392 lines
14 KiB
C#
392 lines
14 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 网格合并工具类
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/// </summary>
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public static class MeshCombineUtils
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{
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/// <summary>
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/// 无限制常量,用于表示某个维度无边界限制
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/// </summary>
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public const float UNLIMITED = -1f;
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/// <summary>
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/// 收集渲染器
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/// </summary>
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public static List<Renderer> CollectRenderers(List<Transform> roots)
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{
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List<Renderer> allRenderers = new();
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foreach (var root in roots)
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{
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if (!root)
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{
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continue;
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}
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var render = root.GetComponentsInChildren<Renderer>();
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if (render is not { Length: > 0 })
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{
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continue;
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}
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allRenderers.AddRange(render);
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}
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return allRenderers;
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}
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/// <summary>
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/// 查找第一个未处理的渲染器
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/// </summary>
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private static Renderer FindFirstUnprocessedRenderer(List<Renderer> renderers, HashSet<Renderer> processedRenderers)
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{
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foreach (var renderer in renderers)
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{
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if (!processedRenderers.Contains(renderer))
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{
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return renderer;
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}
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}
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return null;
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}
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/// <summary>
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/// 通过邻近距离扩展组
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/// </summary>
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private static void ExpandGroupByProximity(List<Renderer> allRenderers, List<Renderer> currentGroup,
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HashSet<Renderer> processedRenderers, float maxDistance)
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{
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bool addedNew = true;
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while (addedNew)
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{
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addedNew = false;
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// 查找与当前组中任意一个渲染器距离在阈值内的未处理渲染器
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foreach (var renderer in allRenderers)
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{
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if (processedRenderers.Contains(renderer))
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continue;
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// 检查是否与组内任何一个渲染器距离小于阈值
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if (IsCloseToAnyInGroup(renderer, currentGroup, maxDistance))
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{
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currentGroup.Add(renderer);
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processedRenderers.Add(renderer);
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addedNew = true;
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}
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}
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}
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}
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/// <summary>
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/// 检查渲染器是否与组内任一渲染器距离小于阈值
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/// </summary>
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private static bool IsCloseToAnyInGroup(Renderer renderer, List<Renderer> group, float maxDistance)
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{
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foreach (var groupRenderer in group)
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{
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float distance = CalculateDistance(renderer, groupRenderer);
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if (distance <= maxDistance)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// 计算两个渲染器之间的距离
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/// </summary>
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private static float CalculateDistance(Renderer renderer1, Renderer renderer2)
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{
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return Vector3.Distance(renderer1.transform.position, renderer2.transform.position);
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}
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/// <summary>
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/// 计算渲染组的中心点
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/// </summary>
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public static Vector3 CalculateGroupCenter(List<Renderer> group)
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{
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if (group.Count == 0)
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return Vector3.zero;
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var sum = Vector3.zero;
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foreach (var renderer in group)
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{
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sum += renderer.transform.position;
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}
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return sum / group.Count;
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}
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/// <summary>
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/// 根据相互距离对渲染器进行分组(优化算法)
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/// 只要物体与组内任意一个物体距离小于 maxDistance,就将其加入该组
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/// 可选择性添加最大宽高限制,防止组范围过大
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/// </summary>
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/// <param name="renderers">要分组的渲染器列表</param>
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/// <param name="maxDistance">相邻物体的最大距离</param>
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/// <param name="maxWidth">组的最大宽度(-1表示宽度无限制)</param>
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/// <param name="maxHeight">组的最大高度(-1表示高度无限制)</param>
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/// <returns>分组结果</returns>
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public static Dictionary<string, List<Renderer>> GroupRenderersByProximity(List<Renderer> renderers,
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float maxDistance, float maxWidth = UNLIMITED, float maxHeight = UNLIMITED)
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{
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var groups = new Dictionary<string, List<Renderer>>();
