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614 lines
18 KiB
Lua
614 lines
18 KiB
Lua
--- **Core** - A* Pathfinding.
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--
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-- **Main Features:**
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--
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-- * Stuff
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Core.Astar
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-- @image CORE_Atar.png
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--- ASTAR class.
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-- @type ASTAR
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-- @field #string ClassName Name of the class.
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-- @field #boolean Debug Debug mode. Messages to all about status.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #table nodes Table of nodes.
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-- @field #ASTAR.Node startNode Start node.
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-- @field #ASTAR.Node endNode End node.
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-- @field Core.Point#COORDINATE startCoord Start coordinate.
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-- @field Core.Point#COORDINATE endCoord End coordinate.
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-- @field #func ValidNeighbourFunc Function to check if a node is valid.
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-- @field #table ValidNeighbourArg Optional arguments passed to the valid neighbour function.
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-- @extends Core.Base#BASE
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--- When nothing goes right... Go left!
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--
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-- ===
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--
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-- 
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--
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-- # The ASTAR Concept
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--
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-- Pathfinding algorithm.
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--
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--
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--
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-- @field #ASTAR
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ASTAR = {
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ClassName = "ASTAR",
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Debug = nil,
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lid = nil,
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nodes = {},
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}
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--- Defence condition.
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-- @type ASTAR.Node
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-- @field Core.Point#COORDINATE coordinate Coordinate of the node.
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-- @field #number surfacetype Surface type.
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--- ASTAR infinity
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-- @field #string INF
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ASTAR.INF=1/0
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--- ASTAR class version.
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-- @field #string version
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ASTAR.version="0.1.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Add more valid neighbour functions.
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-- TODO: Write docs.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new ASTAR object.
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-- @param #ASTAR self
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-- @return #ASTAR self
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function ASTAR:New()
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-- Inherit everything from INTEL class.
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local self=BASE:Inherit(self, BASE:New()) --#ASTAR
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self.lid="ASTAR | "
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self.Debug=true
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Set coordinate from where to start.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coordinate Start coordinate.
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-- @return #ASTAR self
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function ASTAR:SetStartCoordinate(Coordinate)
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self.startCoord=Coordinate
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return self
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end
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--- Set coordinate where you want to go.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coordinate end coordinate.
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-- @return #ASTAR self
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function ASTAR:SetEndCoordinate(Coordinate)
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self.endCoord=Coordinate
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return self
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end
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--- Create a node from a given coordinate.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to create the node.
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-- @return #ASTAR.Node The node.
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function ASTAR:GetNodeFromCoordinate(Coordinate)
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local node={} --#ASTAR.Node
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node.coordinate=Coordinate
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node.surfacetype=Coordinate:GetSurfaceType()
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return node
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end
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--- Add a node to the table of grid nodes.
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-- @param #ASTAR self
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-- @param #ASTAR.Node Node The node to be added.
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-- @return #ASTAR self
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function ASTAR:AddNode(Node)
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table.insert(self.nodes, Node)
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return self
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end
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--- Check if the coordinate of a node has is at a valid surface type.
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-- @param #ASTAR self
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-- @param #ASTAR.Node Node The node to be added.
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-- @param #table SurfaceTypes Surface types, for example `{land.SurfaceType.WATER}`. By default all surface types are valid.
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-- @return #boolean If true, surface type of node is valid.
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function ASTAR:CheckValidSurfaceType(Node, SurfaceTypes)
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if SurfaceTypes then
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if type(SurfaceTypes)~="table" then
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SurfaceTypes={SurfaceTypes}
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end
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for _,surface in pairs(SurfaceTypes) do
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if surface==Node.surfacetype then
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return true
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end
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end
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return false
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else
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return true
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end
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end
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--- Set valid neighbours to require line of sight between two nodes.
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-- @param #ASTAR self
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-- @param #number CorridorWidth Width of LoS corridor in meters.
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-- @return #ASTAR self
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function ASTAR:SetValidNeighbourLoS(CorridorWidth)
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self:SetValidNeighbourFunction(ASTAR.LoS, CorridorWidth)
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return self
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end
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--- Add a function to determine if a neighbour of a node is valid.
