#pragma warning disable 162
#pragma warning disable 429
#define DECREASE_KEY
namespace Pathfinding {
///
/// Binary heap implementation.
/// Binary heaps are really fast for ordering nodes in a way that
/// makes it possible to get the node with the lowest F score.
/// Also known as a priority queue.
///
/// This has actually been rewritten as a 4-ary heap
/// for performance, but it's the same principle.
///
/// See: http://en.wikipedia.org/wiki/Binary_heap
/// See: https://en.wikipedia.org/wiki/D-ary_heap
///
public class BinaryHeap {
/// Number of items in the tree
public int numberOfItems;
/// The tree will grow by at least this factor every time it is expanded
public float growthFactor = 2;
///
/// Number of children of each node in the tree.
/// Different values have been tested and 4 has been empirically found to perform the best.
/// See: https://en.wikipedia.org/wiki/D-ary_heap
///
const int D = 4;
///
/// Sort nodes by G score if there is a tie when comparing the F score.
/// Disabling this will improve pathfinding performance with around 2.5%
/// but may break ties between paths that have the same length in a less
/// desirable manner (only relevant for grid graphs).
///
const bool SortGScores = true;
public const ushort NotInHeap = 0xFFFF;
/// Internal backing array for the heap
private Tuple[] heap;
/// True if the heap does not contain any elements
public bool isEmpty {
get {
return numberOfItems <= 0;
}
}
/// Item in the heap
private struct Tuple {
public PathNode node;
public uint F;
public Tuple (uint f, PathNode node) {
this.F = f;
this.node = node;
}
}
///
/// Rounds up v so that it has remainder 1 when divided by D.
/// I.e it is of the form n*D + 1 where n is any non-negative integer.
///
static int RoundUpToNextMultipleMod1 (int v) {
// I have a feeling there is a nicer way to do this
return v + (4 - ((v-1) % D)) % D;
}
/// Create a new heap with the specified initial capacity
public BinaryHeap (int capacity) {
// Make sure the size has remainder 1 when divided by D
// This allows us to always guarantee that indices used in the Remove method
// will never throw out of bounds exceptions
capacity = RoundUpToNextMultipleMod1(capacity);
heap = new Tuple[capacity];
numberOfItems = 0;
}
/// Removes all elements from the heap
public void Clear () {
#if DECREASE_KEY
// Clear all heap indices
// This is important to avoid bugs
for (int i = 0; i < numberOfItems; i++) {
heap[i].node.heapIndex = NotInHeap;
}
#endif
numberOfItems = 0;
}
internal PathNode GetNode (int i) {
return heap[i].node;
}
internal void SetF (int i, uint f) {
heap[i].F = f;
}
/// Expands to a larger backing array when the current one is too small
void Expand () {
// 65533 == 1 mod 4 and slightly smaller than 1<<16 = 65536
int newSize = System.Math.Max(heap.Length+4, System.Math.Min(65533, (int)System.Math.Round(heap.Length*growthFactor)));
// Make sure the size has remainder 1 when divided by D
// This allows us to always guarantee that indices used in the Remove method
// will never throw out of bounds exceptions
newSize = RoundUpToNextMultipleMod1(newSize);
// Check if the heap is really large
// Also note that heaps larger than this are not supported
// since PathNode.heapIndex is a ushort and can only store
// values up to 65535 (NotInHeap = 65535 is reserved however)
if (newSize > (1<<16) - 2) {
throw new System.Exception("Binary Heap Size really large (>65534). A heap size this large is probably the cause of pathfinding running in an infinite loop. ");
}
var newHeap = new Tuple[newSize];
heap.CopyTo(newHeap, 0);
#if ASTARDEBUG
UnityEngine.Debug.Log("Resizing binary heap to "+newSize);
#endif
heap = newHeap;
}
/// Adds a node to the heap
public void Add (PathNode node) {
if (node == null) throw new System.ArgumentNullException("node");
#if DECREASE_KEY
// Check if node is already in the heap
if (node.heapIndex != NotInHeap) {
DecreaseKey(heap[node.heapIndex], node.heapIndex);
return;
}
#endif
if (numberOfItems == heap.Length) {
Expand();
}
DecreaseKey(new Tuple(0, node), (ushort)numberOfItems);
numberOfItems++;
}
void DecreaseKey (Tuple node, ushort index) {
// This is where 'obj' is in the binary heap logically speaking
// (for performance reasons we don't actually store it there until
// we know the final index, that's just a waste of CPU cycles)
int bubbleIndex = index;
// Update F value, it might have changed since the node was originally added to the heap
