init
This commit is contained in:
783
sdk/utils/nonuse/stlastar.h
Normal file
783
sdk/utils/nonuse/stlastar.h
Normal file
@@ -0,0 +1,783 @@
|
||||
/*
|
||||
A* Algorithm Implementation using STL is
|
||||
Copyright (C)2001-2005 Justin Heyes-Jones
|
||||
|
||||
Permission is given by the author to freely redistribute and
|
||||
include this code in any program as long as this credit is
|
||||
given where due.
|
||||
|
||||
COVERED CODE IS PROVIDED UNDER THIS LICENSE ON AN "AS IS" BASIS,
|
||||
WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED,
|
||||
INCLUDING, WITHOUT LIMITATION, WARRANTIES THAT THE COVERED CODE
|
||||
IS FREE OF DEFECTS, MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE
|
||||
OR NON-INFRINGING. THE ENTIRE RISK AS TO THE QUALITY AND
|
||||
PERFORMANCE OF THE COVERED CODE IS WITH YOU. SHOULD ANY COVERED
|
||||
CODE PROVE DEFECTIVE IN ANY RESPECT, YOU (NOT THE INITIAL
|
||||
DEVELOPER OR ANY OTHER CONTRIBUTOR) ASSUME THE COST OF ANY
|
||||
NECESSARY SERVICING, REPAIR OR CORRECTION. THIS DISCLAIMER OF
|
||||
WARRANTY CONSTITUTES AN ESSENTIAL PART OF THIS LICENSE. NO USE
|
||||
OF ANY COVERED CODE IS AUTHORIZED HEREUNDER EXCEPT UNDER
|
||||
THIS DISCLAIMER.
|
||||
|
||||
Use at your own risk!
|
||||
|
||||
*/
|
||||
|
||||
#ifdef WIN32
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#ifdef WIN32
|
||||
#include <tchar.h>
|
||||
#include <Windows.h>
|
||||
#endif
|
||||
#include <_ast.h>
|
||||
|
||||
#include <Stream.h>
|
||||
|
||||
|
||||
//#include <iostream>
|
||||
|
||||
//#include <conio.h>
|
||||
#include <assert.h>
|
||||
|
||||
#include "SingleObjectAllocator.hpp"
|
||||
|
||||
// stl includes
|
||||
#include <algorithm>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
using namespace std;
|
||||
|
||||
// fast fixed size memory allocator, used for fast node memory management
|
||||
//#include "fsa.h"
|
||||
|
||||
// Fixed size memory allocator can be disabled to compare performance
|
||||
// Uses std new and delete instead if you turn it off
|
||||
#define USE_FSA_MEMORY 1
|
||||
|
||||
// disable warning that debugging information has lines that are truncated
|
||||
// occurs in stl headers
|
||||
#pragma warning( disable : 4786 )
|
||||
|
||||
// The AStar search class. UserState is the users state space type
|
||||
template <class UserState> class AStarSearch
|
||||
{
|
||||
|
||||
public: // data
|
||||
|
||||
enum
|
||||
{
|
||||
SEARCH_STATE_NOT_INITIALISED,
|
||||
SEARCH_STATE_SEARCHING,
|
||||
SEARCH_STATE_SUCCEEDED,
|
||||
SEARCH_STATE_FAILED,
|
||||
SEARCH_STATE_OUT_OF_MEMORY,
|
||||
SEARCH_STATE_INVALID
|
||||
};
|
||||
|
||||
|
||||
// A node represents a possible state in the search
|
||||
// The user provided state type is included inside this type
|
||||
|
||||
public:
|
||||
|
||||
class Node
|
||||
{
|
||||
public:
|
||||
|
||||
Node *parent; // used during the search to record the parent of successor nodes
|
||||
