private static AOICell GetCell(this AOISceneComponent self, int x, int y, bool create = true)
        {
            long    cellId = AOIHelper.CreateCellId(x, y);
            AOICell cell   = self.GetChild <AOICell>(cellId);

            if (cell == null && create)
            {
                cell              = self.AddChildWithId <AOICell>(cellId);
                cell.xMin         = x * self.gridLen;
                cell.xMax         = cell.xMin + self.gridLen;
                cell.yMin         = y * self.gridLen;
                cell.yMax         = cell.yMin + self.gridLen;
                cell.posx         = x;
                cell.posy         = y;
                cell.halfDiagonal = self.halfDiagonal;
            }

            return(cell);
        }
Exemple #2
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        public static bool Raycast(AOISceneComponent scene, Ray ray, out RaycastHit hit, UnitType[] type = null)
        {
            hit = default;
            if (type == null)
            {
                return(false);
            }
            using (DictionaryComponent <UnitType, bool> typeTemp = DictionaryComponent <UnitType, bool> .Create())
            {
                using (HashSetComponent <AOITriggerComponent> temp = HashSetComponent <AOITriggerComponent> .Create())
                {
                    for (int i = 0; i < type.Length; i++)
                    {
                        var item = type[i];
                        typeTemp.Add(item, true);
                    }
                    int xIndex = (int)Math.Floor(ray.Start.x / scene.gridLen);
                    int yIndex = (int)Math.Floor(ray.Start.z / scene.gridLen);
                    //z = kx+b
                    float k   = 0;
                    float k_1 = 0;
                    float b   = 0;
                    if (ray.Dir.x != 0 && ray.Dir.z != 0)
                    {
                        k   = ray.Dir.z / ray.Dir.x;
                        k_1 = ray.Dir.x / ray.Dir.z;
                        b   = ray.Start.z - k * ray.Start.x;
                    }

                    Vector3 inPoint = ray.Start;
                    while (true)
                    {
                        long    cellId = AOIHelper.CreateCellId(xIndex, yIndex);
                        AOICell cell   = scene.GetChild <AOICell>(cellId);
                        var     xMin   = xIndex * scene.gridLen;
                        var     xMax   = xMin + scene.gridLen;
                        var     yMin   = yIndex * scene.gridLen;
                        var     yMax   = yMin + scene.gridLen;
                        //Log.Info("Raycast Check "+xIndex+" "+yIndex);
                        if (cell != null)
                        {
                            ListComponent <RaycastHit> hits = ListComponent <RaycastHit> .Create();

                            RaycastHits(ray, cell, inPoint, hits, temp, typeTemp);
                            if (hits.Count > 0)
                            {
                                hits.KSsort((i1, i2) => i1.Distance >= i2.Distance?1:-1);//从小到大
                                hit = hits[0];
                                //Log.Info("hits.Count > 0"+hit.Trigger.Parent.Parent.Id);
                                hits.Dispose();
                                return(true);
                            }
                        }
                        //一般情况
                        if (ray.Dir.x != 0 && ray.Dir.z != 0)
                        {
                            if (ray.Dir.x > 0 && ray.Dir.z > 0)
                            {
                                var z1 = xMax * k + b;
                                if (z1 > yMin && z1 < yMax)
                                {
                                    xIndex++;
                                    inPoint = new Vector3(xMax, inPoint.y + (xMax - inPoint.x) * ray.Dir.y / ray.Dir.x, z1);
                                }
                                else
                                {
                                    yIndex++;
                                    inPoint = new Vector3((yMax - b) * k_1, inPoint.y + (yMax - inPoint.z) * ray.Dir.y / ray.Dir.z, yMax);
                                }
                            }
                            else if (ray.Dir.x > 0 && ray.Dir.z < 0)
                            {
                                var z1 = xMax * k + b;
                                if (z1 > yMin && z1 < yMax)
                                {
                                    xIndex++;
                                    inPoint = new Vector3(xMax, inPoint.y + (xMax - inPoint.x) * ray.Dir.y / ray.Dir.x, z1);
                                }
                                else
                                {
                                    yIndex--;
                                    inPoint = new Vector3((yMin - b) * k_1, inPoint.y + (yMin - inPoint.z) * ray.Dir.y / ray.Dir.z, yMin);
                                }
                            }
                            else if (ray.Dir.x < 0 && ray.Dir.z < 0)
                            {
                                var z1 = xMin * k + b;
                                if (z1 > yMin && z1 < yMax)
                                {
                                    xIndex--;
                                    inPoint = new Vector3(xMin, inPoint.y + (xMin - inPoint.x) * ray.Dir.y / ray.Dir.x, z1);
                                }
                                else
                                {
                                    yIndex--;
                                    inPoint = new Vector3((yMin - b) * k_1, inPoint.y + (yMin - inPoint.z) * ray.Dir.y / ray.Dir.z, yMin);
                                }
                            }
                            else if (ray.Dir.x < 0 && ray.Dir.z > 0)
                            {
                                var z1 = xMin * k + b;
                                if (z1 > yMin && z1 < yMax)
                                {
                                    xIndex--;
                                    inPoint = new Vector3(xMin, inPoint.y + (xMin - inPoint.x) * ray.Dir.y / ray.Dir.x, z1);
                                }
                                else
                                {
                                    yIndex++;
                                    inPoint = new Vector3((yMax - b) * k_1, inPoint.y + (yMax - inPoint.z) * ray.Dir.y / ray.Dir.z, yMax);
                                }
                            }
                            else
                            {
                                Log.Error("What's f**k???");
                            }
                        }
                        //平行于轴了
                        else if (ray.Dir.x == 0 && ray.Dir.z != 0)
                        {
                            if (ray.Dir.z > 0)
                            {
                                yIndex++;
                                inPoint = new Vector3(inPoint.x, inPoint.y + (yMax - inPoint.z) * ray.Dir.y / ray.Dir.z, yMax);
                            }
                            else
                            {
                                yIndex--;
                                inPoint = new Vector3(inPoint.x, inPoint.y + (yMin - inPoint.z) * ray.Dir.y / ray.Dir.z, yMin);
                            }
                        }
                        else if (ray.Dir.z == 0 && ray.Dir.x != 0)
                        {
                            if (ray.Dir.x > 0)
                            {
                                xIndex++;
                                inPoint = new Vector3(xMax, inPoint.y + (xMax - inPoint.x) * ray.Dir.y / ray.Dir.x, inPoint.z);
                            }
                            else
                            {
                                xIndex--;
                                inPoint = new Vector3(xMin, inPoint.y + (xMin - inPoint.x) * ray.Dir.y / ray.Dir.x, inPoint.z);
                            }
                        }
                        //垂直于地图
                        else
                        {
                            break;
                        }
                        if (Vector3.Distance(inPoint, ray.Start) > ray.Distance)
                        {
                            break;
                        }
                    }
                }
            }
            return(false);
        }