mirror of
https://github.com/FlourishingWorld/hk4e.git
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253 lines
7.6 KiB
Go
253 lines
7.6 KiB
Go
package alg
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import (
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"math"
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"hk4e/pkg/logger"
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)
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// AoiManager aoi管理模块
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type AoiManager struct {
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// 区域边界坐标
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minX int16
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maxX int16
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minY int16
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maxY int16
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minZ int16
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maxZ int16
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numX int16 // x方向格子的数量
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numY int16 // y方向的格子数量
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numZ int16 // z方向的格子数量
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gridMap map[uint32]*Grid // 当前区域中都有哪些格子 key:gid value:格子对象
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}
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func NewAoiManager() (r *AoiManager) {
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r = new(AoiManager)
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r.gridMap = make(map[uint32]*Grid)
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return r
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}
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// SetAoiRange 设置aoi区域边界坐标
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func (a *AoiManager) SetAoiRange(minX, maxX, minY, maxY, minZ, maxZ int16) {
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a.minX = minX
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a.maxX = maxX
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a.minY = minY
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a.maxY = maxY
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a.minZ = minZ
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a.maxZ = maxZ
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}
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// Init3DRectAoiManager 初始化3D矩形aoi区域
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func (a *AoiManager) Init3DRectAoiManager(numX, numY, numZ int16) {
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a.numX = numX
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a.numY = numY
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a.numZ = numZ
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// 初始化aoi区域中所有的格子
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for x := int16(0); x < a.numX; x++ {
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for y := int16(0); y < a.numY; y++ {
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for z := int16(0); z < a.numZ; z++ {
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// 利用格子坐标得到格子id gid从0开始按xzy的顺序增长
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gid := uint32(y)*(uint32(a.numX)*uint32(a.numZ)) + uint32(z)*uint32(a.numX) + uint32(x)
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// 初始化一个格子放在aoi中的map里 key是当前格子的id
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grid := NewGrid(
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gid,
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a.minX+x*a.GridXLen(),
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a.minX+(x+1)*a.GridXLen(),
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a.minY+y*a.GridYLen(),
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a.minY+(y+1)*a.GridYLen(),
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a.minZ+z*a.GridZLen(),
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a.minZ+(z+1)*a.GridZLen(),
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)
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a.gridMap[gid] = grid
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}
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}
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}
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}
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func (a *AoiManager) AoiInfoLog(debug bool) {
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logger.Info("AoiMgr: minX: %d, maxX: %d, numX: %d, minY: %d, maxY: %d, numY: %d, minZ: %d, maxZ: %d, numZ: %d, num grid: %d\n",
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a.minX, a.maxX, a.numX, a.minY, a.maxY, a.numY, a.minZ, a.maxZ, a.numZ, uint32(a.numX)*uint32(a.numY)*uint32(a.numZ))
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minGridObjectCount := math.MaxInt32
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maxGridObjectCount := 0
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for _, grid := range a.gridMap {
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gridObjectCount := len(grid.objectMap)
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if gridObjectCount > maxGridObjectCount {
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maxGridObjectCount = gridObjectCount
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}
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if gridObjectCount < minGridObjectCount {
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minGridObjectCount = gridObjectCount
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}
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if debug {
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// logger.Debug("Grid: gid: %d, minX: %d, maxX: %d, minY: %d, maxY: %d, minZ: %d, maxZ: %d, object count: %v",
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// grid.gid, grid.minX, grid.maxX, grid.minY, grid.maxY, grid.minZ, grid.maxZ, gridObjectCount)
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for objectId, object := range grid.objectMap {
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logger.Debug("objectId: %v, object: %v", objectId, object)
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}
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}
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}
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logger.Info("min grid object count: %v", minGridObjectCount)
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logger.Info("max grid object count: %v", maxGridObjectCount)
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}
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// GridXLen 每个格子在x轴方向的长度
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func (a *AoiManager) GridXLen() int16 {
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return (a.maxX - a.minX) / a.numX
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}
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// GridYLen 每个格子在y轴方向的长度
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func (a *AoiManager) GridYLen() int16 {
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return (a.maxY - a.minY) / a.numY
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}
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// GridZLen 每个格子在z轴方向的长度
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func (a *AoiManager) GridZLen() int16 {
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return (a.maxZ - a.minZ) / a.numZ
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}
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// GetGidByPos 通过坐标获取对应的格子id
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func (a *AoiManager) GetGidByPos(x, y, z float32) uint32 {
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gx := (int16(x) - a.minX) / a.GridXLen()
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gy := (int16(y) - a.minY) / a.GridYLen()
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gz := (int16(z) - a.minZ) / a.GridZLen()
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return uint32(gy)*(uint32(a.numX)*uint32(a.numZ)) + uint32(gz)*uint32(a.numX) + uint32(gx)
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}
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// IsValidAoiPos 判断坐标是否存在于aoi区域内
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func (a *AoiManager) IsValidAoiPos(x, y, z float32) bool {
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if (int16(x) > a.minX && int16(x) < a.maxX) &&
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(int16(y) > a.minY && int16(y) < a.maxY) &&
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(int16(z) > a.minZ && int16(z) < a.maxZ) {
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return true
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} else {
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return false
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}
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}
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// GetSurrGridListByGid 根据格子的gid得到当前周边的格子信息
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func (a *AoiManager) GetSurrGridListByGid(gid uint32) (gridList []*Grid) {
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gridList = make([]*Grid, 0)