Node *child; // used after the search for the application to view the search in reverse
|
||||
|
||||
int g; // cost of this node + it's predecessors
|
||||
int h; // heuristic estimate of distance to goal
|
||||
int f; // sum of cumulative cost of predecessors and self and heuristic
|
||||
|
||||
Node() :
|
||||
parent( 0 ),
|
||||
child( 0 ),
|
||||
g(0 ),
|
||||
h( 0),
|
||||
f( 0 )
|
||||
{
|
||||
}
|
||||
|
||||
UserState m_UserState;
|
||||
};
|
||||
|
||||
|
||||
// For sorting the heap the STL needs compare function that lets us compare
|
||||
// the f value of two nodes
|
||||
|
||||
class HeapCompare_f
|
||||
{
|
||||
public:
|
||||
|
||||
bool operator() ( const Node *x, const Node *y ) const
|
||||
{
|
||||
return x->f > y->f;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
public: // methods
|
||||
|
||||
|
||||
// constructor just initialises private data
|
||||
AStarSearch( int MaxNodes = 1000 ) :
|
||||
m_AllocateNodeCount(0),
|
||||
#if USE_FSA_MEMORY
|
||||
m_FixedSizeAllocator( "Astar" ),
|
||||
#endif
|
||||
m_State( SEARCH_STATE_NOT_INITIALISED ),
|
||||
m_CurrentSolutionNode( NULL ),
|
||||
m_CancelRequest( false )
|
||||
{
|
||||
}
|
||||
|
||||
// call at any time to cancel the search and free up all the memory
|
||||
void CancelSearch()
|
||||
{
|
||||
m_CancelRequest = true;
|
||||
}
|
||||
|
||||
// Set Start and goal states
|
||||
void SetStartAndGoalStates( UserState &Start, UserState &Goal )
|
||||
{
|
||||
|
||||
m_CancelRequest = false;
|
||||
|
||||
m_Start = AllocateNode();
|
||||
m_Goal = AllocateNode();
|
||||
|
||||
assert((m_Start != NULL && m_Goal != NULL));
|
||||
|
||||
m_Start->m_UserState = Start;
|
||||
m_Goal->m_UserState = Goal;
|
||||
|
||||
m_State = SEARCH_STATE_SEARCHING;
|
||||
|
||||
// Initialise the AStar specific parts of the Start Node
|
||||
// The user only needs fill out the state information
|
||||
|
||||
m_Start->g = 0;
|
||||
m_Start->h = m_Start->m_UserState.GoalDistanceEstimate( m_Goal->m_UserState );
|
||||
m_Start->f = m_Start->g + m_Start->h;
|
||||
m_Start->parent = 0;
|
||||
|
||||
// Push the start node on the Open list
|
||||
|
||||
m_OpenList.push_back( m_Start ); // heap now unsorted
|
||||
|
||||
// Sort back element into heap
|
||||
push_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
|
||||
|
||||
// Initialise counter for search steps
|
||||
m_Steps = 0;
|
||||
}
|
||||
|
||||
// Advances search one step
|
||||
unsigned int SearchStep()
|
||||
{
|
||||
// Firstly break if the user has not initialised the search
|
||||
assert( (m_State > SEARCH_STATE_NOT_INITIALISED) &&
|
||||
(m_State < SEARCH_STATE_INVALID) );
|
||||
|
||||
// Next I want it to be safe to do a searchstep once the search has succeeded...
|
||||
if( (m_State == SEARCH_STATE_SUCCEEDED) ||
|
||||
(m_State == SEARCH_STATE_FAILED)
|
||||
)
|
||||
{
|
||||
return m_State;
|
||||
}
|
||||
|
||||
// Failure is defined as emptying the open list as there is nothing left to
|
||||
// search...
