An answer to your question is suggested in the comments (and Cherubim gives a good example of Dijkstra's algoritm.
I will also answer by modifying you code. Firstly, I think getters and setters are not necessary and you should use modern C++. Therefore I've modified your code as follows:
#include <vector>
#include <algorithm>
#include <optional>
class Vertex;
struct Edge {
Vertex* const outputVertex;
int const value;
};
struct Vertex {
int const endPoint;
std::vector<Edge const*> const outputEdges;
std::optional<int> shortestPath;
};
int findShortestPath(Vertex* const v, int endPoint){
if(v->endPoint == endPoint) return 0;
if(v->shortestPath.has_value()) return v->shortestPath.value();
auto const& outputEdges = v->outputEdges; // hopefully prevent one layer of indirection
std::vector<int> paths; paths.reserve(outputEdges.size());
std::transform(cbegin(outputEdges), cend(outputEdges), back_inserter(paths),
[endPoint] (Edge const* const outputEdge) {
return findShortestPath(outputEdge->outputVertex, endPoint) + outputEdge->value;
});
return v->shortestPath.value() = *std::min_element(cbegin(paths), cend(paths));
}
Now, to implement the stack, you have to reverse the concept you are using: instead of recursively going to the depth and returning the distance, you pass the distance forward. Together with the stack suggested in the comments, this would lead to the following code:
#include <stack>
#include <utility>
#include <climits>
int findShortestPath(Vertex const* const startVertexPtr, int endPoint) {
int minDistance = INT_MAX;
std::stack<std::pair<Vertex const*, int>> s;
s.push(std::make_pair(startVertexPtr, 0));
while(!s.empty()) {
auto [vertexPtr, distance] = s.top(); s.pop(); // structured binding
if (vertexPtr->endPoint == endPoint) {
minDistance = std::min(minDistance, distance); // end is found, see if it's path has minimum distance
continue;
}
for(Edge const* const edge : vertexPtr->outputEdges) {
s.push(std::make_pair(edge->outputVertex, distance + edge->value)); // pass the distance forward
}
}
return minDistance;
}
... but you see I'm not using Vertex::shortestPath here, which would offer an optimization. I havent' fully checked it, but you can probably do something like this:
First I again redefine Vertex
struct Vertex {
int const endPoint;
std::vector<Edge const*> const outputEdges;
int shortestPath = INT_MAX;
};
And then:
int findShortestPath(Vertex const* const startVertexPtr, int endPoint) {
int minDistance = INT_MAX;
std::stack<std::pair<Vertex const*, int>> s;
s.push(std::make_pair(startVertexPtr, 0));
while(!s.empty()) {
auto [vertexPtr, distance] = s.top(); s.pop();
if (vertexPtr->endPoint == endPoint) {
minDistance = std::min(minDistance, distance);
continue;
}
for(Edge const* const edge : vertexPtr->outputEdges) {
Vertex& vertex = *edge->outputVertex; // hopefully one less level of indirection
auto newDistance = distance + edge->value;
if (newDistance < vertex.shortestPath) {
vertex.shortestPath = newDistance;
s.push(std::make_pair(&vertex, newDistance));
}
}
}
return minDistance;
}
But there's probably more optimizations possible.