// AI framework // - rlyeh, public domain. // // [src] original A-star code by @mmozeiko (PD) - https://gist.github.com/mmozeiko/68f0a8459ef2f98bcd879158011cc275 // [src] original swarm/boids code by @Cultrarius (UNLICENSE) - https://github.com/Cultrarius/Swarmz // boids/swarm ----------------------------------------------------------------- vec3 rnd3() { // random uniform float theta = randf() * C_PI * 2; float r = sqrt(randf()); float z = sqrt(1.0f - r * r) * (randf() > 0.5f ? -1.0f : 1.0f); return vec3(r * cos(theta), r * sin(theta), z); } int less3(vec3 *lhs, vec3 *rhs) { if(lhs->x != rhs->x) return lhs->x - rhs->x; if(lhs->y != rhs->y) return lhs->y - rhs->y; if(lhs->z != rhs->z) return lhs->z - rhs->z; // @testme: remove superfluous if check return 0; } uint64_t hash3(vec3 *v) { uint64_t h1 = hash_flt(v->x); uint64_t h2 = hash_flt(v->y); uint64_t h3 = hash_flt(v->z); return (h1 * 31 + h2) * 31 + h3; } vec3 clamplen3(vec3 v, float length) { return len3(v) <= length ? v : scale3(norm3(v), length); } float transform_distance(float distance, SWARM_DISTANCE type) { float quad; /**/ if (type == SWARM_DISTANCE_LINEAR) return distance; else if (type == SWARM_DISTANCE_QUADRATIC) return distance * distance; else if (type == SWARM_DISTANCE_INVERSE_LINEAR) return distance == 0 ? 0 : 1 / distance; else if (type == SWARM_DISTANCE_INVERSE_QUADRATIC) return (quad = distance * distance), (quad == 0 ? 0 : 1 / quad); return distance; // throw exception instead? } typedef struct nearby_boid_t { boid_t *boid; vec3 direction; float distance; } nearby_boid_t; static vec3 get_voxel_for_boid(float perception_radius, const boid_t *b) { // quantize position float r = absf(perception_radius); return vec3( (int)(b->position.x / r), (int)(b->position.y / r), (int)(b->position.z / r) ); } static void check_voxel_for_boids(float perception_radius, float blindspot_angledeg_compare_value, array(boid_t*) voxel_cached, array(nearby_boid_t) *result, const vec3 voxelPos, const boid_t *b) { for each_array_ptr(voxel_cached, boid_t*, test) { vec3 p1 = b->position; vec3 p2 = (*test)->position; vec3 vec = sub3(p2, p1); float distance = len3(vec); float compare_value = 0; float l1 = len3(vec); float l2 = len3(b->velocity); if (l1 != 0 && l2 != 0) { compare_value = dot3(neg3(b->velocity), vec) / (l1 * l2); } if (b != (*test) && distance <= perception_radius && (blindspot_angledeg_compare_value > compare_value || len3(b->velocity) == 0)) { nearby_boid_t nb; nb.boid = (boid_t*)*test; nb.distance = distance; nb.direction = vec; array_push(*result, nb); } } } static array(nearby_boid_t) get_nearby_boids(const swarm_t *self, const boid_t *b) { array(nearby_boid_t) result = 0; array_reserve(result, array_count(self->boids)); vec3 voxelPos = get_voxel_for_boid(self->perception_radius, b); voxelPos.x -= 1; voxelPos.y -= 1; voxelPos.z -= 1; for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { for (int z = 0; z < 3; z++) { array(boid_t*) *found = map_find(self->voxel_cache_, &voxelPos); if( found ) check_voxel_for_boids(self->perception_radius, self->blindspot_angledeg_compare_value_, *found, &result, voxelPos, b); voxelPos.z++; } voxelPos.z -= 3; voxelPos.y++; } voxelPos.y -= 3; voxelPos.x++; } return result; } static void update_boid(swarm_t *self, boid_t *b) { vec3 separation_sum = {0}; vec3 heading_sum = {0}; vec3 position_sum = {0}; vec3 po = b->position; array(nearby_boid_t) nearby = get_nearby_boids(self, b); // @leak for each_array_ptr(nearby, nearby_boid_t, closeboid_t) { if (closeboid_t->distance == 0) { separation_sum = add3(separation_sum, scale3(rnd3(), 1000)); //addscale3 } else { float separation_factor = transform_distance(closeboid_t->distance, self->separation_type); separation_sum = add3(separation_sum, scale3(neg3(closeboid_t->direction), separation_factor)); // addscale3 } heading_sum = add3(heading_sum, closeboid_t->boid->velocity); // inc3 position_sum = add3(position_sum, closeboid_t->boid->position); // inc3 } vec3 steering_target = b->position; float target_distance = -1; for( int i = 0, end = array_count(self->steering_targets); i < end; ++i ) { vec3 *target = &self->steering_targets[i]; float distance = transform_distance(len3(sub3(*target,b->position)), self->steering_target_type); if (target_distance < 0 || distance < target_distance) { steering_target = *target; target_distance = distance; } } int nearby_size = array_count(nearby); // Separation: steer to avoid crowding local flockmates vec3 separation = nearby_size > 0 ? scale3(separation_sum, 1.f / nearby_size) : separation_sum; // Alignment: steer towards the average heading of local flockmates vec3 alignment = nearby_size > 0 ? scale3(heading_sum, 1.f / nearby_size) : heading_sum; // Cohesion: steer to move toward the average position of local flockmates vec3 avgposition = nearby_size > 0 ? scale3(position_sum, 1.f / nearby_size) : b->position; vec3 cohesion = sub3(avgposition, b->position); // Steering: steer towards the nearest target location (like a moth to the light) vec3 steering = scale3(norm3(sub3(steering_target, b->position)), target_distance); // calculate boid acceleration vec3 acceleration; acceleration = scale3(separation, self->separation_weight); acceleration = add3(acceleration, scale3(alignment, self->alignment_weight)); acceleration = add3(acceleration, scale3(cohesion, self->cohesion_weight)); acceleration = add3(acceleration, scale3(steering, self->steering_weight)); b->acceleration = clamplen3(acceleration, self->max_acceleration); } swarm_t swarm() { swarm_t self = {0}; self.boids = NULL; self.perception_radius = 3; // 30 self.separation_weight = 0.1; // 1 self.separation_type = SWARM_DISTANCE_INVERSE_QUADRATIC; self.alignment_weight = 0.1; // 1 self.cohesion_weight = 0.1; // 1 self.steering_weight = 0.1; // 0.1 // array_push(self.steering_targets, vec3(0,0,0)); self.steering_target_type = SWARM_DISTANCE_LINEAR; self.blindspot_angledeg = 2; // 20 self.max_acceleration = 1; // 10; self.max_velocity = 2; // 20; self.blindspot_angledeg_compare_value_ = 0; // = cos(M_PI * 2 * blindspot_angledeg / 360) map_init(self.voxel_cache_, less3, hash3); return self; } void swarm_update_acceleration_only(swarm_t *self) { self->perception_radius += !self->perception_radius; // 