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var groupIndex = 0;
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// 检查是否有边界限制(只要有一个维度限制就启用边界检查)
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bool hasBoundingLimit = maxWidth > 0 || maxHeight > 0;
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var maxGroupBounds = hasBoundingLimit ? new Vector2(maxWidth, maxHeight) : Vector2.zero;
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// 已分组的渲染器
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var processedRenderers = new HashSet<Renderer>();
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// 对所有渲染器进行处理
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while (processedRenderers.Count < renderers.Count)
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{
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// 找到第一个未处理的渲染器作为新组的起点
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Renderer startRenderer = FindFirstUnprocessedRenderer(renderers, processedRenderers);
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if (startRenderer == null)
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break;
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// 创建新组并添加起点渲染器
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var currentGroup = new List<Renderer> { startRenderer };
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processedRenderers.Add(startRenderer);
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// 扩展当前组
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if (hasBoundingLimit)
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{
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ExpandGroupWithBoundingBoxCheck(renderers, currentGroup, processedRenderers, maxDistance,
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maxGroupBounds);
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}
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else
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{
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ExpandGroupByProximity(renderers, currentGroup, processedRenderers, maxDistance);
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}
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// 添加组到结果
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groups.Add($"Group_{groupIndex}", currentGroup);
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// 计算最终组的边界
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var finalBounds = CalculateGroupBounds(currentGroup);
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float finalWidth = finalBounds.max.x - finalBounds.min.x;
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float finalHeight = finalBounds.max.z - finalBounds.min.z;
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Debug.Log($"[分组] 组{groupIndex}完成,包含{currentGroup.Count}个物体,最终尺寸:{finalWidth:F2}x{finalHeight:F2}");
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Debug.Log($"[分组] =====================================");
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groupIndex++;
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}
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string limitInfo;
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if (!hasBoundingLimit)
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{
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limitInfo = ",无边界限制";
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}
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else
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{
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string widthLimit = maxWidth > 0 ? maxWidth.ToString() : "无限制";
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string heightLimit = maxHeight > 0 ? maxHeight.ToString() : "无限制";
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limitInfo = $",最大范围为{widthLimit}x{heightLimit}";
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}
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return groups;
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}
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/// <summary>
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/// 计算正六边形地图边界
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/// </summary>
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/// <param name="hexagonCountWidth">水平方向六边形个数</param>
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/// <param name="hexagonCountHeight">垂直方向六边形个数</param>
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/// <param name="hexagonInscribedDiameter">内接圆直径</param>
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/// <param name="pointyTop">是否为尖头向上排列(true=尖头向上, false=平边向上)</param>
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/// <returns>边界范围(x=宽度, y=高度)</returns>
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public static Vector2 CalculateHexagonMapBounds(int hexagonCountWidth, int hexagonCountHeight, float hexagonInscribedDiameter, bool pointyTop = true)
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{
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// 六边形内接圆半径
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float inscribedRadius = hexagonInscribedDiameter / 2f;
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// 六边形边长 = 内接圆半径 / cos(30°) = 内接圆半径 / (√3/2) = 内接圆半径 * 2 / √3
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float hexagonSideLength = inscribedRadius * 2f / Mathf.Sqrt(3f);
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float singleHexWidth, singleHexHeight;
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if (pointyTop)
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{
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// 尖头向上排列 ◊(如图所示的排列方式)
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// 单个六边形水平宽度 = √3 * 边长
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singleHexWidth = Mathf.Sqrt(3f) * hexagonSideLength;
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// 垂直方向:蜂窝排列时,行与行之间的间距 = 1.5 * 边长
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singleHexHeight = 1.5f * hexagonSideLength;
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}
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else
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{
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// 平边向上排列
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// 水平方向:蜂窝排列时,列与列之间的间距 = 1.5 * 边长
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singleHexWidth = 1.5f * hexagonSideLength;
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// 单个六边形垂直高度 = √3 * 边长
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singleHexHeight = Mathf.Sqrt(3f) * hexagonSideLength;
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}
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// 总的最大范围
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float maxWidth = hexagonCountWidth * singleHexWidth;
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float maxHeight = hexagonCountHeight * singleHexHeight;
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return new Vector2(maxWidth, maxHeight);
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}
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/// <summary>
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/// 为当前项目六边形地图计算边界的便利方法
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/// </summary>
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/// <param name="hexagonCountWidth">水平方向六边形个数</param>
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/// <param name="hexagonCountHeight">垂直方向六边形个数</param>
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/// <returns>边界范围</returns>
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public static Vector2 CalculateCurrentHexagonMapBounds(int hexagonCountWidth = 12, int hexagonCountHeight = 9)
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{
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// 使用项目配置:内接圆直径3,尖头向上排列
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return CalculateHexagonMapBounds(hexagonCountWidth, hexagonCountHeight, 3f, true);
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}
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/// <summary>
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/// 带边界框检查的组扩展
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/// </summary>
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private static void ExpandGroupWithBoundingBoxCheck(List<Renderer> allRenderers, List<Renderer> currentGroup,
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HashSet<Renderer> processedRenderers, float maxDistance, Vector2 maxGroupBounds)
