分享
这是一个创建于 的文章,其中的信息可能已经有所发展或是发生改变。
type(
//十字链路
GameNode struct {
xPrev *GameNode
xNext *GameNode
yPrev *GameNode
yNext *GameNode
mObj IGameBase
X int
Y int
}
)
var(
m_XNode *GameNode
m_YNode *GameNode
)
//添加到十字链路
func AddNode(node* GameNode){
//x handle
var tail *GameNode
bFind := false
if m_XNode == nil || m_YNode == nil{
m_XNode, m_YNode = node, node
return
}
for curNode := m_XNode; curNode != nil; curNode = curNode.xNext{
// insert data
if curNode.X > node.X{
node.xNext = curNode
if curNode.xPrev != nil{
node.xPrev = curNode.xPrev
curNode.xPrev.xNext = node
}else{
m_XNode = node
}
curNode.xPrev = node
bFind = true
break
}
tail = curNode
}
if tail != nil && !bFind{
tail.xNext = node
node.xPrev = tail
}
tail = nil
bFind = false
//y handle
for curNode := m_YNode; curNode != nil; curNode = curNode.yNext{
// insert data
if curNode.Y > node.Y{
node.yNext = curNode
if curNode.yPrev != nil {
node.yPrev = curNode.yPrev
curNode.yPrev.yNext = node
} else{
m_YNode = node
}
curNode.yPrev = node
bFind = true
break
}
tail = curNode
}
if tail != nil && !bFind{
tail.yNext = node
node.yPrev = tail
}
}
//删除到十字链路
func LeaveNode(node* GameNode){
if node == m_XNode{
if node.xNext != nil{
m_XNode = node.xNext
if m_XNode.xPrev != nil{
m_XNode.xPrev = nil
}
}else{
m_XNode = nil
}
}else if node.xPrev != nil && node.xNext != nil{
node.xPrev.xNext = node.xNext
node.xNext.xPrev = node.xPrev
}else if node.xPrev != nil{
node.xPrev.xNext = nil
}
if node == m_YNode{
if node.yNext != nil{
m_YNode = node.yNext
if m_YNode.yPrev != nil{
m_YNode.yPrev = nil
}
}else{
m_YNode = nil
}
}else if node.yPrev != nil && node.yNext != nil{
node.yPrev.yNext = node.yNext
node.yNext.yPrev = node.yPrev
}else if node.yPrev != nil{
node.yPrev.yNext = nil
}
node.xPrev = nil
node.xNext = nil
node.yPrev = nil
node.yNext = nil
}
//AOI
func AOI(node* GameNode, xLen, yLen float32) {
// 往后找
for cur := node.xNext; cur != nil; cur = cur.xNext{
if float64(cur.X - node.X) > float64(xLen){
break
}else{
if math.Abs(float64(cur.Y - node.Y)) <= float64(yLen) {
fmt.Println(cur.X, cur.Y)
}
}
}
// 往前找
for cur := node.xPrev; cur != nil; cur = cur.xPrev{
if float64(cur.X - node.X) > float64(xLen){
break
}else{
if math.Abs(float64(cur.Y - node.Y)) <= float64(yLen) {
fmt.Println(cur.X, cur.Y)
}
}
}
}
有疑问加站长微信联系(非本文作者)
入群交流(和以上内容无关):加入Go大咖交流群,或添加微信:liuxiaoyan-s 备注:入群;或加QQ群:692541889
关注微信1920 次点击
添加一条新回复
(您需要 后才能回复 没有账号 ?)
- 请尽量让自己的回复能够对别人有帮助
- 支持 Markdown 格式, **粗体**、~~删除线~~、
`单行代码` - 支持 @ 本站用户;支持表情(输入 : 提示),见 Emoji cheat sheet
- 图片支持拖拽、截图粘贴等方式上传
收入到我管理的专栏 新建专栏
type(
//十字链路
GameNode struct {
xPrev *GameNode
xNext *GameNode
yPrev *GameNode
yNext *GameNode
mObj IGameBase
X int
Y int
}
)
var(
m_XNode *GameNode
m_YNode *GameNode
)
//添加到十字链路
func AddNode(node* GameNode){
//x handle
var tail *GameNode
bFind := false
if m_XNode == nil || m_YNode == nil{
m_XNode, m_YNode = node, node
return
}
for curNode := m_XNode; curNode != nil; curNode = curNode.xNext{
// insert data
if curNode.X > node.X{
node.xNext = curNode
if curNode.xPrev != nil{
node.xPrev = curNode.xPrev
curNode.xPrev.xNext = node
}else{
m_XNode = node
}
curNode.xPrev = node
bFind = true
break
}
tail = curNode
}
if tail != nil && !bFind{
tail.xNext = node
node.xPrev = tail
}
tail = nil
bFind = false
//y handle
for curNode := m_YNode; curNode != nil; curNode = curNode.yNext{
// insert data
if curNode.Y > node.Y{
node.yNext = curNode
if curNode.yPrev != nil {
node.yPrev = curNode.yPrev
curNode.yPrev.yNext = node
} else{
m_YNode = node
}
curNode.yPrev = node
bFind = true
break
}
tail = curNode
}
if tail != nil && !bFind{
tail.yNext = node
node.yPrev = tail
}
}
//删除到十字链路
func LeaveNode(node* GameNode){
if node == m_XNode{
if node.xNext != nil{
m_XNode = node.xNext
if m_XNode.xPrev != nil{
m_XNode.xPrev = nil
}
}else{
m_XNode = nil
}
}else if node.xPrev != nil && node.xNext != nil{
node.xPrev.xNext = node.xNext
node.xNext.xPrev = node.xPrev
}else if node.xPrev != nil{
node.xPrev.xNext = nil
}
if node == m_YNode{
if node.yNext != nil{
m_YNode = node.yNext
if m_YNode.yPrev != nil{
m_YNode.yPrev = nil
}
}else{
m_YNode = nil
}
}else if node.yPrev != nil && node.yNext != nil{
node.yPrev.yNext = node.yNext
node.yNext.yPrev = node.yPrev
}else if node.yPrev != nil{
node.yPrev.yNext = nil
}
node.xPrev = nil
node.xNext = nil
node.yPrev = nil
node.yNext = nil
}
//AOI
func AOI(node* GameNode, xLen, yLen float32) {
// 往后找
for cur := node.xNext; cur != nil; cur = cur.xNext{
if float64(cur.X - node.X) > float64(xLen){
break
}else{
if math.Abs(float64(cur.Y - node.Y)) <= float64(yLen) {
fmt.Println(cur.X, cur.Y)
}
}
}
// 往前找
for cur := node.xPrev; cur != nil; cur = cur.xPrev{
if float64(cur.X - node.X) > float64(xLen){
break
}else{
if math.Abs(float64(cur.Y - node.Y)) <= float64(yLen) {
fmt.Println(cur.X, cur.Y)
}
}
}
}