0->1 // build voxel cache map_clear(self->voxel_cache_); for( int i = 0, end = array_count(self->boids); i < end; ++i ) { boid_t *b = &(self->boids)[i]; vec3 *key = MALLOC(sizeof(vec3)); *key = get_voxel_for_boid(self->perception_radius, b); array(boid_t*) *found = map_find_or_add_allocated_key( self->voxel_cache_, key, 0 ); array_push(*found, b); } // update all boids for( int i = 0, end = array_count(self->boids); i < end; ++i ) { boid_t *b = &(self->boids)[i]; update_boid(self, b); } } void swarm_update_acceleration_and_velocity_only(swarm_t *self, float delta) { self->blindspot_angledeg_compare_value_ = cosf(C_PI * 2 * self->blindspot_angledeg / 360.0f); swarm_update_acceleration_only(self); for( int i = 0, end = array_count(self->boids); i < end; ++i ) { boid_t *b = &(self->boids)[i]; b->velocity = clamplen3(add3(b->velocity, scale3(b->acceleration, delta)), self->max_velocity); } } void swarm_update(swarm_t *self, float delta) { swarm_update_acceleration_and_velocity_only(self, delta); for( int i = 0, end = array_count(self->boids); i < end; ++i ) { boid_t *b = &(self->boids)[i]; b->prev_position = b->position; b->position = add3(b->position, scale3(b->velocity, delta)); } } int ui_swarm(swarm_t *self) { const char *distances[] = { "Linear", "Inverse Linear", "Quadratic", "Inverse Quadratic" }; int rc = 0; rc |= ui_float( "Perception Radius", &self->perception_radius); ui_separator(); rc |= ui_float( "Separation Weight", &self->separation_weight); rc |= ui_radio( "Separation Type", distances, countof(distances), (int*)&self->separation_type); ui_separator(); rc |= ui_float( "Alignment Weight", &self->alignment_weight); rc |= ui_float( "Cohesion Weight", &self->cohesion_weight); ui_separator(); rc |= ui_float( "Steering Weight", &self->steering_weight); //array(vec3) steering_targets; rc |= ui_radio( "Steering Target Type", distances, countof(distances), (int*)&self->steering_target_type); ui_separator(); rc |= ui_float( "Blindspot Angle", &self->blindspot_angledeg); rc |= ui_float( "Max Acceleration", &self->max_acceleration); rc |= ui_float( "Max Velocity", &self->max_velocity); return rc; } // pathfinding ----------------------------------------------------------------- int pathfind_astar(int width, int height, const unsigned* map, vec2i src, vec2i dst, vec2i* path, size_t maxpath) { #define ALLOW_DIAGONAL_MOVEMENT 1 #if ALLOW_DIAGONAL_MOVEMENT #define ASTAR_DIR_COUNT 8 #else #define ASTAR_DIR_COUNT 4 #endif static const vec2i dir[ASTAR_DIR_COUNT] = { { 1, 0 }, { 0, 1 }, { -1, 0 }, { 0, -1 }, #if ALLOW_DIAGONAL_MOVEMENT { 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 }, #endif }; #define ASTAR_POS_TYPE vec2i #define ASTAR_POS_START src #define ASTAR_POS_FINISH dst #define ASTAR_POS_INDEX(p) ((p).y * width + (p).x) #define ASTAR_MAX_INDEX (width * height) #define ASTAR_INDEX_POS(p, i) \ do { \ (p).x = (i) % width; \ (p).y = (i) / width; \ } while (0) #define ASTAR_POS_EQUAL(a, b) ((a).x == (b).x && (a).y == (b).y) #define ASTAR_MAP_IS_FREE(p) ((p).y >= 0 && (p).y < height && (p).x >= 0 && (p).x < width && (char)map[(p).y * width + (p).x] == 0) #define ASTAR_NEXT_POS(p, i) \ do { \ (p).x += dir[i].x; \ (p).y += dir[i].y; \ } while (0) #define ASTAR_PREV_POS(p, i) \ do { \ (p).x -= dir[i].x; \ (p).y -= dir[i].y; \ } while (0) #define ASTAR_GET_COST(a, b) (abs((a).x - (b).x) + abs((a).y - (b).y)) #if ALLOW_DIAGONAL_MOVEMENT #define ASTAR_EXTRA_COST(i) (i < 4 ? 5 : 7) // 7/5 is approx sqrt(2) #define ASTAR_COST_MUL 5 #endif size_t path_count = 0; #define ASTAR_PATH(p) if (path_count < maxpath) path[path_count++] = p // tempwork memory, not thread-safe. #define ASTAR_TEMP_SIZE (ASTAR_MAX_INDEX * (sizeof(unsigned)*2) + sizeof(unsigned)*4) // (16<<20) #define ASTAR_TEMP temp static array(char) ASTAR_TEMP; do_once array_resize(ASTAR_TEMP, ASTAR_TEMP_SIZE); // #if 1 "astar.h" { // generic A* pathfinding // // INTERFACE // // mandatory macros #ifndef ASTAR_POS_TYPE #error ASTAR_POS_TYPE should specify position type #endif #ifndef ASTAR_POS_START #error ASTAR_POS_START should specify start position #endif #ifndef ASTAR_POS_FINISH #error ASTAR_POS_FINISH should specify finish position #endif #ifndef ASTAR_POS_INDEX #error ASTAR_POS_INDEX(p) should specify macro to map position to index #endif #ifndef ASTAR_MAX_INDEX #error ASTAR_MAX_INDEX should specify max count of indices the position can map to #endif #ifndef ASTAR_INDEX_POS #error ASTAR_INDEX_POS(i) should specify macro to map index to position #endif #ifndef ASTAR_POS_EQUAL #error ASTAR_POS_EQUAL(a, b) should specify macro to compare if two positions are the same #endif #ifndef ASTAR_MAP_IS_FREE #error ASTAR_MAP_IS_FREE(p) should specify macro to check if map at position p is free #endif #ifndef ASTAR_NEXT_POS #error ASTAR_NEXT_POS(p, i) should specify macro to get next position in specific direction #endif #ifndef ASTAR_PREV_POS #error ASTAR_PREV_POS(p, i) should specify macro to get previous position from specific direction #endif #ifndef ASTAR_DIR_COUNT #error ASTAR_DIR_COUNT should specify possible direction count #endif #ifndef ASTAR_GET_COST #error ASTAR_GET_COST(a, b) should specify macro to get get cost between two positions #endif #ifndef ASTAR_PATH #error ASTAR_PATH(p) should specify macro that will be invoked on each position for path (in reverse order), including start/finish positions #endif #if !defined(ASTAR_TEMP) || !defined(ASTAR_TEMP_SIZE) #error ASTAR_TEMP and ASTAR_TEMP_SIZE should specify variable & size for temporary memory (should be at least ASTAR_MAX_INDEX * 4 + extra) #endif // optional macros // adds extra cost for specific direction (useful for increasing cost for diagonal movements) #ifndef ASTAR_EXTRA_COST #define ASTAR_EXTRA_COST(i) 1 #endif // multiplier for adding cost values (current_cost + mul * new_cost) - useful when using extra cost for diagonal movements #ifndef ASTAR_COST_MUL #define ASTAR_COST_MUL 1 #endif // // IMPLEMENTATION // #if ASTAR_DIR_COUNT <= 4 #define ASTAR_DIR_BITS 2 #elif ASTAR_DIR_COUNT <= 8 #define ASTAR_DIR_BITS 3 #elif ASTAR_DIR_COUNT <= 16 #define ASTAR_DIR_BITS 4 #elif ASTAR_DIR_COUNT <= 32 #define ASTAR_DIR_BITS 5 #elif ASTAR_DIR_COUNT <= 64 #define ASTAR_DIR_BITS 6 #else #error Too many elements