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) } } } }
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