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ENLSVG-Pathfinding

Pathfinding-Demo

An implementation of the Edge N-Level Sparse Visibility Graph algorithm for extremely fast optimal Any-Angle Pathfinding on grid maps. (on the order of a millisecond per path computation on 6000x6000 grids)

The ENLSVG algorithm requires a pre-processing step, which may take some time, depending on the size of the grid map.

Note: gif taken from the ENLSVG Pathfinding Demo

License: Unlicense (i.e. do whatever you want with it)

ENLSVG Algorithm: Paper (SoCS-17) and Slides

Building

  • Include the repository in your project, and build the library using CMake.
  • Alternatively, as this library has no dependencies, the laziest option would be to add all the files (header files in Pathfinding/ and source files in cpp/) into your project. Note that C++ 11 is required.

Usage

Include this for everything you need:

#include <Pathfinding/ENLSVG.h>

Quick Start

Sample Code:

// 1200 x 1000 tiles
int sizeX = 1200;
int sizeY = 1000;

// Create grid
Pathfinding::Grid grid(sizeX, sizeY);

// Generate random automata grid
Pathfinding::RandomGridGenerator::generateAutomataGrid(grid, 0.37f, 5, .15f);

// Preprocess the grid to build a visibility graph.
Pathfinding::ENLSVG::Algorithm algo(grid);

// Initialise a memory object for the algorithm. The algorithm uses this memory object for its path computations.
Pathfinding::ENLSVG::Memory memory(algo);

// Compute 10000 paths
for (int i=0; i<10000; ++i) {
  int startX = 0;
  int startY = 0;
  int endX = 1200;
  int endY = 1000;
  
  Pathfinding::Path path = algo.computePath(memory, startX, startY, endX, endY);
  
  // do something with the path
}

More detailed explanations are below.

Grid Object

A Grid is simply a 2D boolean array. true for a blocked tile, and false for an unblocked tile.

A grid has two sets of coordinates: Tile coordinates and vertex coordinates. The below diagram shows the difference between the two.

  • In the diagram, tile coordinates are in square brackets e.g. [0,1], and vertex coordinates are in round brackets e.g. (0,1)
  • This is a 2x2 grid. As shown, tile coordinates go from [0,0] to [1,1], while vertex coordinates go from (0,0) to (2,2).
  _______________________
 |(0,2)      |(1,2)      |(2,2)
 |           |           |
 |   [0,1]   |   [1,1]   |
 |           |           |
 |___________|___________|
 |(0,1)      |(1,1)      |(2,1)
 |           |           |
 |   [0,0]   |   [1,0]   |
 |           |           |
 |___________|___________|
  (0,0)       (1,0)       (2,0)

Useful API:

  1. Pathfinding::Grid grid(1200, 1000)
    • Constructor for grid object. Creates grid of size 1200x1000 tiles.
  2. grid.setBlocked(x, y, blocked)
    • Sets the tile (x, y) to the boolean value "blocked"
  3. grid.isBlocked(x, y)
    • Returns true iff tile (x, y) is blocked.
  4. grid.euclideanDistance(x1, y1, x2, y2)
    • Convenience function. Returns the euclidean distance between vertices (x1, y1) and (x2, y2).
  5. grid.lineOfSight(x1, y1, x2, y2)
    • returns true iff there is line of sight between vertices (x1, y1) and (x2, y2)
    • Note: (x1, y1) and (x2, y2) use vertex coordinates (Explained above)

Sample code for initialising a grid object:

// 1200 x 1000 tiles
int sizeX = 1200;
int sizeY = 1000;

// Create grid
Pathfinding::Grid grid(sizeX, sizeY);

// Example: initialising the grid as a "checkerboard".
for (int y=0; y<sizeY; ++y) {
  for (int x=0; x<sizeX; ++x) {
    bool blocked = (x + y)%2 == 0;
    grid.setBlocked(x, y, blocked);
  }
}

Automated Grid Generation

We provide two functions for generating random grids.

  1. Pathfinding::RandomGridGenerator::generateRandomGrid(Grid& grid, float percentBlocked)

    • Generates a grid map where each tile is individually randomly chosen to be blocked or unblocked.
    • Grid& grid: The grid to generate the output onto
    • float percentBlocked: The probability of a tile being blocked
  2. Pathfinding::RandomGridGenerator::generateAutomataGrid(Grid& grid, float percentBlocked, int iterations, float resolutionMultiplier)

    • Uses cellular automata to generate a cave-like map.
    • Grid& grid: The grid to generate the output onto
    • float percentBlocked: The percentage of blocked tiles
    • int iterations: The number of iterations of cellular automata to run. The more iterations, the smoother the map will be.
    • float resolutionMultiplier: The larger the resolutionMultiplier, the larger the "islands" will be. A smaller resolutionMultiplier will generate a map with many small details.

Sample code for initialising a random grid:

// 1200 x 1000 tiles
int sizeX = 1200;
int sizeY = 1000;

// Create grid
Pathfinding::Grid grid(sizeX, sizeY);

// Generate random automata grid
Pathfinding::RandomGridGenerator::generateAutomataGrid(grid, 0.37f, 5, .15f);

Data Types

GridVertex: a tuple of two ints that represents a grid vertex. This struct is self-explanatory.

struct GridVertex {
    int x;
    int y;

    GridVertex() {}
    GridVertex(int x, int y): x(x), y(y) {}
};

Path: This typedef is self-explanatory.

typedef std::vector<GridVertex> Path;

ENLSVG Algorithm

The following function is used to compute a Path between two grid vertices:

Pathfinding::Path Pathfinding::ENLSVG::Algorithm::computePath(Memory& memory, int sx, int sy, int ex, int ey) const;

The following example shows how it is used.

Sample usage:

// We assume that we have a grid object "Pathfinding::Grid grid" like defined above.

// Preprocess the grid to build a visibility graph.
Pathfinding::ENLSVG::Algorithm algo(grid);

// Initialise a memory object for the algorithm. The algorithm uses this memory object for its path computations.
Pathfinding::ENLSVG::Memory memory(algo);

// Compute 10000 paths
for (int i=0; i<10000; ++i) {
  int startX = 0;
  int startY = 0;
  int endX = 1200;
  int endY = 1000;
  
  Pathfinding::Path path = algo.computePath(memory, startX, startY, endX, endY);
  
  // do something with the path
}

To make the best use out of the algorithm, it is recommended to store the algo object and the memory object to use for future computations. Initialising a Pathfinding::ENLSVG:Algorithm on a grid is a slow operation, and should not be repeated unless the grid has been modified.

The function algo.computePath(...) is thread-safe. However, a separate copy of the Pathfinding::ENLSVG::Memory object must be used for each thread, if you want to do path computations in parallel.

For example:

// Stored Data
Pathfinding::ENLSVG::Algorithm algo(grid);
Pathfinding::ENLSVG::Memory memory1(algo);
Pathfinding::ENLSVG::Memory memory2(algo);
Pathfinding::ENLSVG::Memory memory3(algo);
// Thread 1
Pathfinding::Path path = algo.computePath(memory1, startX, startY, endX, endY);
// do something with the path
// Thread 2
Pathfinding::Path path = algo.computePath(memory2, startX, startY, endX, endY);
// do something with the path
// Thread 3
Pathfinding::Path path = algo.computePath(memory3, startX, startY, endX, endY);
// do something with the path

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Edge N-Level Sparse Visibility Graphs for fast optimal Any-Angle Pathfinding

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