319 lines
12 KiB
C#
319 lines
12 KiB
C#
using DotRecast.Core;
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using DotRecast.Core.Numerics;
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using DotRecast.Detour;
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using DotRecast.Detour.Crowd;
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using System.Collections.Concurrent;
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using System.Numerics;
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namespace XNet.Business.PathNavigation
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{
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public class SceneAgent
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{
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private readonly NavMeshManager _navMeshManager;
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private class CrowdInstance
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{
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public string InstanceId { get; }
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public DtCrowd Crowd { get; set; }
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//public object SyncRoot { get; } = new object(); // 线程锁
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// 新增:存储该实例下所有 Agent 的索引(关键修复)
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public ConcurrentDictionary<int, bool> AgentIndices { get; } = new ConcurrentDictionary<int, bool>();
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// 构造函数
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public CrowdInstance(string instanceId, DtCrowd crowd)
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{
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InstanceId = instanceId;
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Crowd = crowd;
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}
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// 辅助:添加 Agent 时自动记录索引
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public void AddAgentIndex(int agentIdx)
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{
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//lock (SyncRoot)
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//{
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//if (!AgentIndices.ContainsKey(agentIdx))
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//{
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AgentIndices.TryAdd(agentIdx, true);
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//}
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//}
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}
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// 辅助:移除 Agent 时清理索引
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public void RemoveAgentIndex(int agentIdx)
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{
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//lock (SyncRoot)
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//{
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AgentIndices.TryRemove(agentIdx, out _);
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//}
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}
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}
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private readonly ConcurrentDictionary<string, CrowdInstance> _crowdInstances = new();
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//private const float AGENT_RADIUS = 0.5f;
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//private const float AGENT_HEIGHT = 2.0f;
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// 新增:Agent状态缓存(实例ID -> AgentIdx -> 上一帧状态)
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private readonly ConcurrentDictionary<string, ConcurrentDictionary<int, AgentState>> _agentLastState = new();
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// 同步阈值(可配置)
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private const float POSITION_THRESHOLD = 0.01f; // 位置变化超过0.01米才同步
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private const float ROTATION_THRESHOLD = 0.017f; // 旋转变化超过1度(0.017弧度)才同步
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// Agent状态结构体
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private struct AgentState
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{
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public Vector3 Position;
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public float Rotation; // 绕Y轴旋转(弧度)
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}
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public SceneAgent(NavMeshManager navMeshManager)
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{
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_navMeshManager = navMeshManager;
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}
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// ==========================================
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// 修复4:GetAgentsNeedSync 遍历 AgentIndices
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// ==========================================
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public List<AgentPositionSyncMsg> GetAgentsNeedSync(string instanceId)
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{
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List<AgentPositionSyncMsg> syncList = new();
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if (!_crowdInstances.TryGetValue(instanceId, out var ci) || !_agentLastState.TryGetValue(instanceId, out var lastStates))
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{
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return syncList;
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}
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//lock (ci.SyncRoot)
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//{
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// 遍历实例内所有Agent索引(修复AgentIndices报错)
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foreach (var kv in ci.AgentIndices)
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{
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int agentIdx = kv.Key;
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var agent = ci.Crowd.GetAgent(agentIdx);
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if (agent == null || agent.state == DtCrowdAgentState.DT_CROWDAGENT_STATE_INVALID)
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{
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continue;
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}
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// 获取当前状态
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Vector3 currPos = GetAgentPosition(instanceId, agentIdx);
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float currRot = GetAgentRotation(instanceId, agentIdx);
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// 对比上一帧状态
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if (lastStates.TryGetValue(agentIdx, out var lastState))
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{
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// 判断是否超过阈值
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bool posChanged = Vector3.Distance(currPos, lastState.Position) > POSITION_THRESHOLD;
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bool rotChanged = Math.Abs(currRot - lastState.Rotation) > ROTATION_THRESHOLD;
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if (posChanged || rotChanged)
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{
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// 加入同步列表
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syncList.Add(new AgentPositionSyncMsg
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{
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InstanceId = instanceId,
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AgentIdx = agentIdx,
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Position = new Vector3Msg { X = currPos.X, Y = currPos.Y, Z = currPos.Z },
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Rotation = currRot
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});
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// 更新缓存
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lastStates[agentIdx] = new AgentState { Position = currPos, Rotation = currRot };
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}
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}
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else
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{
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// 首次同步,直接加入并缓存
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syncList.Add(new AgentPositionSyncMsg
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{
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InstanceId = instanceId,
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AgentIdx = agentIdx,
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Position = new Vector3Msg { X = currPos.X, Y = currPos.Y, Z = currPos.Z },
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Rotation = currRot
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});
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lastStates.TryAdd(agentIdx, new AgentState { Position = currPos, Rotation = currRot });
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}
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}
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//}
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return syncList;
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}
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// ===============================================
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// 修复2:重写 GetAgentRotation(通过速度计算朝向)
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// ===============================================
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public float GetAgentRotation(string instanceId, int agentIdx)
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{
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if (!_crowdInstances.TryGetValue(instanceId, out var ci))
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{
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return 0f;
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}
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//lock (ci.SyncRoot)
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//{
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var agent = ci.Crowd.GetAgent(agentIdx);
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if (agent == null || agent.state == DtCrowdAgentState.DT_CROWDAGENT_STATE_INVALID)
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{
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return 0f;
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}
