实现四叉树AOI基本功能

This commit is contained in:
knight0zh
2022-08-16 15:29:27 +08:00
parent 89747b2ee6
commit cf230fab81
2 changed files with 270 additions and 15 deletions

View File

@@ -7,31 +7,175 @@ const (
rightUp
leftDown
rightDown
maxCap = 500 // 节点最大容量
maxDeep = 5 // 节点最大深度
radius = 20 // 视野半径
)
type QuadOption func(*QuadTree)
type Node struct {
AreaWidth int // 格子宽度(长=宽)
XStart int // 起始范围
YStart int // 起始范围
Deep int // 深度
Leaf bool // 是否为叶子节点
Parent *Node // 父节点
Child [4]*Node // 子节点
Entities sync.Map // 实体
Leaf bool // 是否为叶子节点
Deep int // 深度
AreaWidth float64 // 格子宽度(长=宽)
XStart float64 // 起始范围
YStart float64 // 起始范围
Parent *Node // 父节点
Tree *QuadTree // 树指针
Child [4]*Node // 子节点
Entities *sync.Map // 实体
}
type QuadTree struct {
Root *Node
maxCap, maxDeep int
radius float64
*Node
}
func (q QuadTree) Add(entity *Entity) {
panic("implement me")
func NewSonNode(xStart, yStart float64, parent *Node) *Node {
son := &Node{
Leaf: true,
Deep: parent.Deep + 1,
AreaWidth: parent.AreaWidth / 2,
XStart: xStart,
YStart: yStart,
Parent: parent,
Tree: parent.Tree,
Entities: &sync.Map{},
}
return son
}
func (q QuadTree) Delete(entity *Entity) {
panic("implement me")
// canCut 检查节点是否可以分割
func (n *Node) canCut() bool {
if n.XStart+n.AreaWidth/2 > 0 && n.YStart+n.AreaWidth/2 > 0 {
return true
}
return false
}
func (q QuadTree) Search(entity *Entity) (result []*Entity) {
panic("implement me")
// needCut 检查节点是否需要分割
func (n *Node) needCut() bool {
lens := 0
n.Entities.Range(func(key, value interface{}) bool {
lens++
return true
})
return lens+1 > n.Tree.maxCap && n.Deep+1 <= n.Tree.maxDeep && n.canCut()
}
// intersects 检查坐标是否在节点范围内
func (n *Node) intersects(x, y float64) bool {
if n.XStart <= x && x < n.XStart+n.AreaWidth && n.YStart <= y && y < n.YStart+n.AreaWidth {
return true
}
return false
}
// findSonQuadrant 根据坐标寻找子节点的方位
func (n *Node) findSonQuadrant(x, y float64) int {
if x < n.Child[rightDown].XStart {
if y < n.Child[rightDown].YStart {
return leftUp
}
return leftDown
}
if y < n.Child[rightDown].YStart {
return rightUp
}
return rightDown
}
// cutNode 分割节点
func (n *Node) cutNode() {
n.Leaf = false
half := n.AreaWidth / 2
n.Child[leftUp] = NewSonNode(n.XStart, n.YStart, n)
n.Child[rightUp] = NewSonNode(n.XStart+half, n.YStart, n)
n.Child[leftDown] = NewSonNode(n.XStart, n.YStart+half, n)
n.Child[rightDown] = NewSonNode(n.XStart+half, n.YStart+half, n)
// 将实体迁移到对应子节点
n.Entities.Range(func(_, v interface{}) bool {
entity := v.(*Entity)
for _, node := range n.Child {
if node.intersects(entity.X, entity.Y) {
node.Entities.Store(entity.Name, entity)
}
}
return true
})
// 清空容器
n.Entities = nil
}
func NewQuadTree(xStart, yStart, width float64, opts ...QuadOption) *QuadTree {
basicNode := &Node{
Leaf: true,
Deep: 1,
AreaWidth: width,
XStart: xStart,
YStart: yStart,
Child: [4]*Node{},
Entities: &sync.Map{},
}
tree := &QuadTree{
maxDeep: maxDeep,
maxCap: maxCap,
radius: radius,
Node: basicNode,
}
basicNode.Tree = tree
return tree
}
func (n *Node) Add(entity *Entity) {
// 判断是否需要分割
if n.Leaf && n.needCut() {
n.cutNode()
}
// 非叶子节点往下递归
if !n.Leaf {
n.Child[n.findSonQuadrant(entity.X, entity.Y)].Add(entity)
return
}
// 叶子节点进行存储
n.Entities.Store(entity.Name, entity)
}
func (n *Node) Delete(entity *Entity) {
if !n.Leaf {
n.Child[n.findSonQuadrant(entity.X, entity.Y)].Delete(entity)
return
}
n.Entities.Delete(entity.Name)
}
func (n *Node) Search(entity *Entity) (result []*Entity) {
if !n.Leaf {
minX, maxX := entity.X-n.Tree.radius, entity.X+n.Tree.radius
minY, maxY := entity.Y-n.Tree.radius, entity.Y+n.Tree.radius
for _, son := range n.Child {
if son.intersects(minX, minY) || son.intersects(maxX, minY) ||
son.intersects(minX, maxY) || son.intersects(maxX, maxY) {
result = append(result, son.Search(entity)...)
}
}
return
}
n.Entities.Range(func(key, value interface{}) bool {
result = append(result, value.(*Entity))
return true
})
return
}