uint nodeF = node.F = node.node.F;
uint nodeG = node.node.G;
while (bubbleIndex != 0) {
// Parent node of the bubble node
int parentIndex = (bubbleIndex-1) / D;
if (nodeF < heap[parentIndex].F || (SortGScores && nodeF == heap[parentIndex].F && nodeG > heap[parentIndex].node.G)) {
// Swap the bubble node and parent node
// (we don't really need to store the bubble node until we know the final index though
// so we do that after the loop instead)
heap[bubbleIndex] = heap[parentIndex];
#if DECREASE_KEY
heap[bubbleIndex].node.heapIndex = (ushort)bubbleIndex;
#endif
bubbleIndex = parentIndex;
} else {
break;
}
}
heap[bubbleIndex] = node;
#if DECREASE_KEY
node.node.heapIndex = (ushort)bubbleIndex;
#endif
}
/// Returns the node with the lowest F score from the heap
public PathNode Remove () {
PathNode returnItem = heap[0].node;
#if DECREASE_KEY
returnItem.heapIndex = NotInHeap;
#endif
numberOfItems--;
if (numberOfItems == 0) return returnItem;
// Last item in the heap array
var swapItem = heap[numberOfItems];
var swapItemG = swapItem.node.G;
int swapIndex = 0, parent;
// Trickle upwards
while (true) {
parent = swapIndex;
uint swapF = swapItem.F;
int pd = parent * D + 1;
// If this holds, then the indices used
// below are guaranteed to not throw an index out of bounds
// exception since we choose the size of the array in that way
if (pd <= numberOfItems) {
// Loading all F scores here instead of inside the if statements
// reduces data dependencies and improves performance
uint f0 = heap[pd+0].F;
uint f1 = heap[pd+1].F;
uint f2 = heap[pd+2].F;
uint f3 = heap[pd+3].F;
// The common case is that all children of a node are present
// so the first comparison in each if statement below
// will be extremely well predicted so it is essentially free
// (I tried optimizing for the common case, but it didn't affect performance at all
// at the expense of longer code, the CPU branch predictor is really good)
if (pd+0 < numberOfItems && (f0 < swapF || (SortGScores && f0 == swapF && heap[pd+0].node.G < swapItemG))) {
swapF = f0;
swapIndex = pd+0;
}
if (pd+1 < numberOfItems && (f1 < swapF || (SortGScores && f1 == swapF && heap[pd+1].node.G < (swapIndex == parent ? swapItemG : heap[swapIndex].node.G)))) {
swapF = f1;
swapIndex = pd+1;
}
if (pd+2 < numberOfItems && (f2 < swapF || (SortGScores && f2 == swapF && heap[pd+2].node.G < (swapIndex == parent ? swapItemG : heap[swapIndex].node.G)))) {
swapF = f2;
swapIndex = pd+2;
}
if (pd+3 < numberOfItems && (f3 < swapF || (SortGScores && f3 == swapF && heap[pd+3].node.G < (swapIndex == parent ? swapItemG : heap[swapIndex].node.G)))) {
swapIndex = pd+3;
}
}
// One if the parent's children are smaller or equal, swap them
// (actually we are just pretenting we swapped them, we hold the swapData
// in local variable and only assign it once we know the final index)
if (parent != swapIndex) {
heap[parent] = heap[swapIndex];
#if DECREASE_KEY
heap[parent].node.heapIndex = (ushort)parent;
#endif
} else {
break;
}
}
// Assign element to the final position
heap[swapIndex] = swapItem;
#if DECREASE_KEY
swapItem.node.heapIndex = (ushort)swapIndex;
#endif
// For debugging
// Validate ();
return returnItem;
}
void Validate () {
for (int i = 1; i < numberOfItems; i++) {
int parentIndex = (i-1)/D;
if (heap[parentIndex].F > heap[i].F) {
throw new System.Exception("Invalid state at " + i + ":" + parentIndex + " ( " + heap[parentIndex].F + " > " + heap[i].F + " ) ");
}
#if DECREASE_KEY
if (heap[i].node.heapIndex != i) {
throw new System.Exception("Invalid heap index");
}
#endif
}
}
///
/// Rebuilds the heap by trickeling down all items.
/// Usually called after the hTarget on a path has been changed
///
public void Rebuild () {
#if ASTARDEBUG
int changes = 0;
#endif
for (int i = 2; i < numberOfItems; i++) {
int bubbleIndex = i;
var node = heap[i];
uint nodeF = node.F;
while (bubbleIndex != 1) {
int parentIndex = bubbleIndex / D;
if (nodeF < heap[parentIndex].F) {
heap[bubbleIndex] = heap[parentIndex];
#if DECREASE_KEY
heap[bubbleIndex].node.heapIndex = (ushort)bubbleIndex;
#endif
heap[parentIndex] = node;
#if DECREASE_KEY
heap[parentIndex].node.heapIndex = (ushort)parentIndex;
#endif
bubbleIndex = parentIndex;
#if ASTARDEBUG
changes++;
#endif
} else {
break;
}
}
}
#if ASTARDEBUG
UnityEngine.Debug.Log("+++ Rebuilt Heap - "+changes+" changes +++");
#endif
}
}
}