|
||||
// New: Allow user abort
|
||||
if( m_OpenList.empty() || m_CancelRequest )
|
||||
{
|
||||
FreeAllNodes();
|
||||
m_State = SEARCH_STATE_FAILED;
|
||||
return m_State;
|
||||
}
|
||||
|
||||
// Incremement step count
|
||||
m_Steps ++;
|
||||
|
||||
// Pop the best node (the one with the lowest f)
|
||||
Node *n = m_OpenList.front(); // get pointer to the node
|
||||
pop_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
|
||||
m_OpenList.pop_back();
|
||||
|
||||
// Check for the goal, once we pop that we're done
|
||||
if( n->m_UserState.IsGoal( m_Goal->m_UserState ) )
|
||||
{
|
||||
// The user is going to use the Goal Node he passed in
|
||||
// so copy the parent pointer of n
|
||||
m_Goal->parent = n->parent;
|
||||
|
||||
// A special case is that the goal was passed in as the start state
|
||||
// so handle that here
|
||||
if( false == n->m_UserState.IsSameState( m_Start->m_UserState ) )
|
||||
{
|
||||
FreeNode( n );
|
||||
|
||||
// set the child pointers in each node (except Goal which has no child)
|
||||
Node *nodeChild = m_Goal;
|
||||
Node *nodeParent = m_Goal->parent;
|
||||
|
||||
do
|
||||
{
|
||||
//ÕâÀï³öÏÖÁËÎÊÌâ,xiaoÐÞ¸Ä
|
||||
if(nodeChild == nodeParent)
|
||||
{
|
||||
FreeUnusedNodes();
|
||||
m_State = SEARCH_STATE_FAILED;
|
||||
return m_State;
|
||||
}
|
||||
if(nodeParent->child ==NULL)
|
||||
{
|
||||
nodeParent->child = nodeChild;
|
||||
}
|
||||
nodeChild = nodeParent;
|
||||
nodeParent = nodeParent->parent;
|
||||
|
||||
}
|
||||
while( nodeChild != m_Start ); // Start is always the first node by definition
|
||||
|
||||
}
|
||||
|
||||
// delete nodes that aren't needed for the solution
|
||||
FreeUnusedNodes();
|
||||
|
||||
m_State = SEARCH_STATE_SUCCEEDED;
|
||||
|
||||
return m_State;
|
||||
}
|
||||
else // not goal
|
||||
{
|
||||
|
||||
// We now need to generate the successors of this node
|
||||
// The user helps us to do this, and we keep the new nodes in
|
||||
// m_Successors ...
|
||||
|
||||
m_Successors.clear(); // empty vector of successor nodes to n
|
||||
|
||||
// User provides this functions and uses AddSuccessor to add each successor of
|
||||
// node 'n' to m_Successors
|
||||
bool ret = n->m_UserState.GetSuccessors( this, n->parent ? &n->parent->m_UserState : NULL );
|
||||
|
||||
if( !ret )
|
||||
{
|
||||
|
||||
typename vector< Node * >::iterator successor;
|
||||
|
||||
// free the nodes that may previously have been added
|
||||
for( successor = m_Successors.begin(); successor != m_Successors.end(); successor ++ )
|
||||
{
|
||||
FreeNode( (*successor) );
|
||||
}
|
||||
|
||||
m_Successors.clear(); // empty vector of successor nodes to n
|
||||
|
||||
// free up everything else we allocated
|
||||
FreeAllNodes();
|
||||
|
||||
m_State = SEARCH_STATE_OUT_OF_MEMORY;
|
||||
return m_State;
|
||||
}
|
||||
|
||||
// Now handle each successor to the current node ...
|
||||
for( typename vector< Node * >::iterator successor = m_Successors.begin(); successor != m_Successors.end(); successor ++ )
|
||||
{
|
||||
|
||||
// The g value for this successor ...
|
||||
int newg = n->g + n->m_UserState.GetCost( (*successor)->m_UserState );
|
||||
|
||||
// Now we need to find whether the node is on the open or closed lists
|
||||
// If it is but the node that is already on them is better (lower g)
|
||||
// then we can forget about this successor
|
||||
|
||||
// First linear search of open list to find node
|
||||
|
||||
typename vector< Node * >::iterator openlist_result;
|
||||
|
||||
for( openlist_result = m_OpenList.begin(); openlist_result != m_OpenList.end(); openlist_result ++ )
|
||||
{
|
||||
if( (*openlist_result)->m_UserState.IsSameState( (*successor)->m_UserState ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( openlist_result != m_OpenList.end() )
|
||||
{
|
||||
|
||||
// we found this state on open
|
||||
|
||||
if( (*openlist_result)->g <= newg )
|
||||
{
|
||||
FreeNode( (*successor) );
|
||||
|
||||
// the one on Open is cheaper than this one
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
typename vector< Node * >::iterator closedlist_result;
|
||||
|
||||
for( closedlist_result = m_ClosedList.begin(); closedlist_result != m_ClosedList.end(); closedlist_result ++ )
|
||||
{
|
||||
if( (*closedlist_result)->m_UserState.IsSameState( (*successor)->m_UserState ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( closedlist_result != m_ClosedList.end() )
|
||||
{
|
||||
|
||||
// we found this state on closed
|
||||
|
||||
if( (*closedlist_result)->g <= newg )
|
||||
{
|
||||
// the one on Closed is cheaper than this one
|
||||
FreeNode( (*successor) );
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// This node is the best node so far with this particular state
|
||||
// so lets keep it and set up its AStar specific data ...
