2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include <dali-scene3d/internal/algorithm/path-finder-spfa.h>
21 #include <dali/public-api/common/vector-wrapper.h>
25 #include <dali-scene3d/internal/algorithm/path-finder-waypoint-data.h>
26 #include <dali-scene3d/public-api/algorithm/path-finder-waypoint.h>
28 using WayPointList = Dali::Scene3D::Algorithm::WayPointList;
30 namespace Dali::Scene3D::Internal::Algorithm
32 PathFinderAlgorithmSPFA::PathFinderAlgorithmSPFA(Dali::Scene3D::Algorithm::NavigationMesh& navMesh)
33 : mNavigationMesh(&GetImplementation(navMesh))
38 PathFinderAlgorithmSPFA::~PathFinderAlgorithmSPFA() = default;
40 Scene3D::Algorithm::WayPointList PathFinderAlgorithmSPFA::FindPath(const Dali::Vector3& positionFrom, const Dali::Vector3& positionTo)
42 Dali::Vector3 outPosFrom;
43 FaceIndex polyIndexFrom;
44 auto result = mNavigationMesh->FindFloor(positionFrom, outPosFrom, polyIndexFrom);
46 Scene3D::Algorithm::WayPointList waypoints;
50 Dali::Vector3 outPosTo;
51 FaceIndex polyIndexTo;
52 result = mNavigationMesh->FindFloor(positionTo, outPosTo, polyIndexTo);
57 waypoints = FindPath(polyIndexFrom, polyIndexTo);
59 if(!waypoints.empty())
61 // replace first and last waypoint
62 auto& wpFrom = static_cast<WayPointData&>(waypoints[0]);
63 auto& wpTo = static_cast<WayPointData&>(waypoints.back());
65 Vector2 fromCenter(wpFrom.point3d.x, wpFrom.point3d.y);
66 wpFrom.point3d = outPosFrom;
67 wpFrom.point2d = fromCenter - Vector2(outPosFrom.x, outPosFrom.y);
69 Vector2 toCenter(wpTo.point3d.x, wpTo.point3d.y);
70 wpTo.point3d = outPosTo;
71 wpTo.point2d = toCenter - Vector2(outPosTo.x, outPosTo.y);
76 // Returns waypoints with non-zero size of empty vector in case of failure (no path to be found)
80 Scene3D::Algorithm::WayPointList PathFinderAlgorithmSPFA::FindPath(FaceIndex sourcePolyIndex, FaceIndex targetPolyIndex)
82 auto nodeCount = uint32_t(mNodes.size());
83 std::vector<float> dist;
84 std::vector<FaceIndex> prev;
85 std::vector<bool> queued;
87 dist.resize(mNodes.size());
88 prev.resize(mNodes.size());
89 queued.resize(mNodes.size());
91 std::list<FaceIndex> nodeQueue;
93 [[maybe_unused]] auto sourcePos = Dali::Vector3(Face(sourcePolyIndex)->center);
95 for(auto i = 0u; i < nodeCount; ++i)
97 dist[i] = std::numeric_limits<float>::infinity();
98 prev[i] = Scene3D::Algorithm::NavigationMesh::NULL_FACE; // set prev to null polygon
102 // Set distance of source
103 dist[sourcePolyIndex] = 0.0f;
104 queued[sourcePolyIndex] = true;
105 nodeQueue.push_back(sourcePolyIndex);
107 while(!nodeQueue.empty())
109 // find minimum distance
110 auto minDistIndex = nodeQueue.front();
111 nodeQueue.pop_front();
112 queued[minDistIndex] = false;
114 // Skip operator when minDistIndex is target
115 if(minDistIndex == targetPolyIndex)
120 // check the neighbours
121 for(auto i = 0u; i < 3; ++i)
123 auto nIndex = mNodes[minDistIndex].faces[i];
124 if(nIndex != Scene3D::Algorithm::NavigationMesh::NULL_FACE)
126 auto alt = dist[minDistIndex] + mNodes[minDistIndex].weight[i];
127 if(alt < dist[nIndex])
130 prev[nIndex] = minDistIndex;
134 queued[nIndex] = true;
135 if(!nodeQueue.empty() && dist[nIndex] < dist[nodeQueue.front()])
137 nodeQueue.push_front(nIndex);
141 nodeQueue.push_back(nIndex);
149 // Compute distances for each node back to the source
150 auto u = targetPolyIndex;
151 std::list<FaceIndex> q;
152 if(prev[u] != Scene3D::Algorithm::NavigationMesh::NULL_FACE || u == sourcePolyIndex)
154 while(u != Scene3D::Algorithm::NavigationMesh::NULL_FACE)
161 WayPointList waypoints;
162 waypoints.resize(q.size());
166 // Fail to found path. Return empty list.
174 auto& wp = static_cast<WayPointData&>(waypoints[index]);
175 wp.face = mNavigationMesh->GetFace(n);
179 // set the common edge with previous node
182 const auto& node = mNodes[prevN];
183 for(auto i = 0u; i < 3; ++i)
185 if(node.faces[i] == wp.nodeIndex)
187 wp.edge = mNavigationMesh->GetEdge(node.edges[i]);
197 return OptimizeWaypoints(waypoints);
200 void PathFinderAlgorithmSPFA::PrepareData()
202 // Build the list structure connecting the nodes
203 auto faceCount = mNavigationMesh->GetFaceCount();
205 mNodes.resize(faceCount);
207 // for each face build the list
208 // TODO : Currently, we are assume that FaceNodeIndex is matched with FaceIndex 1:1. This might be changed in future.
209 for(FaceNodeIndex i = 0u; i < faceCount; ++i)
211 auto& node = mNodes[i];
212 const auto* face = mNavigationMesh->GetFace(i);
213 auto c0 = Dali::Vector3(face->center);
215 // for each edge add neighbouring face and compute distance to set the weight of node
216 for(auto edgeIndex = 0u; edgeIndex < 3; ++edgeIndex)
218 const auto* edge = mNavigationMesh->GetEdge(face->edge[edgeIndex]);
219 auto p1 = edge->face[0];
220 auto p2 = edge->face[1];
222 // One of faces is current face so ignore it
223 auto p = ((p1 != i) ? p1 : p2);
224 node.faces[edgeIndex] = p;
225 if(p != ::Dali::Scene3D::Algorithm::NavigationMesh::NULL_FACE)
227 node.edges[edgeIndex] = face->edge[edgeIndex];
228 auto c1 = Dali::Vector3(mNavigationMesh->GetFace(p)->center);
229 node.weight[edgeIndex] = (c1 - c0).Length();
235 [[maybe_unused]] static float ccw(const Dali::Vector2& A, const Dali::Vector2& B, const Dali::Vector2& C)
237 return (C.y - A.y) * (B.x - A.x) > (B.y - A.y) * (C.x - A.x);
240 [[maybe_unused]] static bool intersect(const Dali::Vector2& A, const Dali::Vector2& B, const Dali::Vector2& C, const Dali::Vector2& D)
242 return ccw(A, C, D) != ccw(B, C, D) && ccw(A, B, C) != ccw(A, B, D);
245 Scene3D::Algorithm::WayPointList PathFinderAlgorithmSPFA::OptimizeWaypoints(WayPointList& waypoints) const
247 WayPointList optimizedWaypoints;
248 optimizedWaypoints.emplace_back(waypoints[0]);
249 optimizedWaypoints.reserve(waypoints.size());
251 auto startIndex = 1u;
253 bool finished = false;
254 for(auto j = 0; !finished; ++j)
256 auto& startWaypoint = optimizedWaypoints.back();
257 const auto& startWaypointData = static_cast<const WayPointData&>(startWaypoint);
259 // add new-last waypoint which will be overriden as long as intersection takes place
260 optimizedWaypoints.emplace_back();
261 for(auto wpIndex = startIndex; wpIndex < waypoints.size(); ++wpIndex)
263 if(wpIndex == waypoints.size() - 1)
265 optimizedWaypoints.back() = waypoints.back();
269 // Points between centres of faces
271 const auto& wpData = static_cast<const WayPointData&>(waypoints[wpIndex]);
273 auto Pa0 = Dali::Vector2(startWaypointData.face->center[0], startWaypointData.face->center[1]);
274 auto Pa1 = Dali::Vector2(wpData.face->center[0], wpData.face->center[1]);
276 bool doesIntersect = true;
277 for(auto i = startIndex; i < wpIndex; ++i)
279 const auto& wp = static_cast<WayPointData&>(waypoints[i]);
280 // Skip starting waypoint
281 if(wp.face == startWaypointData.face)
285 auto Pb0 = mNavigationMesh->GetVertex(wp.edge->vertex[0]);
286 auto Pb1 = mNavigationMesh->GetVertex(wp.edge->vertex[1]);
287 auto vPb0 = Dali::Vector2(Pb0->x, Pb0->y);
288 auto vPb1 = Dali::Vector2(Pb1->x, Pb1->y);
290 doesIntersect = intersect(Pa0, Pa1, vPb0, vPb1);
299 optimizedWaypoints.back() = waypoints[wpIndex - 1];
300 startIndex = wpIndex - 1;
306 for(auto& wp : optimizedWaypoints)
308 auto& wpData = static_cast<WayPointData&>(wp);
309 wpData.point3d = mNavigationMesh->PointLocalToScene(Dali::Vector3(wpData.face->center));
310 wpData.point2d = Vector2::ZERO;
313 return optimizedWaypoints;
315 } // namespace Dali::Scene3D::Internal::Algorithm