Net.Like.Xue.Tokyo/Assets/BITKit/Core/Quadtree/Quadtree.cs

298 lines
8.9 KiB
C#

using System;
using System.Buffers;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Net.Http.Headers;
using System.Security.Policy;
using System.Threading;
using System.Threading.Tasks;
using BITKit;
using kcp2k;
#if UNITY_5_3_OR_NEWER
using Unity.Burst;
#endif
using Unity.Mathematics;
namespace Net.BITKit.Quadtree
{
public class Quadtree
{
public ref QuadtreeNode Root => ref _root;
private QuadtreeNode _root;
public IDictionary<int, float2> Positions
{
get
{
Expansion();
return _positions;
}
}
public readonly int MaxDepth;
public IDictionary<int, float2> Sizes => _sizes;
private readonly Dictionary<int, float2> _positions;
private readonly ConcurrentQueue<(int, float2)> _queue;
private readonly Dictionary<int, float2> _sizes;
private readonly ArrayPool<int> _pool=ArrayPool<int>.Create();
//internal readonly Pool<HashSet<int>> HashSetPool=new(Activator.CreateInstance<HashSet<int>>,null,64);
private int _queryCount;
public Quadtree(float2 center, float2 size)
{
_sizes = new Dictionary<int, float2>();
_positions = new Dictionary<int, float2>();
_queue = new ConcurrentQueue<(int, float2)>();
_root = new QuadtreeNode(this, center, size);
MaxDepth = (int)math.log2(math.max(size.x, size.y));
}
public void Insert(in int objectId, in float2 position, in float2 size = default)
{
_queue.Enqueue((objectId, position));
if (size.x is not 0)
{
_sizes.TryAdd(objectId, size);
}
else
{
InsertRecursive(ref _root, in objectId, in position);
}
}
private void InsertRecursive(ref QuadtreeNode node, in int objectId, in float2 position)
{
if (!node.Contains(position))
return;
if (node is { Objects : {Count: < 4}, IsLeaf: true } || node.Depth>= MaxDepth) // 是叶子节点,并且数量小于4
{
node.Objects.Add(objectId);
}
else
{
if (node.IsLeaf)
node.Split();
for (var i = 0; i < 4; i++)
{
ref var child = ref node.Children[i];
InsertRecursive(ref child, objectId, position);
}
}
}
public Span<int> Query(float2 position, float radius)
{
_queryCount++;
Expansion();
var index = 0;
var array = _pool.Rent(math.ceilpow2(_positions.Count * 2));
QueryRecursive(ref _root, in position, in radius, array.AsSpan(), ref index);
foreach (var (key, size) in _sizes)
{
var pos = _positions[key];
if (IsCircleInRect(pos, radius, position, size))
{
array[index] = key;
index++;
}
}
/*
if (index > _positions.Count+1)
{
throw new InvalidOperationException($"Query Count:{_queryCount},size:{_positions.Count},Query result length is {index}");
}
*/
_pool.Return(array);
return array.AsSpan()[..index];
}
#if UNITY_5_3_OR_NEWER
[BurstCompile]
#endif
private static bool IsCircleInRect(float2 point, float radius, float2 pos, float2 size)
{
var halfSize = size * 0.5f;
var min = pos - halfSize; // 矩形左下角
var max = pos + halfSize; // 矩形右上角
// 计算扩展后的包围盒
var expandedMin = min - radius;
var expandedMax = max + radius;
// 检查点是否在扩展的矩形内
return point.x >= expandedMin.x && point.x <= expandedMax.x &&
point.y >= expandedMin.y && point.y <= expandedMax.y;
}
private void Expansion()
{
while (_queue.TryDequeue(out var item))
{
_positions.TryAdd(item.Item1, item.Item2);
}
}
#if UNITY_5_3_OR_NEWER
[BurstCompile]
#endif
private void QueryRecursive(ref QuadtreeNode node, in float2 position, in float radius, Span<int> result,
ref int index)
{
if (!Intersects(node.Center, node.Size, position, radius))
return;
if (node.IsLeaf)
{
foreach (var obj in node.Objects)
{
var objPos = _positions[obj];
// 计算平方距离,避免额外变量
if (math.dot(objPos - position, objPos - position) > radius * radius) continue;
result[index] = obj;
index++;
}
}
else
{
for (var i = 0; i < 4; i++)
{
QueryRecursive(ref node.Children[i], in position, in radius, result, ref index);
}
}
}
#if UNITY_5_3_OR_NEWER
[BurstCompile]
#endif
private static bool Intersects(in float2 center, in float2 size, in float2 position, in float radius)
{
// 计算 AABB 的最小/最大点
var min = center - size * 0.5f;
var max = center + size * 0.5f;
// 找到圆心到 AABB 的最近点
var closest = math.clamp(position, min, max);
// 计算圆心到最近点的距离
var delta = position - closest;
var distanceSq = math.dot(delta, delta);
// 相交条件:如果距离平方 <= 半径平方
return distanceSq <= (radius * radius);
}
// 删除对象
public bool Remove(int objectId)
{
Expansion();
if (_positions.TryGetValue(objectId, out var position) is false) return false;
if (RemoveRecursive(ref _root, objectId, position) is false) return false;
_positions.Remove(objectId);
_sizes.TryRemove(objectId);
return true;
}
private bool RemoveRecursive(ref QuadtreeNode node, int objectId, float2 position)
{
if (!node.Contains(position))
return false;
// 尝试从当前节点删除
var removed = node.Objects.Remove(objectId);
// 如果当前节点是叶子节点,返回是否成功删除
if (node.IsLeaf)
{
return removed;
}
// 递归从子节点删除
for (var i = 0; i < 4; i++)
{
if (!RemoveRecursive(ref node.Children[i], objectId, position)) continue;
removed = true;
break;
}
// 如果对象被移除,尝试合并子节点
if (removed)
{
TryMerge(ref node);
}
return removed;
}
public void Clear()
{
_positions.Clear();
_sizes.Clear();
_root = new QuadtreeNode(this,default,_root.Size);
}
public int Depth
{
get
{
var depth = 0;
Expansion();
For(ref _root);
return depth;
void For(ref QuadtreeNode node)
{
if (node.IsLeaf)
{
depth = math.max(node.Depth, depth);
return;
}
for (var index = 0; index < node.Children.Length; index++)
{
ref var child =ref node.Children[index];
For(ref child);
}
}
}
}
private void TryMerge(ref QuadtreeNode node)
{
//Merge has some issue,just disable is
return;
if (node.IsLeaf) return;
var totalObjects = 0;
for (var i = 0; i < node.Children.Length; i++)
{
totalObjects += node.Children[i].Objects.Count;
}
// 如果当前节点和所有子节点的对象数量小于等于阈值,则合并
if (totalObjects <= 4) return;
// 把所有子节点的对象都合并到当前节点
for (var i = 0; i < node.Children.Length; i++)
{
ref var child = ref node.Children[i];
node.Objects.UnionWith(child.Objects);
node.Children[i] = default;
}
node.IsLeaf = true;
}
}
}