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-- @param #ASTAR self
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-- @param #function NeighbourFunction Function that needs to return *true* for a neighbour to be valid.
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-- @param ... Condition function arguments if any.
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-- @return #ASTAR self
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function ASTAR:SetValidNeighbourFunction(NeighbourFunction, ...)
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self.ValidNeighbourFunc=NeighbourFunction
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self.ValidNeighbourArg={}
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if arg then
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self.ValidNeighbourArg=arg
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end
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Grid functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a rectangular grid of nodes between star and end coordinate.
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-- The coordinate system is oriented along the line between start and end point.
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-- @param #ASTAR self
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-- @param #table ValidSurfaceTypes Valid surface types. By default is all surfaces are allowed.
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-- @param #number BoxHY Box "height" in meters along the y-coordinate. Default 40000 meters (40 km).
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-- @param #number SpaceX Additional space in meters before start and after end coordinate. Default 10000 meters (10 km).
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-- @param #number deltaX Increment in the direction of start to end coordinate in meters. Default 2000 meters.
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-- @param #number deltaY Increment perpendicular to the direction of start to end coordinate in meters. Default is same as deltaX.
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-- @param #boolean MarkGrid If true, create F10 map markers at grid nodes.
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-- @return #ASTAR self
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function ASTAR:CreateGrid(ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid)
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-- Note that internally
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-- x coordinate is z: x-->z Line from start to end
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-- y coordinate is x: y-->x Perpendicular
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-- Grid length and width.
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local Dz=SpaceX or 10000
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local Dx=BoxHY and BoxHY/2 or 20000
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-- Increments.
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local dz=deltaX or 2000
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local dx=deltaY or dz
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-- Heading from start to end coordinate.
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local angle=self.startCoord:HeadingTo(self.endCoord)
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--Distance between start and end.
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local dist=self.startCoord:Get2DDistance(self.endCoord)+2*Dz
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-- Origin of map. Needed to translate back to wanted position.
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local co=COORDINATE:New(0, 0, 0)
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local do1=co:Get2DDistance(self.startCoord)
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local ho1=co:HeadingTo(self.startCoord)
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-- Start of grid.
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local xmin=-Dx
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local zmin=-Dz
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-- Number of grid points.
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local nz=dist/dz+1
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local nx=2*Dx/dx+1
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-- Debug info.
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local text=string.format("Building grid with nx=%d ny=%d => total=%d nodes", nx, nz, nx*nz)
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self:I(self.lid..text)
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MESSAGE:New(text, 10, "ASTAR"):ToAllIf(self.Debug)
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-- Loop over x and z coordinate to create a 2D grid.
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for i=1,nx do
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-- x coordinate perpendicular to z.
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local x=xmin+dx*(i-1)
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for j=1,nz do
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-- z coordinate connecting start and end.
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local z=zmin+dz*(j-1)
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-- Rotate 2D.
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local vec3=UTILS.Rotate2D({x=x, y=0, z=z}, angle)
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-- Coordinate of the node.
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local c=COORDINATE:New(vec3.z, vec3.y, vec3.x):Translate(do1, ho1, true)
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-- Create a node at this coordinate.
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local node=self:GetNodeFromCoordinate(c)
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-- Check if node has valid surface type.
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if self:CheckValidSurfaceType(node, ValidSurfaceTypes) then
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if MarkGrid then
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c:MarkToAll(string.format("i=%d, j=%d surface=%d", i, j, node.surfacetype))
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end
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-- Add node to grid.
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self:AddNode(node)
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end
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end
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end
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-- Debug info.
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local text=string.format("Done building grid!")
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self:I(self.lid..text)
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MESSAGE:New(text, 10, "ASTAR"):ToAllIf(self.Debug)
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Valid neighbour functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Function to check if two nodes have line of sight (LoS).
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-- @param #ASTAR.Node nodeA First node.
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-- @param #ASTAR.Node nodeB Other node.
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-- @param #number corridor (Optional) Width of corridor in meters.