|
||||
|
||||
(*successor)->parent = n;
|
||||
(*successor)->g = newg;
|
||||
(*successor)->h = (*successor)->m_UserState.GoalDistanceEstimate( m_Goal->m_UserState );
|
||||
(*successor)->f = (*successor)->g + (*successor)->h;
|
||||
|
||||
// Remove successor from closed if it was on it
|
||||
|
||||
if( closedlist_result != m_ClosedList.end() )
|
||||
{
|
||||
// remove it from Closed
|
||||
FreeNode( (*closedlist_result) );
|
||||
m_ClosedList.erase( closedlist_result );
|
||||
|
||||
// Fix thanks to ...
|
||||
// Greg Douglas <gregdouglasmail@gmail.com>
|
||||
// who noticed that this code path was incorrect
|
||||
// Here we have found a new state which is already CLOSED
|
||||
// anus
|
||||
|
||||
}
|
||||
|
||||
// Update old version of this node
|
||||
if( openlist_result != m_OpenList.end() )
|
||||
{
|
||||
|
||||
FreeNode( (*openlist_result) );
|
||||
m_OpenList.erase( openlist_result );
|
||||
|
||||
// re-make the heap
|
||||
// make_heap rather than sort_heap is an essential bug fix
|
||||
// thanks to Mike Ryynanen for pointing this out and then explaining
|
||||
// it in detail. sort_heap called on an invalid heap does not work
|
||||
make_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
|
||||
|
||||
}
|
||||
|
||||
// heap now unsorted
|
||||
m_OpenList.push_back( (*successor) );
|
||||
|
||||
// sort back element into heap
|
||||
push_heap( m_OpenList.begin(), m_OpenList.end(), HeapCompare_f() );
|
||||
|
||||
}
|
||||
|
||||
// push n onto Closed, as we have expanded it now
|
||||
|
||||
m_ClosedList.push_back( n );
|
||||
|
||||
} // end else (not goal so expand)
|
||||
|
||||
return m_State; // Succeeded bool is false at this point.
|
||||
|
||||
}
|
||||
|
||||
// User calls this to add a successor to a list of successors
|
||||
// when expanding the search frontier
|
||||
bool AddSuccessor( UserState &State )
|
||||
{
|
||||
Node *node = AllocateNode();
|
||||
|
||||
if( node )
|
||||
{
|
||||
node->m_UserState = State;
|
||||
|
||||
m_Successors.push_back( node );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Free the solution nodes
|
||||
// This is done to clean up all used Node memory when you are done with the
|
||||
// search
|
||||
void FreeSolutionNodes()
|
||||
{
|
||||
Node *n = m_Start;
|
||||
|
||||
if( m_Start->child )
|
||||
{
|
||||
do
|
||||
{
|
||||
Node *del = n;
|
||||
n = n->child;
|
||||
FreeNode( del );
|
||||
|
||||
del = NULL;
|
||||
|
||||
} while( n != m_Goal );
|
||||
|
||||
FreeNode( n ); // Delete the goal
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// if the start node is the solution we need to just delete the start and goal
|
||||
// nodes
|
||||
FreeNode( m_Start );
|
||||
FreeNode( m_Goal );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Functions for traversing the solution
|
||||
|
||||
// Get start node
|
||||
UserState *GetSolutionStart()
|
||||
{
|
||||
m_CurrentSolutionNode = m_Start;
|
||||
if( m_Start )
|
||||
{
|
||||
return &m_Start->m_UserState;
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Get next node
|
||||
UserState *GetSolutionNext()
|
||||
{
|
||||
if( m_CurrentSolutionNode )
|
||||
{
|
||||
if( m_CurrentSolutionNode->child )
|
||||
{
|
||||
|
||||
Node *child = m_CurrentSolutionNode->child;
|
||||
|
||||
m_CurrentSolutionNode = m_CurrentSolutionNode->child;
|
||||
|
||||
return &child->m_UserState;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Get end node
|
||||
UserState *GetSolutionEnd()
|
||||
{
|
||||
m_CurrentSolutionNode = m_Goal;
|
||||
if( m_Goal )
|
||||
{
|
||||
return &m_Goal->m_UserState;
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Step solution iterator backwards
|
||||
UserState *GetSolutionPrev()
|
||||
{
|
||||
if( m_CurrentSolutionNode )
|
||||
{
|
||||
if( m_CurrentSolutionNode->parent )
|
||||
{
|
||||
|
||||
Node *parent = m_CurrentSolutionNode->parent;
|
||||
|
||||
m_CurrentSolutionNode = m_CurrentSolutionNode->parent;
|
||||
|
||||
return &parent->m_UserState;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// For educational use and debugging it is useful to be able to view
|
||||
// the open and closed list at each step, here are two functions to allow that.
