mirror of
https://github.com/FlourishingWorld/hk4e.git
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213 lines
6.3 KiB
Go
213 lines
6.3 KiB
Go
package aoi
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import (
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"fmt"
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"hk4e/pkg/logger"
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)
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// 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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// 初始化aoi区域
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func NewAoiManager(minX, maxX, numX, minY, maxY, numY, minZ, maxZ, numZ int16) (r *AoiManager) {
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r = new(AoiManager)
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r.minX = minX
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r.maxX = maxX
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r.minY = minY
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r.maxY = maxY
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r.numX = numX
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r.numY = numY
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r.minZ = minZ
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r.maxZ = maxZ
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r.numZ = numZ
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r.gridMap = make(map[uint32]*Grid)
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logger.Info("start init aoi area grid, num: %v", uint32(numX)*uint32(numY)*uint32(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 < numX; x++ {
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for y := int16(0); y < numY; y++ {
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for z := int16(0); z < 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(numX)*uint32(numZ)) + uint32(z)*uint32(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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r.minX+x*r.GridXLen(),
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r.minX+(x+1)*r.GridXLen(),
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r.minY+y*r.GridYLen(),
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r.minY+(y+1)*r.GridYLen(),
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r.minZ+z*r.GridZLen(),
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r.minZ+(z+1)*r.GridZLen(),
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)
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r.gridMap[gid] = grid
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}
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}
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}
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logger.Info("init aoi area grid finish")
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return r
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}
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// 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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// 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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// 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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// 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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// 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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// 打印信息方法
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func (a *AoiManager) DebugString() string {
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s := fmt.Sprintf("AoiMgr: minX: %d, maxX: %d, numX: %d, minY: %d, maxY: %d, numY: %d, minZ: %d, maxZ: %d, numZ: %d\n",
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a.minX, a.maxX, a.numX, a.minY, a.maxY, a.numY, a.minZ, a.maxZ, a.numZ)
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s += "gridList in AoiMgr:\n"
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for _, grid := range a.gridMap {
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s += fmt.Sprintln(grid.DebugString())
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}
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return s
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}
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// 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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return gridList
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}
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// 通过坐标得到周边格子内的全部entityId
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func (a *AoiManager) GetEntityIdListByPos(x, y, z float32) (entityIdList []uint32) {
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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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entityIdList = make([]uint32, 0)
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for _, v := range gridList {
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tmp := v.GetEntityIdList()
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entityIdList = append(entityIdList, tmp...)
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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 entityIdList
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}
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// 通过gid获取当前格子的全部entityId
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func (a *AoiManager) GetEntityIdListByGid(gid uint32) (entityIdList []uint32) {
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grid := a.gridMap[gid]
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entityIdList = grid.GetEntityIdList()
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return entityIdList
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}
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// 添加一个entityId到一个格子中
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func (a *AoiManager) AddEntityIdToGrid(entityId uint32, gid uint32) {
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grid := a.gridMap[gid]
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grid.AddEntityId(entityId)
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}
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// 移除一个格子中的entityId
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func (a *AoiManager) RemoveEntityIdFromGrid(entityId uint32, gid uint32) {
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grid := a.gridMap[gid]
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grid.RemoveEntityId(entityId)
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}
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// 通过坐标添加一个entityId到一个格子中
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func (a *AoiManager) AddEntityIdToGridByPos(entityId uint32, x, y, z float32) {
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gid := a.GetGidByPos(x, y, z)
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a.AddEntityIdToGrid(entityId, gid)
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}
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// 通过坐标把一个entityId从对应的格子中删除
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func (a *AoiManager) RemoveEntityIdFromGridByPos(entityId uint32, x, y, z float32) {
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gid := a.GetGidByPos(x, y, z)
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a.RemoveEntityIdFromGrid(entityId, gid)
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}
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