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// 核心逻辑:通过Agent的速度向量计算绕Y轴的旋转角度(弧度)
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// 速度向量 (vx, vz) -> 朝向角度 = atan2(vz, vx)
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float vx = agent.vel.X;
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float vz = -agent.vel.Z; // 和坐标转换一致,Z轴取反
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float rotation = 0f;
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// 只有速度大于阈值时才计算朝向(避免静止时角度抖动)
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if (Math.Abs(vx) > 0.001f || Math.Abs(vz) > 0.001f)
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{
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rotation = (float)Math.Atan2(vz, vx); // 计算弧度(范围 -π ~ π)
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}
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return rotation;
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//}
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}
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// 初始化实例的Agent状态缓存
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public bool CreateCrowdForInstance(string instanceId, float maxAgentRadius = 0.1f)
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{
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// 使用 NavMeshManager 新增的 Helper 方法
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if (!_navMeshManager.GetNavMeshAndQuery(instanceId, out var navMesh, out _))
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{
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return false;
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}
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var config = new DtCrowdConfig(maxAgentRadius);
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var crowd = new DtCrowd(config, navMesh);
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var paramsData = crowd.GetObstacleAvoidanceParams(0);
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paramsData.velBias = 0.4f;
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paramsData.adaptiveDivs = 5;
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paramsData.adaptiveRings = 2;
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paramsData.adaptiveDepth = 2;
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crowd.SetObstacleAvoidanceParams(0, paramsData);
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// 添加到实例字典
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bool isAddCrowdOK = _crowdInstances.TryAdd(instanceId, new CrowdInstance(instanceId, crowd));
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// 初始化状态缓存
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bool isAddStateOK = _agentLastState.TryAdd(instanceId, new ConcurrentDictionary<int, AgentState>());
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return isAddCrowdOK && isAddStateOK;
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}
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public void RemoveCrowdInstance(string instanceId)
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{
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_crowdInstances.TryRemove(instanceId, out _);
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}
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public int AddAgent(string instanceId, Vector3 position, float radius, float height, float maxAcceleration = 8.0f, float maxSpeed = 3.5f)
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{
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if (!_crowdInstances.TryGetValue(instanceId, out var ci))
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{
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throw new ArgumentException($"实例 {instanceId} 不存在");
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}
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//lock (ci.SyncRoot)
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//{
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// 创建Agent(原有逻辑)
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var agentParams = new DtCrowdAgentParams();
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agentParams.radius = radius;
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agentParams.height = height;
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agentParams.maxAcceleration = 2.0f;
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agentParams.maxSpeed = 3.0f;
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agentParams.collisionQueryRange = radius * 8.0f;
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agentParams.pathOptimizationRange = radius * 32.0f;
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agentParams.separationWeight = 1.0f;
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var rcPos = new RcVec3f(position.X, position.Y, -position.Z); // 坐标转换(和之前一致)
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int agentIdx = ci.Crowd.AddAgent(rcPos, agentParams).idx;
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// 关键:记录Agent索引到实例的AgentIndices
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ci.AddAgentIndex(agentIdx);
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// 初始化状态缓存
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_agentLastState.GetOrAdd(instanceId, _ => new ConcurrentDictionary<int, AgentState>())
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.TryAdd(agentIdx, new AgentState { Position = position, Rotation = 0f });
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return agentIdx;
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//}
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}
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public void RemoveAgent(string instanceId, int agentIdx)
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{
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if (!_crowdInstances.TryGetValue(instanceId, out var ci)) return;
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//lock (ci.SyncRoot)
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//{
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var agent = ci.Crowd.GetAgent(agentIdx);
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// 【修复】判断 Agent 是否有效,需要检查 state
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if (agent != null && agent.state != DtCrowdAgentState.DT_CROWDAGENT_STATE_INVALID)
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{
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ci.Crowd.RemoveAgent(agent);
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}
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//}
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}
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public bool AgentGoto(string instanceId, int agentIdx, Vector3 destination)
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{
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// 原有逻辑(无需修改)
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if (!_crowdInstances.TryGetValue(instanceId, out var ci)) return false;
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if (!_navMeshManager.GetNavMeshAndQuery(instanceId, out _, out var query)) return false;
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var targetPos = new RcVec3f(destination.X, destination.Y, -destination.Z);
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query.FindNearestPoly(targetPos, _navMeshManager.Extents, _navMeshManager.Filter,
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out long targetRef, out var realTargetPos, out var _);
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if (targetRef == 0) return false;
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//lock (ci.SyncRoot)
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//{
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var agent = ci.Crowd.GetAgent(agentIdx);
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if (agent != null && agent.state != DtCrowdAgentState.DT_CROWDAGENT_STATE_INVALID)
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{
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return ci.Crowd.RequestMoveTarget(agent, targetRef, realTargetPos);
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}
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//}
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return false;
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}
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// ==========================================
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// 修复3:GetAgentPosition 确保坐标转换一致
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// ==========================================
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public Vector3 GetAgentPosition(string instanceId, int agentIdx)
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{
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if (!_crowdInstances.TryGetValue(instanceId, out var ci))
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{
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return Vector3.Zero;
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}
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//lock (ci.SyncRoot)
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//{
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var agent = ci.Crowd.GetAgent(agentIdx);
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if (agent == null || agent.state == DtCrowdAgentState.DT_CROWDAGENT_STATE_INVALID)
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{
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return Vector3.Zero;
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}
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// 坐标转换(和AddAgent时一致:Z轴取反)
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return new Vector3(agent.npos.X, agent.npos.Y, -agent.npos.Z);
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//}
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}
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public void UpdateAll(float deltaTime)
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{
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Parallel.ForEach(_crowdInstances.Values, new ParallelOptions
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{
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MaxDegreeOfParallelism = Environment.ProcessorCount // 限制并行数=CPU核心数,避免过载
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}, ci =>
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{
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//lock (ci.SyncRoot)
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//{
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ci.Crowd.Update(deltaTime, null);
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//}
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});
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}
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}
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} |