for ASTAR_DIR_COUNT, 64 is max #endif #define ASTAR_COST_BITS (32 - 1 - ASTAR_DIR_BITS) #define ASTAR_HEAP_SWAP(a, b) \ do { \ heapnode t = heap[a]; \ heap[a] = heap[b]; \ heap[b] = t; \ } while (0) \ #define ASTAR_HEAP_PUSH(idx, c) \ do { \ heap[heap_count].index = idx; \ heap[heap_count].cost = c; \ int i = heap_count++; \ int p = (i - 1) / 2; \ while (i != 0 && heap[p].cost > heap[i].cost) \ { \ ASTAR_HEAP_SWAP(i, p); \ i = p; \ p = (i - 1) / 2; \ } \ } while (0) #define ASTAR_HEAP_POP() \ do { \ heap[0] = heap[--heap_count]; \ int i = 0; \ for (;;) \ { \ int l = 2 * i + 1; \ int r = 2 * i + 2; \ int s = i; \ if (l < heap_count && heap[l].cost < heap[i].cost) s = l; \ if (r < heap_count && heap[r].cost < heap[s].cost) s = r; \ if (s == i) break; \ ASTAR_HEAP_SWAP(i, s); \ i = s; \ } \ } while (0) typedef union { struct { unsigned int cost : ASTAR_COST_BITS; unsigned int dir : ASTAR_DIR_BITS; unsigned int visited : 1; }; unsigned int all; } node; typedef struct { unsigned int index; unsigned int cost; } heapnode; if (ASTAR_TEMP_SIZE >= sizeof(node) * ASTAR_MAX_INDEX + sizeof(heapnode)) { node* nodes = (node*)ASTAR_TEMP; for (unsigned int i = 0; i < ASTAR_MAX_INDEX; i++) { nodes[i].all = 0; } heapnode* heap = (heapnode*)((char*)ASTAR_TEMP + sizeof(node) * ASTAR_MAX_INDEX); unsigned int heap_max = (ASTAR_TEMP_SIZE - sizeof(node) * ASTAR_MAX_INDEX) / sizeof(heapnode); int heap_count = 0; ASTAR_POS_TYPE p = ASTAR_POS_START; unsigned int nindex = ASTAR_POS_INDEX(p); node* n = nodes + nindex; n->cost = 0; n->visited = 1; ASTAR_HEAP_PUSH(nindex, ASTAR_GET_COST(p, ASTAR_POS_FINISH)); int found = 0; while (heap_count != 0) { nindex = heap[0].index; n = nodes + nindex; ASTAR_HEAP_POP(); ASTAR_INDEX_POS(p, nindex); if (ASTAR_POS_EQUAL(p, ASTAR_POS_FINISH)) { found = 1; break; } n->visited = 1; for (unsigned int i = 0; i < ASTAR_DIR_COUNT; i++) { ASTAR_POS_TYPE next = p; ASTAR_NEXT_POS(next, i); if (ASTAR_MAP_IS_FREE(next)) { unsigned int nnext_index = ASTAR_POS_INDEX(next); node* nnext = nodes + nnext_index; unsigned int cost = n->cost + ASTAR_EXTRA_COST(i); if (nnext->visited == 0 || cost < nnext->cost) { nnext->cost = cost; nnext->dir = i; nnext->visited = 1; if (heap_count == heap_max) { // out of memory goto bail; } unsigned int new_cost = cost + ASTAR_COST_MUL * ASTAR_GET_COST(next, ASTAR_POS_FINISH); ASTAR_HEAP_PUSH(nnext_index, new_cost); } } } } bail: if (found) { ASTAR_PATH(p); while (!ASTAR_POS_EQUAL(p, ASTAR_POS_START)) { ASTAR_PREV_POS(p, n->dir); n = nodes + ASTAR_POS_INDEX(p); ASTAR_PATH(p); } } } else { // not enough temp memory } #undef ASTAR_POS_TYPE #undef ASTAR_POS_START #undef ASTAR_POS_FINISH #undef ASTAR_POS_INDEX #undef ASTAR_MAX_INDEX #undef ASTAR_INDEX_POS #undef ASTAR_POS_EQUAL #undef ASTAR_MAP_IS_FREE #undef ASTAR_NEXT_POS #undef ASTAR_PREV_POS #undef ASTAR_DIR_COUNT #undef ASTAR_GET_COST #undef ASTAR_EXTRA_COST #undef ASTAR_COST_MUL #undef ASTAR_PATH #undef ASTAR_TEMP #undef ASTAR_TEMP_SIZE #undef ASTAR_COST_BITS #undef ASTAR_DIR_BITS #undef ASTAR_HEAP_SWAP #undef ASTAR_HEAP_PUSH #undef ASTAR_HEAP_POP } // #endif "astar.h" return path_count; }