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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