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-- @return #boolean If true, two nodes have LoS.
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function ASTAR.LoS(nodeA, nodeB, corridor)
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local offset=0.1
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local dx=corridor and corridor/2 or nil
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local dy=dx
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local cA=nodeA.coordinate:SetAltitude(0, true)
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local cB=nodeB.coordinate:SetAltitude(0, true)
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local los=cA:IsLOS(cB, offset)
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if los and corridor then
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local heading=cA:HeadingTo(cB)
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local Ap=cA:Translate(dx, heading+90)
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local Bp=cB:Translate(dx, heading+90)
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los=Ap:IsLOS(Bp, offset)
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if los then
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local Am=cA:Translate(dy, heading-90)
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local Bm=cB:Translate(dy, heading-90)
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los=Am:IsLOS(Bm, offset)
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end
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end
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return los
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Misc functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Find the closest node from a given coordinate.
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-- @param #ASTAR self
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-- @param Core.Point#COORDINATE Coordinate.
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-- @return #ASTAR.Node Cloest node to the coordinate.
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function ASTAR:FindClosestNode(Coordinate)
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local distMin=math.huge
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local closeNode=nil
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for _,_node in pairs(self.nodes) do
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local node=_node --#ASTAR.Node
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local dist=node.coordinate:Get2DDistance(Coordinate)
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if dist<distMin then
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distMin=dist
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closeNode=node
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end
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end
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return closeNode
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end
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--- Add a node.
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-- @param #ASTAR self
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-- @param #ASTAR.Node Node The node to be added to the nodes table.
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-- @return #ASTAR self
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function ASTAR:FindStartNode()
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self.startNode=self:FindClosestNode(self.startCoord)
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return self
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end
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--- Add a node.
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-- @param #ASTAR self
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-- @param #ASTAR.Node Node The node to be added to the nodes table.
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-- @return #ASTAR self
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function ASTAR:FindEndNode()
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self.endNode=self:FindClosestNode(self.endCoord)
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Main A* pathfinding function
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- A* pathfinding function. This seaches the path along nodes between start and end nodes/coordinates.
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-- @param #ASTAR self
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-- @param #boolean ExcludeStartNode If *true*, do not include start node in found path. Default is to include it.
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-- @param #boolean ExcludeEndNode If *true*, do not include end node in found path. Default is to include it.
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-- @return #table Table of nodes from start to finish.
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function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
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self:FindStartNode()
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self:FindEndNode()
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local nodes=self.nodes
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local start=self.startNode
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local goal=self.endNode
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local closedset = {}
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local openset = { start }
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local came_from = {}
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local g_score, f_score = {}, {}
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g_score[start]=0
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f_score[start]=g_score[start]+self:HeuristicCost(start, goal)
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-- Set start time.
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local T0=timer.getAbsTime()
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-- Debug message.
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local text=string.format("Starting A* pathfinding")
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self:I(self.lid..text)
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MESSAGE:New(text, 10, "ASTAR"):ToAllIf(self.Debug)
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while #openset > 0 do
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local current=self:LowestFscore(openset, f_score)
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-- Check if we are at the end node.
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if current==goal then
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local path=self:UnwindPath({}, came_from, goal)
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if not ExcludeEndNode then
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table.insert(path, goal)
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end
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if ExcludeStartNode then
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table.remove(path, 1)
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end
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-- Set end time.
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local T9=timer.getAbsTime()
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-- Debug message.
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local text=string.format("Found path with %d nodes", #path)
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self:I(self.lid..text)
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MESSAGE:New(text, 60, "ASTAR"):ToAllIf(self.Debug)
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return path
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end
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self:RemoveNode(openset, current)
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table.insert(closedset, current)
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local neighbors=self:NeighbourNodes(current, nodes)
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-- Loop over neighbours.
