package alg import ( "hk4e/pkg/logger" ) // 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 } // NewAoiManager 初始化aoi区域 func NewAoiManager(minX, maxX, numX, minY, maxY, numY, minZ, maxZ, numZ int16) (r *AoiManager) { r = new(AoiManager) r.minX = minX r.maxX = maxX r.minY = minY r.maxY = maxY r.numX = numX r.numY = numY r.minZ = minZ r.maxZ = maxZ r.numZ = numZ r.gridMap = make(map[uint32]*Grid) logger.Info("start init aoi area grid, num: %v", uint32(numX)*uint32(numY)*uint32(numZ)) // 初始化aoi区域中所有的格子 for x := int16(0); x < numX; x++ { for y := int16(0); y < numY; y++ { for z := int16(0); z < 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(numX)*uint32(numZ)) + uint32(z)*uint32(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, r.minX+x*r.GridXLen(), r.minX+(x+1)*r.GridXLen(), r.minY+y*r.GridYLen(), r.minY+(y+1)*r.GridYLen(), r.minZ+z*r.GridZLen(), r.minZ+(z+1)*r.GridZLen(), ) r.gridMap[gid] = grid } } } logger.Info("init aoi area grid finish") logger.Debug("AoiMgr: minX: %d, maxX: %d, numX: %d, minY: %d, maxY: %d, numY: %d, minZ: %d, maxZ: %d, numZ: %d\n", r.minX, r.maxX, r.numX, r.minY, r.maxY, r.numY, r.minZ, r.maxZ, r.numZ) for _, grid := range r.gridMap { logger.Debug("Grid: gid: %d, minX: %d, maxX: %d, minY: %d, maxY: %d, minZ: %d, maxZ: %d, entityIdMap: %v", grid.gid, grid.minX, grid.maxX, grid.minY, grid.maxY, grid.minZ, grid.maxZ, grid.entityIdMap) } return r } // 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)]) } } return gridList } // GetEntityIdListByPos 通过坐标得到周边格子内的全部entityId func (a *AoiManager) GetEntityIdListByPos(x, y, z float32) (entityIdList []uint32) { // 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) entityIdList = make([]uint32, 0) for _, v := range gridList { tmp := v.GetEntityIdList() entityIdList = append(entityIdList, tmp...) logger.Debug("Grid: gid: %d, tmp len: %v", v.gid, len(tmp)) } return entityIdList } // GetEntityIdListByGid 通过gid获取当前格子的全部entityId func (a *AoiManager) GetEntityIdListByGid(gid uint32) (entityIdList []uint32) { grid := a.gridMap[gid] entityIdList = grid.GetEntityIdList() return entityIdList } // AddEntityIdToGrid 添加一个entityId到一个格子中 func (a *AoiManager) AddEntityIdToGrid(entityId uint32, gid uint32) { grid := a.gridMap[gid] grid.AddEntityId(entityId) } // RemoveEntityIdFromGrid 移除一个格子中的entityId func (a *AoiManager) RemoveEntityIdFromGrid(entityId uint32, gid uint32) { grid := a.gridMap[gid] grid.RemoveEntityId(entityId) } // AddEntityIdToGridByPos 通过坐标添加一个entityId到一个格子中 func (a *AoiManager) AddEntityIdToGridByPos(entityId uint32, x, y, z float32) { gid := a.GetGidByPos(x, y, z) a.AddEntityIdToGrid(entityId, gid) } // RemoveEntityIdFromGridByPos 通过坐标把一个entityId从对应的格子中删除 func (a *AoiManager) RemoveEntityIdFromGridByPos(entityId uint32, x, y, z float32) { gid := a.GetGidByPos(x, y, z) a.RemoveEntityIdFromGrid(entityId, gid) }