|
||||
|
||||
UserState *GetOpenListStart()
|
||||
{
|
||||
int f,g,h;
|
||||
return GetOpenListStart( f,g,h );
|
||||
}
|
||||
|
||||
UserState *GetOpenListStart( int &f, int &g, int &h )
|
||||
{
|
||||
iterDbgOpen = m_OpenList.begin();
|
||||
if( iterDbgOpen != m_OpenList.end() )
|
||||
{
|
||||
f = (*iterDbgOpen)->f;
|
||||
g = (*iterDbgOpen)->g;
|
||||
h = (*iterDbgOpen)->h;
|
||||
return &(*iterDbgOpen)->m_UserState;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
UserState *GetOpenListNext()
|
||||
{
|
||||
int f,g,h;
|
||||
return GetOpenListNext( f,g,h );
|
||||
}
|
||||
|
||||
UserState *GetOpenListNext( int &f, int &g, int &h )
|
||||
{
|
||||
iterDbgOpen++;
|
||||
if( iterDbgOpen != m_OpenList.end() )
|
||||
{
|
||||
f = (*iterDbgOpen)->f;
|
||||
g = (*iterDbgOpen)->g;
|
||||
h = (*iterDbgOpen)->h;
|
||||
return &(*iterDbgOpen)->m_UserState;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
UserState *GetClosedListStart()
|
||||
{
|
||||
int f,g,h;
|
||||
return GetClosedListStart( f,g,h );
|
||||
}
|
||||
|
||||
UserState *GetClosedListStart( int &f, int &g, int &h )
|
||||
{
|
||||
iterDbgClosed = m_ClosedList.begin();
|
||||
if( iterDbgClosed != m_ClosedList.end() )
|
||||
{
|
||||
f = (*iterDbgClosed)->f;
|
||||
g = (*iterDbgClosed)->g;
|
||||
h = (*iterDbgClosed)->h;
|
||||
|
||||
return &(*iterDbgClosed)->m_UserState;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
UserState *GetClosedListNext()
|
||||
{
|
||||
int f,g,h;
|
||||
return GetClosedListNext( f,g,h );
|
||||
}
|
||||
|
||||
UserState *GetClosedListNext( int &f, int &g, int &h )
|
||||
{
|
||||
iterDbgClosed++;
|
||||
if( iterDbgClosed != m_ClosedList.end() )
|
||||
{
|
||||
f = (*iterDbgClosed)->f;
|
||||
g = (*iterDbgClosed)->g;
|
||||
h = (*iterDbgClosed)->h;
|
||||
|
||||
return &(*iterDbgClosed)->m_UserState;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Get the number of steps
|
||||
|
||||
int GetStepCount() { return m_Steps; }
|
||||
|
||||
void EnsureMemoryFreed()
|
||||
{
|
||||
#if USE_FSA_MEMORY
|
||||
assert(m_AllocateNodeCount == 0);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
private: // methods
|
||||
|
||||
// This is called when a search fails or is cancelled to free all used
|
||||
// memory
|
||||
void FreeAllNodes()
|
||||
{
|
||||
// iterate open list and delete all nodes
|
||||
typename vector< Node * >::iterator iterOpen = m_OpenList.begin();
|
||||
|
||||
while( iterOpen != m_OpenList.end() )
|
||||
{
|
||||
Node *n = (*iterOpen);
|
||||
FreeNode( n );
|
||||
|
||||
iterOpen ++;
|
||||
}
|
||||
|
||||
m_OpenList.clear();
|
||||
|
||||
// iterate closed list and delete unused nodes
|
||||
typename vector< Node * >::iterator iterClosed;
|
||||
|
||||
for( iterClosed = m_ClosedList.begin(); iterClosed != m_ClosedList.end(); iterClosed ++ )
|
||||
{
|
||||
Node *n = (*iterClosed);
|
||||
FreeNode( n );
|
||||
}
|
||||
|
||||
m_ClosedList.clear();
|
||||
|
||||
// delete the goal
|
||||
|