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for _,neighbor in ipairs(neighbors) do
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if self:NotIn(closedset, neighbor) then
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local tentative_g_score=g_score[current]+self:DistNodes(current, neighbor)
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if self:NotIn(openset, neighbor) or tentative_g_score < g_score[neighbor] then
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came_from[neighbor]=current
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g_score[neighbor]=tentative_g_score
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f_score[neighbor]=g_score[neighbor]+self:HeuristicCost(neighbor, goal)
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if self:NotIn(openset, neighbor) then
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table.insert(openset, neighbor)
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end
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end
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end
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end
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end
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-- Debug message.
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local text=string.format("WARNING: Could NOT find valid path!")
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self:I(self.lid..text)
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MESSAGE:New(text, 60, "ASTAR"):ToAllIf(self.Debug)
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return nil -- no valid path
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- A* pathfinding helper functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Calculate 2D distance between two nodes.
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-- @param #ASTAR self
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-- @param #ASTAR.Node nodeA Node A.
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-- @param #ASTAR.Node nodeB Node B.
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-- @return #number Distance between nodes in meters.
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function ASTAR:DistNodes(nodeA, nodeB)
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return nodeA.coordinate:Get2DDistance(nodeB.coordinate)
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end
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--- Heuristic cost function to go from node A to node B. That is simply the distance here.
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-- @param #ASTAR self
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-- @param #ASTAR.Node nodeA Node A.
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-- @param #ASTAR.Node nodeB Node B.
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-- @return #number Distance between nodes in meters.
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function ASTAR:HeuristicCost(nodeA, nodeB)
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return self:DistNodes(nodeA, nodeB)
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end
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--- Check if going from a node to a neighbour is possible.
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-- @param #ASTAR self
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-- @param #ASTAR.Node node A node.
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-- @param #ASTAR.Node neighbor Neighbour node.
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-- @return #boolean If true, transition between nodes is possible.
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function ASTAR:IsValidNeighbour(node, neighbor)
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if self.ValidNeighbourFunc then
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return self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
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else
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return true
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end
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end
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--- Function
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-- @param #ASTAR self
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function ASTAR:LowestFscore(set, f_score)
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local lowest, bestNode = ASTAR.INF, nil
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for _, node in ipairs ( set ) do
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local score = f_score [ node ]
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if score < lowest then
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lowest, bestNode = score, node
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end
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end
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return bestNode
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end
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--- Function to get valid neighbours of a node.
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-- @param #ASTAR self
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-- @param #ASTAR.Node theNode The node.
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-- @param #table nodes Possible neighbours.
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-- @param #table Valid neighbour nodes.
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function ASTAR:NeighbourNodes(theNode, nodes)
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local neighbors = {}
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for _, node in ipairs ( nodes ) do
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if theNode~=node then
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local isvalid=self:IsValidNeighbour(theNode, node)
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if isvalid then
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table.insert(neighbors, node)
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end
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end
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end
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return neighbors
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end
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--- Function to check if a node is not in a set.
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-- @param #ASTAR self
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-- @param #table set Set of nodes.
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-- @param #ASTAR.Node theNode The node to check.
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-- @return #boolean If true, the node is not in the set.
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function ASTAR:NotIn(set, theNode)
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for _, node in ipairs ( set ) do
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if node == theNode then
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return false
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end
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end
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return true
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end
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--- Function to remove a node from a set.
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-- @param #ASTAR self
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-- @param #table set Set of nodes.
|
|
-- @param #ASTAR.Node theNode The node to check.
|
|
function ASTAR:RemoveNode(set, theNode)
|
|
|
|
for i, node in ipairs ( set ) do
|
|
if node == theNode then
|
|
set [ i ] = set [ #set ]
|
|
set [ #set ] = nil
|
|
break
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Unwind path function.
|
|
-- @param #ASTAR self
|
|
-- @param #table flat_path Flat path.
|
|
-- @param #table map Map.
|
|
-- @param #ASTAR.Node current_node The current node.
|
|
-- @return #table Unwinded path.
|
|
function ASTAR:UnwindPath( flat_path, map, current_node )
|
|
|
|
if map [ current_node ] then
|
|
table.insert ( flat_path, 1, map [ current_node ] )
|
|
return self:UnwindPath ( flat_path, map, map [ current_node ] )
|
|
else
|
|
return flat_path
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |