Add PathFinder algorithm using SPFA
[platform/core/uifw/dali-toolkit.git] / dali-scene3d / internal / algorithm / path-finder-spfa.cpp
1 /*
2  * Copyright (c) 2023 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
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8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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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.
15  */
16
17 // INTERNAL INCLUDES
18 #include <dali-scene3d/internal/algorithm/path-finder-spfa.h>
19 #include <dali-scene3d/internal/algorithm/path-finder-waypoint-data.h>
20 #include <dali-scene3d/public-api/algorithm/path-finder-waypoint.h>
21
22 // EXTERNAL INCLUDES
23 #include <limits>
24 #include <vector>
25
26 using WayPointList = Dali::Scene3D::Algorithm::WayPointList;
27
28 namespace Dali::Scene3D::Internal::Algorithm
29 {
30 PathFinderAlgorithmSPFA::PathFinderAlgorithmSPFA(Dali::Scene3D::Algorithm::NavigationMesh& navMesh)
31 : mNavigationMesh(&GetImplementation(navMesh))
32 {
33   PrepareData();
34 }
35
36 PathFinderAlgorithmSPFA::~PathFinderAlgorithmSPFA() = default;
37
38 Scene3D::Algorithm::WayPointList PathFinderAlgorithmSPFA::FindPath(const Dali::Vector3& positionFrom, const Dali::Vector3& positionTo)
39 {
40   Dali::Vector3 outPosFrom;
41   uint32_t      polyIndexFrom;
42   auto          result = mNavigationMesh->FindFloor(positionFrom, outPosFrom, polyIndexFrom);
43
44   Scene3D::Algorithm::WayPointList waypoints;
45
46   if(result)
47   {
48     Dali::Vector3 outPosTo;
49     uint32_t      polyIndexTo;
50     result = mNavigationMesh->FindFloor(positionTo, outPosTo, polyIndexTo);
51
52     if(result)
53     {
54       // Get waypoints
55       waypoints = FindPath(polyIndexFrom, polyIndexTo);
56
57       // replace first and last waypoint
58       auto& wpFrom = static_cast<WayPointData&>(waypoints[0]);
59       auto& wpTo   = static_cast<WayPointData&>(waypoints.back());
60
61       Vector2 fromCenter(wpFrom.point3d.x, wpFrom.point3d.y);
62       wpFrom.point3d = outPosFrom;
63       wpFrom.point2d = fromCenter - Vector2(outPosFrom.x, outPosFrom.y);
64
65       Vector2 toCenter(wpTo.point3d.x, wpTo.point3d.y);
66       wpTo.point3d = outPosTo;
67       wpTo.point2d = toCenter - Vector2(outPosTo.x, outPosTo.y);
68       wpTo.point3d = outPosTo;
69     }
70   }
71
72   // Returns waypoints with non-zero size of empty vector in case of failure (no path to be found)
73   return waypoints;
74 }
75
76 Scene3D::Algorithm::WayPointList PathFinderAlgorithmSPFA::FindPath(uint32_t sourcePolyIndex, uint32_t targetPolyIndex)
77 {
78   auto                  nodeCount = uint32_t(mNodes.size());
79   std::vector<float>    dist;
80   std::vector<uint32_t> prev;
81   std::vector<bool>     queued;
82
83   dist.resize(mNodes.size());
84   prev.resize(mNodes.size());
85   queued.resize(mNodes.size());
86
87   std::list<uint32_t> nodeQueue;
88
89   [[maybe_unused]] auto sourcePos = Dali::Vector3(Face(sourcePolyIndex)->center);
90
91   for(auto i = 0u; i < nodeCount; ++i)
92   {
93     dist[i]   = std::numeric_limits<float>::infinity();
94     prev[i]   = Scene3D::Algorithm::NavigationMesh::NULL_FACE; // set prev to null polygon
95     queued[i] = false;
96   }
97
98   // Set distance of source
99   dist[sourcePolyIndex]   = 0.0f;
100   queued[sourcePolyIndex] = true;
101   nodeQueue.push_back(sourcePolyIndex);
102
103   while(!nodeQueue.empty())
104   {
105     // find minimum distance
106     auto minDistIndex = nodeQueue.front();
107     nodeQueue.pop_front();
108     queued[minDistIndex] = false;
109
110     // Skip operator when minDistIndex is target
111     if(minDistIndex == targetPolyIndex)
112     {
113       continue;
114     }
115
116     // check the neighbours
117     for(auto i = 0u; i < 3; ++i)
118     {
119       auto nIndex = mNodes[minDistIndex].faces[i];
120       if(nIndex != Scene3D::Algorithm::NavigationMesh::NULL_FACE)
121       {
122         auto alt = dist[minDistIndex] + mNodes[minDistIndex].weight[i];
123         if(alt < dist[nIndex])
124         {
125           dist[nIndex] = alt;
126           prev[nIndex] = minDistIndex;
127
128           if(!queued[nIndex])
129           {
130             queued[nIndex] = true;
131             if(!nodeQueue.empty() && dist[nIndex] < dist[nodeQueue.front()])
132             {
133               nodeQueue.push_front(nIndex);
134             }
135             else
136             {
137               nodeQueue.push_back(nIndex);
138             }
139           }
140         }
141       }
142     }
143   }
144
145   // Compute distances for each node back to the source
146   auto                u = targetPolyIndex;
147   std::list<uint32_t> q;
148   if(prev[u] != Scene3D::Algorithm::NavigationMesh::NULL_FACE || u == sourcePolyIndex)
149   {
150     while(u != Scene3D::Algorithm::NavigationMesh::NULL_FACE)
151     {
152       q.push_front(u);
153       u = prev[u];
154     }
155   }
156
157   WayPointList waypoints;
158   waypoints.resize(q.size());
159
160   if(q.size() == 0)
161   {
162     // Fail to found path. Return empty list.