||||
FreeNode(m_Goal);
|
||||
}
|
||||
|
||||
|
||||
// This call is made by the search class when the search ends. A lot of nodes may be
|
||||
// created that are still present when the search ends. They will be deleted by this
|
||||
// routine once the search ends
|
||||
void FreeUnusedNodes()
|
||||
{
|
||||
// iterate open list and delete unused nodes
|
||||
typename vector< Node * >::iterator iterOpen = m_OpenList.begin();
|
||||
|
||||
while( iterOpen != m_OpenList.end() )
|
||||
{
|
||||
Node *n = (*iterOpen);
|
||||
|
||||
if( !n->child )
|
||||
{
|
||||
FreeNode( n );
|
||||
|
||||
n = NULL;
|
||||
}
|
||||
|
||||
iterOpen ++;
|
||||
}
|
||||
|
||||
m_OpenList.clear();
|
||||
|
||||
// iterate closed list and delete unused nodes
|
||||
typename vector< Node * >::iterator iterClosed;
|
||||
|
||||
for( iterClosed = m_ClosedList.begin(); iterClosed != m_ClosedList.end(); iterClosed ++ )
|
||||
{
|
||||
Node *n = (*iterClosed);
|
||||
|
||||
if( !n->child )
|
||||
{
|
||||
FreeNode( n );
|
||||
n = NULL;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
m_ClosedList.clear();
|
||||
|
||||
}
|
||||
|
||||
// Node memory management
|
||||
Node *AllocateNode()
|
||||
{
|
||||
|
||||
#if !USE_FSA_MEMORY
|
||||
Node *p = new Node;
|
||||
return p;
|
||||
#else
|
||||
Node *address = m_FixedSizeAllocator.allocObject();
|
||||
|
||||
if( !address )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
m_AllocateNodeCount ++;
|
||||
Node *p = new (address) Node;
|
||||
return p;
|
||||
#endif
|
||||
}
|
||||
|
||||
void FreeNode( Node *node )
|
||||
{
|
||||
|
||||
m_AllocateNodeCount --;
|
||||
|
||||
#if !USE_FSA_MEMORY
|
||||
delete node;
|
||||
#else
|
||||
m_FixedSizeAllocator.freeObject( node );
|
||||
#endif
|
||||
}
|
||||
|
||||
private: // data
|
||||
|
||||
// Heap (simple vector but used as a heap, cf. Steve Rabin's game gems article)
|
||||
vector< Node *> m_OpenList;
|
||||
|
||||
// Closed list is a vector.
|
||||
vector< Node * > m_ClosedList;
|
||||
|
||||
// Successors is a vector filled out by the user each type successors to a node
|
||||
// are generated
|
||||
vector< Node * > m_Successors;
|
||||
|
||||
// State
|
||||
unsigned int m_State;
|
||||
|
||||
// Counts steps
|
||||
int m_Steps;
|
||||
|
||||
// Start and goal state pointers
|
||||
Node *m_Start;
|
||||
Node *m_Goal;
|
||||
|
||||
Node *m_CurrentSolutionNode;
|
||||
|
||||
#if USE_FSA_MEMORY
|
||||
// Memory
|
||||
CSingleObjectAllocator<Node>m_FixedSizeAllocator;
|
||||
//FixedSizeAllocator<Node> m_FixedSizeAllocator;
|
||||
#endif
|
||||
|
||||
//Debug : need to keep these two iterators around
|
||||
// for the user Dbg functions
|
||||
typename vector< Node * >::iterator iterDbgOpen;
|
||||
typename vector< Node * >::iterator iterDbgClosed;
|
||||
|
||||
// debugging : count memory allocation and free's
|
||||
int m_AllocateNodeCount;
|
||||
|
||||
bool m_CancelRequest;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user