“AS3.0高级动画编程”学习:第一章高级碰撞检测

AdvancED ActionScript 3.0 Animation 是Keith Peters大师继"Make Things Move"之后的又一力作,网上已经有中文翻译版本了,打算下一阶段开始啃这本书。

今天开始学习高级碰撞检测,所用到的预备知识:

1、BitmapData的透明与不透明区别

位图数据(BitmapData)有二种模式,一种支持透明(即每个像素的值采用AARRGGBB这种32位颜色表示);另一种不支持透明度(即传统的RRGGBB这种24位颜色表示,简单点讲就是alpha分量默认为FF,且不能修改),下面这个示例说明了区别:

package {
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.geom.Rectangle;
	
	[SWF(height="400",width="300")]
	public class BitmapCompare extends Sprite {
		public function BitmapCompare() {
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;
			
			//随机在舞台上划一些线条
			graphics.lineStyle(0);
			for (var i:int=0; i<100; i++) {
				graphics.lineTo(Math.random()*300,Math.random()*400);
			}
			
			//创建一个不透明的位图
			var bmpd1:BitmapData=new BitmapData(300,200,false,0xffff99);
			bmpd1.fillRect(new Rectangle(100,50,100,100),0xff0000);//注意:因为不透明的,所以颜色是24位的,没有alpha分量
			var bmp1:Bitmap=new Bitmap(bmpd1);
			addChild(bmp1);
			
			//创建一个支持透明的位图
			var bmpd2:BitmapData=new BitmapData(300,200,true,0x80ffff99);//注:默认为50%透明的ff9颜色
			bmpd2.fillRect(new Rectangle(100,50,100,100),0x80ff0000);//注:此处为32位颜色
			var bmp2:Bitmap=new Bitmap(bmpd2);
			bmp2.y=200;
			addChild(bmp2);			
		}
	}
}


可以看到,上半部分的位图因为不支持透明,所以将背后的线条全部挡住了。

2、五角星的画法

先来看一个beginFill方法的神奇之处

graphics.lineStyle(0);
graphics.beginFill(0xffff99);
graphics.moveTo(10,10);
//注意下面只划了二条边
graphics.lineTo(10,100);
graphics.lineTo(100,100);
//graphics.lineTo(10,10); //注:正是因为上面的graphics.beginFill(0xffff99);所以这条线flash会为我们自动补齐


注意:虽然只画了二条线,但由于应用了begeinFill方法,flash自动生成了第三条线,形成了一个封闭的三角形.

回到正题,将一个圆周等分为10份,然后交替用不同的半径值结合三角函数,就能画出一个五角星

var angleBase:Number=Math.PI*2/10;
var radius:uint=100;
var r2:uint;
var i:uint;
var px,py:Number;

var starline:Sprite = new Sprite();
starline.graphics.lineStyle(0);
for (i=0; i<10; i++) {
	r2=radius;
	if (i%2==0) {
		r2=radius/2;
	}
	starline.graphics.moveTo(0,0);
	px=r2*Math.cos(angleBase*i);
	py=r2*Math.sin(angleBase*i);
	starline.graphics.lineTo(px,py);
}

addChild(starline);
starline.x=stage.stageWidth/2;
starline.y=stage.stageHeight/2;

var star:Sprite = new Sprite();
star.graphics.lineStyle(1,0xff0000);
star.graphics.beginFill(0xffff99);
star.graphics.moveTo(radius/2,0);
for (i=0; i<10; i++) {
	r2=radius;
	if (i%2==0) {
		r2=radius/2;
	}
	px=r2*Math.cos(angleBase*i);
	py=r2*Math.sin(angleBase*i);	
	star.graphics.lineTo(px,py);
	
}
//star.graphics.lineTo(radius/2,0);
addChild(star);
star.x=stage.stageWidth/2;
star.y=stage.stageHeight/2;
star.alpha = 0.5;

当然,封装成一个单独的类会更好,下面是Star.as的完整代码,以后会经常用到这个类

package {
	import flash.display.Sprite;
	public class Star extends Sprite {
		public function Star(radius:Number,color:uint=0xFFFF00):void {
			graphics.lineStyle(0);
			graphics.moveTo(radius,0);
			graphics.beginFill(color);
			for (var i:int=1; i < 11; i++) {
				var radius2:Number=radius;
				if (i%2>0) {
					radius2=radius/2;
				}
				var angle:Number=Math.PI*2/10*i;
				graphics.lineTo(Math.cos(angle) * radius2,Math.sin(angle) * radius2);
			}
		}
	}
}

