (first && iPath < path[i].curWaypoint - 1)
color = GREEN;
else if (first && iPath == path[i].curWaypoint - 1)
color = ORANGE;
color.a = 180;
Position pos = path[i].waypoints[iPath];
DrawCircle(pos.x, pos.y, 3, color);
Position pos = pathData->waypoints[iPath];
DrawCircle(pos.x, pos.y, 3, color);
}
first = false;
pathData = pathData->next;
}
}
}