package alg // AoiManager aoi管理模块 type AoiManager struct { // 区域边界坐标 minX int16 maxX int16 minY int16 maxY int16 minZ int16 maxZ int16 numX int16 // x方向格子的数量 numY int16 // y方向的格子数量 numZ int16 // z方向的格子数量 gridMap map[uint32]*Grid // 当前区域中都有哪些格子 key:gid value:格子对象 } func NewAoiManager() (r *AoiManager) { r = new(AoiManager) r.gridMap = make(map[uint32]*Grid) return r } // SetAoiRange 设置aoi区域边界坐标 func (a *AoiManager) SetAoiRange(minX, maxX, minY, maxY, minZ, maxZ int16) { a.minX = minX a.maxX = maxX a.minY = minY a.maxY = maxY a.minZ = minZ a.maxZ = maxZ } // Init3DRectAoiManager 初始化3D矩形aoi区域 func (a *AoiManager) Init3DRectAoiManager(numX, numY, numZ int16) { a.numX = numX a.numY = numY a.numZ = numZ // 初始化aoi区域中所有的格子 for x := int16(0); x < a.numX; x++ { for y := int16(0); y < a.numY; y++ { for z := int16(0); z < a.numZ; z++ { // 利用格子坐标得到格子id gid从0开始按xzy的顺序增长 gid := uint32(y)*(uint32(a.numX)*uint32(a.numZ)) + uint32(z)*uint32(a.numX) + uint32(x) // 初始化一个格子放在aoi中的map里 key是当前格子的id grid := NewGrid( gid, a.minX+x*a.GridXLen(), a.minX+(x+1)*a.GridXLen(), a.minY+y*a.GridYLen(), a.minY+(y+1)*a.GridYLen(), a.minZ+z*a.GridZLen(), a.minZ+(z+1)*a.GridZLen(), ) a.gridMap[gid] = grid } } } } // GridXLen 每个格子在x轴方向的长度 func (a *AoiManager) GridXLen() int16 { return (a.maxX - a.minX) / a.numX } // GridYLen 每个格子在y轴方向的长度 func (a *AoiManager) GridYLen() int16 { return (a.maxY - a.minY) / a.numY } // GridZLen 每个格子在z轴方向的长度 func (a *AoiManager) GridZLen() int16 { return (a.maxZ - a.minZ) / a.numZ } // GetGidByPos 通过坐标获取对应的格子id func (a *AoiManager) GetGidByPos(x, y, z float32) uint32 { gx := (int16(x) - a.minX) / a.GridXLen() gy := (int16(y) - a.minY) / a.GridYLen() gz := (int16(z) - a.minZ) / a.GridZLen() return uint32(gy)*(uint32(a.numX)*uint32(a.numZ)) + uint32(gz)*uint32(a.numX) + uint32(gx) } // IsValidAoiPos 判断坐标是否存在于aoi区域内 func (a *AoiManager) IsValidAoiPos(x, y, z float32) bool { if (int16(x) > a.minX && int16(x) < a.maxX) && (int16(y) > a.minY && int16(y) < a.maxY) && (int16(z) > a.minZ && int16(z) < a.maxZ) { return true } else { return false } } // GetSurrGridListByGid 根据格子的gid得到当前周边的格子信息 func (a *AoiManager) GetSurrGridListByGid(gid uint32) (gridList []*Grid) { gridList = make([]*Grid, 0) // 判断grid是否存在 grid, exist := a.gridMap[gid] if !exist { return gridList } // 添加自己 gridList = append(gridList, grid) // 根据gid得到当前格子所在的x轴编号 idx := int16(gid % (uint32(a.numX) * uint32(a.numZ)) % uint32(a.numX)) // 判断当前格子左边是否还有格子 if idx > 0 { gridList = append(gridList, a.gridMap[gid-1]) } // 判断当前格子右边是否还有格子 if idx < a.numX-1 { gridList = append(gridList, a.gridMap[gid+1]) } // 将x轴当前的格子都取出进行遍历 再分别得到每个格子的平面上下是否有格子 // 得到当前x轴的格子id集合 gidListX := make([]uint32, 0) for _, v := range gridList { gidListX = append(gidListX, v.gid) } // 遍历x轴格子 for _, v := range gidListX { // 计算该格子的idz idz := int16(v % (uint32(a.numX) * uint32(a.numZ)) / uint32(a.numX)) // 判断当前格子平面上方是否还有格子 if idz > 0 { gridList = append(gridList, a.gridMap[v-uint32(a.numX)]) } // 