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[转] 分享一个超高效率的不规则物体碰撞检测的类~

2012-12-23 
[转] 分享一个超高效的不规则物体碰撞检测的类~~http://bbs.9ria.com/thread-1270-1-1.html之前,在坛里看

[转] 分享一个超高效的不规则物体碰撞检测的类~~
http://bbs.9ria.com/thread-1270-1-1.html


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:


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;                }        }} 

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