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  • 超高效的不规则物体碰撞检测

    之前,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:

    Java代码  收藏代码
    1. package ws.tink.display  
    2.   
    3. {  
    4.   
    5.           
    6.   
    7.         import flash.display.BitmapData;  
    8.   
    9.         import flash.display.BlendMode;  
    10.   
    11.         import flash.display.DisplayObject;  
    12.   
    13.         import flash.display.Sprite;  
    14.   
    15.           
    16.   
    17.         import flash.geom.ColorTransform;  
    18.   
    19.         import flash.geom.Matrix;  
    20.   
    21.         import flash.geom.Point;  
    22.   
    23.         import flash.geom.Rectangle;  
    24.   
    25.           
    26.   
    27.         public class HitTest  
    28.   
    29.         {  
    30.   
    31.   
    32.   
    33.                 public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject,  accurracy:Number = 1 ):Boolean  
    34.   
    35.                 {  
    36.   
    37.                         return complexIntersectionRectangle( target1, target2, accurracy ).width != 0;  
    38.   
    39.                 }  
    40.   
    41.                   
    42.   
    43.                 public static function intersectionRectangle( target1:DisplayObject, target2:DisplayObject ):Rectangle  
    44.   
    45.                 {  
    46.   
    47.                         // If either of the items don't have a reference to stage, then they are not in a display list  
    48.   
    49.                         // or if a simple hitTestObject is false, they cannot be intersecting.  
    50.   
    51.                         if( !target1.root || !target2.root || !target1.hitTestObject( target2 ) ) return new Rectangle();  
    52.   
    53.                           
    54.   
    55.                         // Get the bounds of each DisplayObject.  
    56.   
    57.                         var bounds1:Rectangle = target1.getBounds( target1.root );  
    58.   
    59.                         var bounds2:Rectangle = target2.getBounds( target2.root );  
    60.   
    61.                           
    62.   
    63.                         // Determine test area boundaries.  
    64.   
    65.                         var intersection:Rectangle = new Rectangle();  
    66.   
    67.                         intersection.x   = Math.max( bounds1.x, bounds2.x );  
    68.   
    69.                         intersection.y    = Math.max( bounds1.y, bounds2.y );  
    70.   
    71.                         intersection.width      = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, ( bounds2.x + bounds2.width ) - intersection.x );  
    72.   
    73.                         intersection.height = Math.min( ( bounds1.y + bounds1.height ) - intersection.y, ( bounds2.y + bounds2.height ) - intersection.y );  
    74.   
    75.                   
    76.   
    77.                         return intersection;  
    78.   
    79.                 }  
    80.   
    81.                   
    82.   
    83.                 public static function complexIntersectionRectangle( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Rectangle  
    84.   
    85.                 {                       
    86.   
    87.                         if( accurracy <= 0 ) throw new Error( "ArgumentError: Error #5001: Invalid value for accurracy"5001 );  
    88.   
    89.                           
    90.   
    91.                         // If a simple hitTestObject is false, they cannot be intersecting.  
    92.   
    93.                         if( !target1.hitTestObject( target2 ) ) return new Rectangle();  
    94.   
    95.                           
    96.   
    97.                         var hitRectangle:Rectangle = intersectionRectangle( target1, target2 );  
    98.   
    99.                         // If their boundaries are no interesecting, they cannot be intersecting.  
    100.   
    101.                         if( hitRectangle.width * accurracy <1 || hitRectangle.height * accurracy <1 ) return new Rectangle();  
    102.   
    103.                           
    104.   
    105.                         var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false0x000000 );   
    106.   
    107.   
    108.   
    109.                         // Draw the first target.  
    110.   
    111.                         bitmapData.draw( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1111255, -255, -255255 ) );  
    112.   
    113.                         // Overlay the second target.  
    114.   
    115.                         bitmapData.draw( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), new ColorTransform( 1111255255255255 ), BlendMode.DIFFERENCE );  
    116.   
    117.                           
    118.   
    119.                         // Find the intersection.  
    120.   
    121.                         var intersection:Rectangle = bitmapData.getColorBoundsRect( 0xFFFFFFFF,0xFF00FFFF );  
    122.   
    123.                           
    124.   
    125.                         bitmapData.dispose();  
    126.   
    127.                           
    128.   
    129.                         // Alter width and positions to compensate for accurracy  
    130.   
    131.                         if( accurracy != 1 )  
    132.   
    133.                         {  
    134.   
    135.                                 intersection.x /= accurracy;  
    136.   
    137.                                 intersection.y /= accurracy;  
    138.   
    139.                                 intersection.width /= accurracy;  
    140.   
    141.                                 intersection.height /= accurracy;  
    142.   
    143.                         }  
    144.   
    145.                           
    146.   
    147.                         intersection.x += hitRectangle.x;  
    148.   
    149.                         intersection.y += hitRectangle.y;  
    150.   
    151.                           
    152.   
    153.                         return intersection;  
    154.   
    155.                 }  
    156.   
    157.                   
    158.   
    159.                   
    160.   
    161.                 protected static function getDrawMatrix( target:DisplayObject, hitRectangle:Rectangle, accurracy:Number ):Matrix  
    162.   
    163.                 {  
    164.   
    165.                         var localToGlobal:Point;;  
    166.   
    167.                         var matrix:Matrix;  
    168.   
    169.                           
    170.   
    171.                         var rootConcatenatedMatrix:Matrix = target.root.transform.concatenatedMatrix;  
    172.   
    173.                           
    174.   
    175.                         localToGlobal = target.localToGlobal( new Point( ) );  
    176.   
    177.                         matrix = target.transform.concatenatedMatrix;  
    178.   
    179.                         matrix.tx = localToGlobal.x - hitRectangle.x;  
    180.   
    181.                         matrix.ty = localToGlobal.y - hitRectangle.y;  
    182.   
    183.                           
    184.   
    185.                         matrix.a = matrix.a / rootConcatenatedMatrix.a;  
    186.   
    187.                         matrix.d = matrix.d / rootConcatenatedMatrix.d;  
    188.   
    189.                         if( accurracy != 1 ) matrix.scale( accurracy, accurracy );  
    190.   
    191.   
    192.   
    193.                         return matrix;  
    194.   
    195.                 }  
    196.   
    197.   
    198.   
    199.         }  
    200.   
    201.   
    202.   
    203. }   
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  • 原文地址:https://www.cnblogs.com/keng333/p/2439306.html
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