View File

@@ -1 +1,112 @@
package aoi
import (
"github.com/stretchr/testify/assert"
"testing"
)
func TestFindQuadrant(t *testing.T) {
tree := NewQuadTree(0, 0, 100)
tree.cutNode()
tests := []struct {
x, y float64
want int
}{
{
x: 49.9, y: 49.9, want: leftUp,
},
{
x: 50, y: 50, want: rightDown,
},
{
x: 49.9, y: 50, want: leftDown,
},
{
x: 50, y: 49.9, want: rightUp,
},
}
for _, tt := range tests {
d := tree.findSonQuadrant(tt.x, tt.y)
assert.Equal(t, tt.want, d)
}
// 再次分割
tree.Child[rightUp].cutNode()
tests2 := []struct {
x, y float64
want int
}{
{
x: 74.9, y: 24.9, want: leftUp,
},
{
x: 75, y: 25, want: rightDown,
},
{
x: 74.9, y: 25, want: leftDown,
},
{
x: 75, y: 24.9, want: rightUp,
},
}
for _, tt := range tests2 {
d := tree.Child[rightUp].findSonQuadrant(tt.x, tt.y)
assert.Equal(t, tt.want, d)
}
}
func TestNode_Search(t *testing.T) {
tree := NewQuadTree(0, 0, 100)
tree.maxCap = 2 // 超过两人节点分裂
tree.radius = 5
player1 := &Entity{
X: 60.9,
Y: 24.9,
Name: "player1",
}
tree.Add(player1)
player2 := &Entity{
X: 25,
Y: 25,
Name: "player2",
}
tree.Add(player2)
entities := tree.Search(player1)
assert.Equal(t, 2, len(entities), "player1 player2")
// 当出现第三个玩家超过节点最大容量产生分裂
player3 := &Entity{
X: 99,
Y: 24,
Name: "player3",
}
tree.Add(player3)
entities = tree.Search(player1)
assert.Equal(t, 2, len(entities), "player1 player3")
// 添加第四个玩家
player4 := &Entity{
X: 72,
Y: 23,
Name: "player4",
}
tree.Add(player4)
entities = tree.Search(player1)
assert.Equal(t, 2, len(entities), "player1 player4")
entities = tree.Search(player2)
assert.Equal(t, 1, len(entities), "player2")
// 添加第五个玩家
player5 := &Entity{
X: 49.9,
Y: 49.9,
Name: "player5",
}
tree.Add(player5)
entities = tree.Search(player2)
assert.Equal(t, 2, len(entities), "player2 player5")
}