3、矩阵的运用(将上面的五角星转化为BitmapData)

可能有人注意到了,上面的五角星图形,其注册中心点是五角星正中心,所以直接用bitmapData的draw把它画出来,将只能显示一部分:

var bmd1:BitmapData = new BitmapData(100,100,false,0xffefefef);
bmd1.draw(star1);
var bmp1:Bitmap = new Bitmap(bmd1);
addChild(bmp1);
bmp1.x = bmp1.y = 10;

var bmd2:BitmapData = new BitmapData(100,100,false,0xffefefef);
var m:Matrix = new Matrix();
trace(m.a,m.b,m.c,m.d,m.tx,m.ty);//1 0 0 1 0 0
m.tx = 50;
m.ty = 50;
trace(m.a,m.b,m.c,m.d,m.tx,m.ty);//1 0 0 1 50 50
bmd2.draw(star1,m);
//等效于
//bmd2.draw(star1,new Matrix(1,0,0,1,50,50))
var bmp2:Bitmap = new Bitmap(bmd2);
addChild(bmp2);
bmp2.x = bmp1.x + 110;
bmp2.y = bmp1.y;

如上,为了能完整的用位图"画"出五星,需要将星星向左、向下移动一定的位置,即前面提到的矩阵变换

 

ok,下面才是真正的开始,先来看下位图之间的碰撞检测:

package {
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.MouseEvent;
	import flash.filters.GlowFilter;
	import flash.geom.Matrix;
	import flash.geom.Point;
	public class BitmapCollision1 extends Sprite {
		
		private var bmpd1:BitmapData;
		private var bmp1:Bitmap;
		private var bmpd2:BitmapData;
		private var bmp2:Bitmap;
		
		public function BitmapCollision1() {
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;
			var matrix:Matrix = new Matrix();
			var radius:uint = 50;
			matrix.tx = radius;
			matrix.ty = radius;			
			var star:Star=new Star(radius);
			
			bmpd1=new BitmapData(100,100,true,0);			
			bmpd1.draw(star,matrix);
			bmp1=new Bitmap(bmpd1);
			bmp1.x=200;
			bmp1.y=200;
			addChild(bmp1);
			
			bmpd2=new BitmapData(100,100,true,0);			
			bmpd2.draw(star,matrix);
			bmp2=new Bitmap(bmpd2);
			addChild(bmp2);
			
			stage.addEventListener(MouseEvent.MOUSE_MOVE,onMouseMoving);
		}
		
		private function onMouseMoving(event:MouseEvent):void {
			
			bmp2.x=mouseX-50;
			bmp2.y=mouseY-50;
			
			if (bmpd1.hitTest(new Point(bmp1.x,bmp1.y),255,bmpd2,new Point(bmp2.x,bmp2.y),255)) {
				bmp1.filters=[new GlowFilter];
				bmp2.filters=[new GlowFilter];
			} else {
				bmp1.filters=[];
				bmp2.filters=[];
			}
		}
	}
}

这里我们用二个BitmapData“画”出二个星星,再进一步得到二个Bitmap,并加入舞台上。然后调用BitmapData的hitTest方法,检测二个星星之间的碰撞。

注意这里的:if (bmpd1.hitTest(new Point(bmp1.x,bmp1.y),255,bmpd2,new Point(bmp2.x,bmp2.y),255)) {

对于这二个星星而言,画到的地方便是完整不透明,没画到的空白地方即是完整透明(不存在类似渐变中的过渡情况),这里的二个255,代表检测时的alpha分量依据,通俗点讲:即只有完全不透明的地方碰到了,才返回true。