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// 判断grid是否存在
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grid, exist := a.gridMap[gid]
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if !exist {
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return gridList
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}
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// 添加自己
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gridList = append(gridList, grid)
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// 根据gid得到当前格子所在的x轴编号
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idx := int16(gid % (uint32(a.numX) * uint32(a.numZ)) % uint32(a.numX))
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// 判断当前格子左边是否还有格子
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if idx > 0 {
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gridList = append(gridList, a.gridMap[gid-1])
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}
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// 判断当前格子右边是否还有格子
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if idx < a.numX-1 {
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gridList = append(gridList, a.gridMap[gid+1])
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}
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// 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
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// 得到当前x轴的格子id集合
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gidListX := make([]uint32, 0)
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for _, v := range gridList {
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gidListX = append(gidListX, v.gid)
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}
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// 遍历x轴格子
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for _, v := range gidListX {
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// 计算该格子的idz
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idz := int16(v % (uint32(a.numX) * uint32(a.numZ)) / uint32(a.numX))
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// 判断当前格子平面上方是否还有格子
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if idz > 0 {
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gridList = append(gridList, a.gridMap[v-uint32(a.numX)])
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}
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// 判断当前格子平面下方是否还有格子
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if idz < a.numZ-1 {
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gridList = append(gridList, a.gridMap[v+uint32(a.numX)])
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}
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}
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// 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
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// 得到当前xoz平面的格子id集合
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gidListXOZ := make([]uint32, 0)
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for _, v := range gridList {
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gidListXOZ = append(gidListXOZ, v.gid)
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}
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// 遍历xoz平面格子
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for _, v := range gidListXOZ {
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// 计算该格子的idy
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idy := int16(v / (uint32(a.numX) * uint32(a.numZ)))
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// 判断当前格子空间上方是否还有格子
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if idy > 0 {
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gridList = append(gridList, a.gridMap[v-uint32(a.numX)*uint32(a.numZ)])
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}
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// 判断当前格子空间下方是否还有格子
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if idy < a.numY-1 {
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gridList = append(gridList, a.gridMap[v+uint32(a.numX)*uint32(a.numZ)])
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}
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}
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retGridList := make([]*Grid, 0)
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for _, v := range gridList {
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if v == nil {
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continue
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}
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retGridList = append(retGridList, v)
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}
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return retGridList
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}
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// GetObjectListByPos 通过坐标得到周边格子内的全部object
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func (a *AoiManager) GetObjectListByPos(x, y, z float32) map[int64]any {
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// 根据坐标得到当前坐标属于哪个格子id
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gid := a.GetGidByPos(x, y, z)
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// 根据格子id得到周边格子的信息
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gridList := a.GetSurrGridListByGid(gid)
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objectList := make(map[int64]any)
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for _, v := range gridList {
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tmp := v.GetObjectList()
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for kk, vv := range tmp {
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objectList[kk] = vv
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}
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logger.Debug("Grid: gid: %d, tmp len: %v", v.gid, len(tmp))
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}
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return objectList
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}
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// GetObjectListByGid 通过gid获取当前格子的全部object
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func (a *AoiManager) GetObjectListByGid(gid uint32) map[int64]any {
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grid := a.gridMap[gid]
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if grid == nil {
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logger.Error("grid is nil, gid: %v", gid)
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return nil
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}
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objectList := grid.GetObjectList()
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return objectList
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}
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// AddObjectToGrid 添加一个object到一个格子中
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func (a *AoiManager) AddObjectToGrid(objectId int64, object any, gid uint32) {
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grid := a.gridMap[gid]
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if grid == nil {
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logger.Error("grid is nil, gid: %v", gid)
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return
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}
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grid.AddObject(objectId, object)
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}
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// RemoveObjectFromGrid 移除一个格子中的object
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func (a *AoiManager) RemoveObjectFromGrid(objectId int64, gid uint32) {
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grid := a.gridMap[gid]
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if grid == nil {
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logger.Error("grid is nil, gid: %v", gid)
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return
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}
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grid.RemoveObject(objectId)
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}
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// AddObjectToGridByPos 通过坐标添加一个object到一个格子中
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func (a *AoiManager) AddObjectToGridByPos(objectId int64, object any, x, y, z float32) {
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gid := a.GetGidByPos(x, y, z)
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a.AddObjectToGrid(objectId, object, gid)
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}
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// RemoveObjectFromGridByPos 通过坐标把一个object从对应的格子中删除
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func (a *AoiManager) RemoveObjectFromGridByPos(objectId int64, x, y, z float32) {
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gid := a.GetGidByPos(x, y, z)
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a.RemoveObjectFromGrid(objectId, gid)
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}
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