163     return waypoints;
164   }
165
166   auto index = 0u;
167   auto prevN = 0u;
168   for(auto n : q)
169   {
170     auto& wp     = static_cast<WayPointData&>(waypoints[index]);
171     wp.face      = mNavigationMesh->GetFace(n);
172     wp.nodeIndex = n;
173
174     wp.edge = nullptr;
175     // set the common edge with previous node
176     if(index > 0)
177     {
178       const auto& node = mNodes[prevN];
179       for(auto i = 0u; i < 3; ++i)
180       {
181         if(node.faces[i] == wp.nodeIndex)
182         {
183           wp.edge = mNavigationMesh->GetEdge(node.edges[i]);
184           break;
185         }
186       }
187     }
188
189     prevN = n;
190     index++;
191   }
192
193   return OptimizeWaypoints(waypoints);
194 }
195
196 void PathFinderAlgorithmSPFA::PrepareData()
197 {
198   // Build the list structure connecting the nodes
199   auto faceCount = mNavigationMesh->GetFaceCount();
200
201   mNodes.resize(faceCount);
202
203   // for each face build the list
204   for(auto i = 0u; i < faceCount; ++i)
205   {
206     auto&       node = mNodes[i];
207     const auto* face = mNavigationMesh->GetFace(i);
208     auto        c0   = Dali::Vector3(face->center);
209
210     // for each edge add neighbouring face and compute distance to set the weight of node
211     for(auto edgeIndex = 0u; edgeIndex < 3; ++edgeIndex)
212     {
213       const auto* edge = mNavigationMesh->GetEdge(face->edge[edgeIndex]);
214       auto        p1   = edge->face[0];
215       auto        p2   = edge->face[1];
216
217       // One of faces is current face so ignore it
218       auto p                = ((p1 != i) ? p1 : p2);
219       node.faces[edgeIndex] = p;
220       if(p != ::Dali::Scene3D::Algorithm::NavigationMesh::NULL_FACE)
221       {
222         node.edges[edgeIndex]  = face->edge[edgeIndex];
223         auto c1                = Dali::Vector3(mNavigationMesh->GetFace(p)->center);
224         node.weight[edgeIndex] = (c1 - c0).Length();
225       }
226     }
227   }
228 }
229
230 [[maybe_unused]] static float ccw(const Dali::Vector2& A, const Dali::Vector2& B, const Dali::Vector2& C)
231 {
232   return (C.y - A.y) * (B.x - A.x) > (B.y - A.y) * (C.x - A.x);
233 }
234
235 [[maybe_unused]] static bool intersect(const Dali::Vector2& A, const Dali::Vector2& B, const Dali::Vector2& C, const Dali::Vector2& D)
236 {
237   return ccw(A, C, D) != ccw(B, C, D) && ccw(A, B, C) != ccw(A, B, D);
238 }
239
240 Scene3D::Algorithm::WayPointList PathFinderAlgorithmSPFA::OptimizeWaypoints(WayPointList& waypoints) const
241 {
242   WayPointList optimizedWaypoints;
243   optimizedWaypoints.emplace_back(waypoints[0]);
244   optimizedWaypoints.reserve(waypoints.size());
245
246   auto startIndex = 1u;
247
248   bool finished = false;
249   for(auto j = 0; !finished; ++j)
250   {
251     auto&       startWaypoint     = optimizedWaypoints.back();
252     const auto& startWaypointData = static_cast<const WayPointData&>(startWaypoint);
253
254     // add new-last waypoint which will be overriden as long as intersection takes place
255     optimizedWaypoints.emplace_back();
256     for(auto wpIndex = startIndex; wpIndex < waypoints.size(); ++wpIndex)
257     {
258       if(wpIndex == waypoints.size() - 1)
259       {
260         optimizedWaypoints.back() = waypoints.back();
261         finished                  = true;
262         continue;
263       }
264       // Points between centres of faces
265
266       const auto& wpData = static_cast<const WayPointData&>(waypoints[wpIndex]);
267
268       auto Pa0 = Dali::Vector2(startWaypointData.face->center[0], startWaypointData.face->center[1]);
269       auto Pa1 = Dali::Vector2(wpData.face->center[0], wpData.face->center[1]);
270
271       bool doesIntersect = true;
272       for(auto i = startIndex; i < wpIndex; ++i)
273       {
274         const auto& wp = static_cast<WayPointData&>(waypoints[i]);
275         // Skip starting waypoint
276         if(wp.face == startWaypointData.face)
277         {
278           continue;
279         }
280         auto Pb0  = mNavigationMesh->GetVertex(wp.edge->vertex[0]);
281         auto Pb1  = mNavigationMesh->GetVertex(wp.edge->vertex[1]);
282         auto vPb0 = Dali::Vector2(Pb0->x, Pb0->y);
283         auto vPb1 = Dali::Vector2(Pb1->x, Pb1->y);
284
285         doesIntersect = intersect(Pa0, Pa1, vPb0, vPb1);
286         if(!doesIntersect)
287         {
288           break;
289         }
290       }
291
292       if(!doesIntersect)
293       {
294         optimizedWaypoints.back() = waypoints[wpIndex - 1];
295         startIndex                = wpIndex - 1;
296         break;
297       }
298     }
299   }
300
301   for(auto& wp : optimizedWaypoints)
302   {
303     auto& wpData   = static_cast<WayPointData&>(wp);
304     wpData.point3d = mNavigationMesh->PointLocalToScene(Dali::Vector3(wpData.face->center));
305     wpData.point2d = Vector2::ZERO;
306   }
307
308   return optimizedWaypoints;
309 }
310 } // namespace Dali::Scene3D::Internal::Algorithm