为了对histTest方法中“alpha分量参数”有更好的理解,上面的示例可改进为下面这样:

package {
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.GradientType;
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.MouseEvent;
	import flash.filters.GlowFilter;
	import flash.geom.Matrix;
	import flash.geom.Point;
	import fl.events.SliderEvent;
	
	public class BitmapCollision2 extends Sprite {
		private var bmpd1:BitmapData;
		private var bmp1:Bitmap;
		private var bmpd2:BitmapData;
		private var bmp2:Bitmap;
		public function BitmapCollision2() {
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;
			
			var star:Star=new Star(50);
			
			var matrix:Matrix = new Matrix();
			matrix.createGradientBox(100, 100, 0, -50, -50);
			
			var circle:Sprite = new Sprite();
			//画一个渐变填充的圆
			circle.graphics.beginGradientFill(GradientType.RADIAL,[0, 0],[1, 0],[0, 255],matrix);
			circle.graphics.drawCircle(0, 0, 50);
			circle.graphics.endFill();
			
			bmpd1=new BitmapData(100,100,true,0);
			bmpd1.draw(star, new Matrix(1, 0, 0, 1, 50, 50));
			bmp1=new Bitmap(bmpd1);
			bmp1.x=stage.stageWidth/2 - bmp1.width/2;
			bmp1.y=stage.stageHeight/2 - bmp1.height/2;
			addChild(bmp1);
			
			bmpd2=new BitmapData(100,100,true,0);
			bmpd2.draw(circle, new Matrix(1, 0, 0, 1, 50, 50));
			bmp2=new Bitmap(bmpd2);
			addChild(bmp2);
			stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMoving);
			
			//slider1,slider2是舞台上用设计工具拖出来的二个滑动控件
			slider2.addEventListener(SliderEvent.THUMB_DRAG,slider2Change);
			slider1.addEventListener(SliderEvent.THUMB_DRAG,slider1Change);
			
		}
		
		private function slider1Change(e:SliderEvent):void
		{
			txt1.text = e.value.toString();
		}
		
		private function slider2Change(e:SliderEvent):void
		{
			txt2.text = e.value.toString();
		}
		
		private function onMouseMoving(event:MouseEvent):void {
			
			
			if (mouseY>320){return;}//防止小球拖到太下面,挡住了滑块
			
			bmp2.x=mouseX-50;
			bmp2.y=mouseY-50;
			
			if (bmpd1.hitTest(new Point(bmp1.x,bmp1.y),slider1.value,bmpd2,new Point(bmp2.x,bmp2.y),slider2.value)) {
				bmp1.filters = [new GlowFilter()];
				bmp2.filters = [new GlowFilter()];
			} else {
				bmp1.filters=[];
				bmp2.filters=[];
			}
		}
	}
}

调整第二个滑块,然后再测试碰撞效果,体会alpha参数在其中的作用,值得一提的是:因为星星没有类似渐变的填充,要么透明,要么不透明,所以第一个滑块在1-255之间的值,对碰撞结果没有影响,除非设置为0才会有变化.(设置为0时,相当于把星星所对应的矩形边界当做整体在检测)

通常在实际应用中,可能舞台上更多的是movieClip或sprite,而不是bitmap对象,如果您已经看懂了上面的二个示例,相信“对于MovieClip/Sprite之间的精确碰撞检测”也一定有思路了:构造对应的BitmapData,然后将movieclip或sprite,draw到bitmapData中,然后参考上面的代码处理。

不过,这里有一个小技巧:因为我们最终需要的可能只是碰撞检测的结果,而并不是真的想要在舞台上显示Bitmap,所以在实际操作中,bitmapData甚至都不用加入到显示列表

package {
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.MouseEvent;
	import flash.filters.GlowFilter;
	import flash.geom.Matrix;
	import flash.geom.Point;
	public class BitmapCollision3 extends Sprite {
		private var bmpd1:BitmapData;
		private var bmpd2:BitmapData;
		private var star1:Star;
		private var star2:Star;
		public function BitmapCollision3() {
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;			
			star1=new Star(50);
			addChild(star1);
			star2=new Star(50);
			star2.x=200;
			star2.y=200;
			addChild(star2);			
			bmpd1=new BitmapData(stage.stageWidth,stage.stageHeight,true,0);
			bmpd2=bmpd1.clone();
			stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMoving);
			//注:这里bmpd1,bmpd2都没被转成bitmap,更没有加入到舞台中.
		}
		private function onMouseMoving(event:MouseEvent):void {
			