判断当前格子平面下方是否还有格子 if idz < a.numZ-1 { gridList = append(gridList, a.gridMap[v+uint32(a.numX)]) } } // 将xoz平面当前的格子都取出进行遍历 再分别得到每个格子的空间上下是否有格子 // 得到当前xoz平面的格子id集合 gidListXOZ := make([]uint32, 0) for _, v := range gridList { gidListXOZ = append(gidListXOZ, v.gid) } // 遍历xoz平面格子 for _, v := range gidListXOZ { // 计算该格子的idy idy := int16(v / (uint32(a.numX) * uint32(a.numZ))) // 判断当前格子空间上方是否还有格子 if idy > 0 { gridList = append(gridList, a.gridMap[v-uint32(a.numX)*uint32(a.numZ)]) } // 判断当前格子空间下方是否还有格子 if idy < a.numY-1 { gridList = append(gridList, a.gridMap[v+uint32(a.numX)*uint32(a.numZ)]) } } retGridList := make([]*Grid, 0) for _, v := range gridList { if v == nil { continue } retGridList = append(retGridList, v) } return retGridList } // GetObjectListByPos 通过坐标得到周边格子内的全部object func (a *AoiManager) GetObjectListByPos(x, y, z float32) map[int64]any { // 根据坐标得到当前坐标属于哪个格子id gid := a.GetGidByPos(x, y, z) // 根据格子id得到周边格子的信息 gridList := a.GetSurrGridListByGid(gid) objectList := make(map[int64]any) for _, v := range gridList { tmp := v.GetObjectList() for kk, vv := range tmp { objectList[kk] = vv } } return objectList } // GetObjectListByGid 通过gid获取当前格子的全部object func (a *AoiManager) GetObjectListByGid(gid uint32) map[int64]any { grid := a.gridMap[gid] if grid == nil { return nil } objectList := grid.GetObjectList() return objectList } // AddObjectToGrid 添加一个object到一个格子中 func (a *AoiManager) AddObjectToGrid(objectId int64, object any, gid uint32) { grid := a.gridMap[gid] if grid == nil { return } grid.AddObject(objectId, object) } // RemoveObjectFromGrid 移除一个格子中的object func (a *AoiManager) RemoveObjectFromGrid(objectId int64, gid uint32) { grid := a.gridMap[gid] if grid == nil { return } grid.RemoveObject(objectId) } // AddObjectToGridByPos 通过坐标添加一个object到一个格子中 func (a *AoiManager) AddObjectToGridByPos(objectId int64, object any, x, y, z float32) { gid := a.GetGidByPos(x, y, z) a.AddObjectToGrid(objectId, object, gid) } // RemoveObjectFromGridByPos 通过坐标把一个object从对应的格子中删除 func (a *AoiManager) RemoveObjectFromGridByPos(objectId int64, x, y, z float32) { gid := a.GetGidByPos(x, y, z) a.RemoveObjectFromGrid(objectId, gid) } // Grid 地图格子 type Grid struct { gid uint32 // 格子id // 格子边界坐标 // 目前开发阶段暂时用不到 节省点内存 // minX int16 // maxX int16 // minY int16 // maxY int16 // minZ int16 // maxZ int16 objectMap map[int64]any // k:objectId v:对象 } // NewGrid 初始化格子 func NewGrid(gid uint32, minX, maxX, minY, maxY, minZ, maxZ int16) (r *Grid) { r = new(Grid) r.gid = gid // r.minX = minX // r.maxX = maxX // r.minY = minY // r.maxY = maxY // r.minZ = minZ // r.maxZ = maxZ r.objectMap = make(map[int64]any) return r } // AddObject 向格子中添加一个对象 func (g *Grid) AddObject(objectId int64, object any) { g.objectMap[objectId] = object } // RemoveObject 从格子中删除一个对象 func (g *Grid) RemoveObject(objectId int64) { delete(g.objectMap, objectId) } // GetObjectList 获取格子中所有对象 func (g *Grid) GetObjectList() map[int64]any { return g.objectMap }