/// ------------------------------------------------ // /// [4/18/2014 jianglei.kinly] /// 扇形 /// ------------------------------------------------ // xObjectSet XGameMap::CaptureObjectBySector( const XVector3& vCenter, const XVector3& vDir, xgc_uint32 dwRadius, xgc_uint16 wAngle, const std::function< xgc_bool( xObject ) > &fnFilter/* = xgc_nullptr*/ ) { // 计算旋转向量 XVector3 vRotate = vDir.RotateZ( DEG2RAD( wAngle / 2 ) ); xgc_real32 fDotValue = vDir.DotProduct( vRotate ); auto fn = [&]( xObject hObject )->xgc_bool { if( xgc_nullptr == fnFilter || fnFilter( hObject ) ) { XGameObject* pObj = ObjectCast<XGameObject>( hObject ); XGC_ASSERT_RETURN( pObj, false ); XVector3 vDistance = pObj->GetPosition() - vCenter; if( vDistance.SqurLength() > dwRadius * dwRadius * 1.0f ) return false; if( vDir.DotProduct( vDistance ) < fDotValue ) return false; return true; } return false; }; iRect rc( WorldToArea( vCenter.x - dwRadius, vCenter.y - dwRadius ), WorldToArea( vCenter.x + dwRadius, vCenter.y + dwRadius ) ); return FetchObject( rc, fn ); }
/// ------------------------------------------------ // /// [4/25/2014 jianglei.kinly] /// 方向矩形(subCenter) /// ------------------------------------------------ // xObjectSet XGameMap::CaptureObjectByRectangle( const XVector3& vCenter, const XVector3& vDir, xgc_uint32 dwRadiusMax, xgc_uint32 dwRadiusMin, const std::function< xgc_bool( xObject ) > &fnFilter/* = xgc_nullptr*/ ) { /* 0,0 -------------------------------x | | ------ | / / | / / | ---|-- | subCenter | 斜线是dir的方向,dwRadiusMax | 横线是dwRadiusMin y */ // 取中心点坐标 XVector3 newDirect = vDir * ( dwRadiusMax * 1.0f ); XVector3 newCenter = vCenter + newDirect; // 取对角线直径 xgc_uint32 dwDiameter = xgc_uint32( XMath::Sqrt( XMath::Pow( 1.0f * dwRadiusMax, 2.0f ) + XMath::Pow( 1.0f * dwRadiusMin, 2.0f ) ) ); auto fn = [&]( xObject hObject )->xgc_bool { if( xgc_nullptr == fnFilter || fnFilter( hObject ) ) { XGameObject* pObj = ObjectCast<XGameObject>( hObject ); XGC_ASSERT_RETURN( pObj, false ); // 取我和目标连线的向量 XVector3 subVec = pObj->GetPosition() - vCenter; // 判断夹角(我的朝向点乘我和目标连线的向量 > 0 代表夹角在0-90范围内) auto fTemp = vDir.DotProduct( subVec ); if( fTemp < 0 ) return false; // 找两个投影,判断是否在方向矩形内 XVector3 vecy = vDir * fTemp; XVector3 vecx = subVec - vecy; return !( vecy.Length() > dwRadiusMax || vecx.Length() > dwRadiusMin / 2 ); } return false; }; iRect rc( WorldToArea( vCenter.x - dwDiameter / 2, vCenter.y - dwDiameter / 2 ), WorldToArea( vCenter.x + dwDiameter / 2, vCenter.y + dwDiameter / 2 ) ); return FetchObject( rc, fn ); }