			star1.x=mouseX;
			star1.y=mouseY;
			//先清空bitmapData中的数据,准备一个完全透明的黑"底板"。
			bmpd1.fillRect(bmpd1.rect, 0);
			bmpd2.fillRect(bmpd2.rect, 0);
			//再把要检测的(movieclip或sprite)对象,画到里面.
			bmpd1.draw(star1, new Matrix(1, 0, 0, 1, star1.x, star1.y));
			bmpd2.draw(star2, new Matrix(1, 0, 0, 1, star2.x, star2.y));
			//碰撞检测
			//注意:因为bmpd1,bmpd2都没被加入到舞台上,所以默认都在同样的0坐标位置,因此下面的坐标,直接用默认的Point对象实例即可.
			if (bmpd1.hitTest(new Point(), 255, bmpd2, new Point(), 255)) {
				star1.filters = [new GlowFilter()];
				star2.filters = [new GlowFilter()];
			} else {
				star1.filters=[];
				star2.filters=[];
			}
		}
	}
}

最终的运行效果,跟之前的示例没有区别,就不重复贴出了

 

继续,考虑更复杂的大量对象的碰撞问题,前一阵我们刚学习过“Flash/Flex学习笔记(41):碰撞检测”,但是没有考虑到大量对象时的性能问题。

计算一下:10个物体处理碰撞时,每个物体都要与其它物体做碰撞检测,最终需要的处理次数为 10*9/2 = 45次(数学中的组合问题) ;如果100个物体,就要处理 100*99/2 = 4950次!

这么大的计算量,每一帧都要处理一遍,AS3.0性能再强也是撑不住的!

 

但实际上,我们静下心来想想:大量对象随机分布在舞台上,实际上每个对象只有可能与自身附近的对象发生碰撞,对于那边离自己很远,甚至八杆子打不着的对象,根本没必要跟他们做碰撞检测计算。所以,其实真正需要的计算量应该可以减少很多!

网格碰撞检测

如上图,首先可以先将舞台看成一个网格(每个单元格的大小,至少要大于舞台上尺寸最大的对象,即至少要能容纳下块头最大的一个对象)

这样的话,每个对象都会被划分到对应的格子里,而且只有可能与“身处在同一个格子里的其它对象”以及“相临格子里的其它对象”发生碰撞。

 

我们用遍历的思路(从左向右,从上到下)来分析一下:

 

先从第一行第一列开始(如上图中的第一排第一个示例),黑色的表示当前要考虑的单元格,很明显:在行1列1的位置,可能与之发生碰撞只有相临的浅灰色单元格,其它白色单元格是不可能与它发生碰撞的。

继续向右走,到了上图中第一排第二个小图的位置,这里能够与它发生单元格的只有其它4个浅灰色单元格(注:左侧的单元格在前面的检测中已经处理过了,所以这里就可以无视左侧相临的单元格!)

同理,继续向右,直到第一行全部遍历完成。

 

再继续向下,考查第二行:

因为第一行已经全部处理过了,所以在考查第二行时,可以继续无视上面的单元格,同时再忽略左侧的单元格(道理与第一行相同)

 

如此这般... 直到最后一行最后一列全部考查完毕。

 

总结:从刚才的分析可以知道,不管在哪一行哪一列,最多只需要关注(包含自身的)5个单元格--自身、右侧、下侧、左下、右下。

为了方便起见,我们还是用小球来做为基本对象,下面是Ball.cs的代码(相对以前的写法而言,更加OO了)

package {
	import flash.display.Sprite;
	public class Ball extends Sprite {
		private var _color:uint;
		private var _radius:Number;
		private var _vx:Number=0;
		private var _vy:Number=0;
		public function Ball(radius:Number, color:uint = 0xffffff) {
			_radius=radius;
			_color=color;
			draw();
		}
		private function draw():void {

			graphics.clear();
			graphics.lineStyle(0);
			graphics.beginFill(_color, 1);
			graphics.drawCircle(0, 0, _radius);
			graphics.endFill();
			graphics.drawCircle(0, 0, 1);//在中心画一个点
		}
		public function update():void {
			x+=_vx;
			y+=_vy;
		}
		public function set color(value:uint):void {
			_color=value;
			draw();
		}
		public function get color():uint {
			return _color;
		}
		public function set radius(value:Number):void {
			_radius=value;
			draw();
		}
		public function get radius():Number {
			return _radius;
		}
		public function set vx(value:Number):void {
			_vx=value;
		}
		public function get vx():Number {
			return _vx;
		}
		public function set vy(value:Number):void {
			_vy=value;
		}
		public function get vy():Number {
			return _vy;
		}
	}
}