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{
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bool addedNew = true;
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while (addedNew)
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{
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addedNew = false;
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// 查找与当前组中任意一个渲染器距离在阈值内的未处理渲染器
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foreach (var renderer in allRenderers)
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{
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if (processedRenderers.Contains(renderer))
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continue;
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// 检查是否与组内任何一个渲染器距离小于阈值
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if (!IsCloseToAnyInGroup(renderer, currentGroup, maxDistance))
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continue;
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// 检查添加该渲染器后组的边界框是否超过最大范围
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if (WouldExceedGroupBounds(renderer, currentGroup, maxGroupBounds))
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continue;
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currentGroup.Add(renderer);
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processedRenderers.Add(renderer);
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addedNew = true;
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}
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}
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}
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/// <summary>
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/// 检查添加新渲染器后是否会超过组的最大边界
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/// </summary>
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private static bool WouldExceedGroupBounds(Renderer newRenderer, List<Renderer> currentGroup,
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Vector2 maxGroupBounds)
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{
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// 计算当前组的边界框
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var bounds = CalculateGroupBounds(currentGroup);
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// 添加新渲染器的位置
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var newPos = newRenderer.transform.position;
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// 计算添加新渲染器后的边界框
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float minX = Mathf.Min(bounds.min.x, newPos.x);
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float maxX = Mathf.Max(bounds.max.x, newPos.x);
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float minZ = Mathf.Min(bounds.min.z, newPos.z);
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float maxZ = Mathf.Max(bounds.max.z, newPos.z);
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// 计算新的宽度和高度(在XZ平面上,因为相机是倾斜的)
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float newWidth = maxX - minX;
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float newHeight = maxZ - minZ;
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// 检查是否超过最大范围(只检查大于0的限制维度)
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bool exceedsWidth = maxGroupBounds.x > 0 && newWidth > maxGroupBounds.x;
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bool exceedsHeight = maxGroupBounds.y > 0 && newHeight > maxGroupBounds.y;
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bool wouldExceed = exceedsWidth || exceedsHeight;
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return wouldExceed;
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}
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/// <summary>
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/// 计算组的边界框
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/// </summary>
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private static Bounds CalculateGroupBounds(List<Renderer> group)
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{
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if (group.Count == 0)
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return new Bounds();
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var firstPos = group[0].transform.position;
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var bounds = new Bounds(firstPos, Vector3.zero);
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foreach (var renderer in group)
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{
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bounds.Encapsulate(renderer.transform.position);
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}
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return bounds;
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}
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/// <summary>
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/// 根据圆形区域对渲染器进行分组(原始算法,保留作参考)
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/// </summary>
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public static Dictionary<string, List<Renderer>> GroupRenderersByCircularDistance(List<Renderer> renderers,
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float maxDistance)
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{
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var groups = new Dictionary<string, List<Renderer>>();
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var groupIndex = 0;
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// 已分组的渲染器
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var processedRenderers = new HashSet<Renderer>();
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// 对所有渲染器进行处理
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while (processedRenderers.Count < renderers.Count)
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{
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// 找到第一个未处理的渲染器作为新组的起点
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Renderer startRenderer = FindFirstUnprocessedRenderer(renderers, processedRenderers);
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if (startRenderer == null)
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break;
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// 创建新组
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var currentGroup = new List<Renderer>();
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currentGroup.Add(startRenderer);
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processedRenderers.Add(startRenderer);
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bool addedNew = true;
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while (addedNew)
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{
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addedNew = false;
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// 计算当前组的中心点
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var groupCenter = CalculateGroupCenter(currentGroup);
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// 查找距离中心点在阈值内的未处理渲染器
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foreach (var renderer in renderers)
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{
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if (processedRenderers.Contains(renderer))
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continue;
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var distance = Vector3.Distance(groupCenter, renderer.transform.position);
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if (!(distance <= maxDistance)) continue;
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currentGroup.Add(renderer);
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processedRenderers.Add(renderer);
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addedNew = true;
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}
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}
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groups.Add($"Group_{groupIndex}", currentGroup);
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groupIndex++;
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}
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Debug.Log($"基于圆形区域分组:将{renderers.Count}个渲染器分成{groups.Count}个组,半径为{maxDistance}");
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return groups;
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}
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} |