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一个超高效的不规则物体碰撞检测的类

2008-06-18 10:58 441 查看
在坛里看到过有朋友贴过不规则物体碰撞检测的类,这里,我再贴个一位牛老外写的一个类,经自己测试,用一个1500*1500的矢量图和一个10*10的不短移动的小球进行碰状检测,CPU占用仅4%左右,超级高效!!!

这里是代码:

Actionscript:
CODE:

package ws.tink.display

{

import flash.display.BitmapData;

import flash.display.BlendMode;

import flash.display.DisplayObject;

import flash.display.Sprite;

import flash.geom.ColorTransform;

import flash.geom.Matrix;

import flash.geom.Point;

import flash.geom.Rectangle;

public class HitTest

{

public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject,  accurracy:Number = 1 ):Boolean

{

return complexIntersectionRectangle( target1, target2, accurracy ).width != 0;

}

public static function intersectionRectangle( target1:DisplayObject, target2:DisplayObject ):Rectangle

{

// If either of the items don't have a reference to stage, then they are not in a display list

// or if a simple hitTestObject is false, they cannot be intersecting.

if( !target1.root || !target2.root || !target1.hitTestObject( target2 ) ) return new Rectangle();

// Get the bounds of each DisplayObject.

var bounds1:Rectangle = target1.getBounds( target1.root );

var bounds2:Rectangle = target2.getBounds( target2.root );

// Determine test area boundaries.

var intersection:Rectangle = new Rectangle();

intersection.x   = Math.max( bounds1.x, bounds2.x );

intersection.y    = Math.max( bounds1.y, bounds2.y );

intersection.width      = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, ( bounds2.x + bounds2.width ) - intersection.x );

intersection.height = Math.min( ( bounds1.y + bounds1.height ) - intersection.y, ( bounds2.y + bounds2.height ) - intersection.y );

return intersection;

}

public static function complexIntersectionRectangle( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Rectangle

{

if( accurracy <= 0 ) throw new Error( "ArgumentError: Error #5001: Invalid value for accurracy", 5001 );

// If a simple hitTestObject is false, they cannot be intersecting.

if( !target1.hitTestObject( target2 ) ) return new Rectangle();

var hitRectangle:Rectangle = intersectionRectangle( target1, target2 );

// If their boundaries are no interesecting, they cannot be intersecting.

if( hitRectangle.width * accurracy <1 || hitRectangle.height * accurracy <1 ) return new Rectangle();

var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false, 0x000000 );

// Draw the first target.

bitmapData.draw( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) );

// Overlay the second target.

bitmapData.draw( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, 255, 255, 255 ), BlendMode.DIFFERENCE );

// Find the intersection.

var intersection:Rectangle = bitmapData.getColorBoundsRect( 0xFFFFFFFF,0xFF00FFFF );

bitmapData.dispose();

// Alter width and positions to compensate for accurracy

if( accurracy != 1 )

{

intersection.x /= accurracy;

intersection.y /= accurracy;

intersection.width /= accurracy;

intersection.height /= accurracy;

}

intersection.x += hitRectangle.x;

intersection.y += hitRectangle.y;

return intersection;

}

protected static function getDrawMatrix( target:DisplayObject, hitRectangle:Rectangle, accurracy:Number ):Matrix

{

var localToGlobal:Point;;

var matrix:Matrix;

var rootConcatenatedMatrix:Matrix = target.root.transform.concatenatedMatrix;

localToGlobal = target.localToGlobal( new Point( ) );

matrix = target.transform.concatenatedMatrix;

matrix.tx = localToGlobal.x - hitRectangle.x;

matrix.ty = localToGlobal.y - hitRectangle.y;

matrix.a = matrix.a / rootConcatenatedMatrix.a;

matrix.d = matrix.d / rootConcatenatedMatrix.d;

if( accurracy != 1 ) matrix.scale( accurracy, accurracy );

return matrix;

}

}

}
封装了3个静态方法,直接用传参调用即可!

算法值得学习。

这里是原文地址:http://www.tink.ws/blog/as-30-hittest
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