ok,下面是完整的代码,请大家在仔细阅读/调试后,重点比较一下100个小球处理完毕所用的总次数。

package {
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.MouseEvent;
	import flash.text.TextField;
	
	public class GridCollision extends Sprite {
		
		private const GRID_SIZE:Number=30;//单元格大小(这里设置为小于的直径,即正好容纳一个小球)
		private const RADIUS:Number=15;//小球的半径
		private var _balls:Array;
		private var _grid:Array;
		private var _numBalls:int=100;//小球数量
		private var _numChecks:int=0;//检测次数
		private var _txt:TextField = new TextField();

		public function GridCollision() {
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;
			makeBalls();//创建一堆小球
			makeGrid();//
			drawGrid();
			assignBallsToGrid();
			checkGrid();
			
			//显示计数器
			trace(_numChecks);
			addChild(_txt);
			_txt.background = true;
			_txt.backgroundColor=0xffff99;
			_txt.height = 20;
			_txt.width = 30;
			_txt.alpha = 0.7;
			
			stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseDownClick);
		}

		private function mouseDownClick(e:MouseEvent):void{
			for (var i:int=0; i<_numBalls; i++) {
				var ball:Ball=_balls[i];
				ball.x=Math.random()*stage.stageWidth;
				ball.y=Math.random()*stage.stageHeight;	
				ball.color = 0xffffff;
			}
			_numChecks=0;
			makeGrid();//
			drawGrid();
			assignBallsToGrid();
			checkGrid();
			
		}

		//创建_numBalls个小球实例,并随机摆放到舞台上
		private function makeBalls():void {
			_balls=new Array  ;
			for (var i:int=0; i<_numBalls; i++) {
				var ball:Ball=new Ball(RADIUS);
				ball.x=Math.random()*stage.stageWidth;
				ball.y=Math.random()*stage.stageHeight;
				addChild(ball);
				_balls.push(ball);
			}
		}

		private function makeGrid():void {
			_grid=new Array ;

			for (var i:int=0; i<stage.stageWidth/GRID_SIZE; i++) {//计算网格列数
				_grid[i]=new Array  ;

				for (var j:int=0; j<stage.stageHeight/GRID_SIZE; j++) {//计算网格行数
					_grid[i][j]=new Array ;//每个单元格对应一个数组(用来存放该单元格中的小球)
				}
			}
		}

		private function drawGrid():void {
			// 画出行列线
			graphics.lineStyle(0,.5);
			for (var i:int=0; i<=stage.stageWidth; i+=GRID_SIZE) {
				graphics.moveTo(i,0);
				graphics.lineTo(i,stage.stageHeight);
			}
			for (i=0; i<=stage.stageHeight; i+=GRID_SIZE) {
				graphics.moveTo(0,i);
				graphics.lineTo(stage.stageWidth,i);
			}
		}


		private function assignBallsToGrid():void {
			for (var i:int=0; i<_numBalls; i++) {
				// 球的位置除以格子大小,得到该球所在网格的行列数
				var ball:Ball=_balls[i] as Ball;
				var xpos:int=Math.floor(ball.x/GRID_SIZE);
				var ypos:int=Math.floor(ball.y/GRID_SIZE);
				_grid[xpos][ypos].push(ball);//将小球推入对应单元格数组
			}
		}

		private function checkGrid():void {
			for (var i:int=0; i<_grid.length; i++) {
				for (var j:int=0; j<_grid[i].length; j++) {
					
					checkOneCell(i,j);//单元格cell_self自身的碰撞检测
					checkTwoCells(i,j,i+1,j);//单元格cell_self与单元格cell_right(右侧)的碰撞检测
					checkTwoCells(i,j,i-1,j+1);//单元格cell_self与单元格cell_left_bottom(左下角)的碰撞检测
					checkTwoCells(i,j,i,j+1);//单元格cell_self与单元格cell_bottom(下侧)的碰撞检测
					checkTwoCells(i,j,i+1,j+1);//单元格cell_self与单元格cell_right_bottom(右下角)的碰撞检测
				}
			}
		}
	
		//cellSelf与自身的检测
		private function checkOneCell(x:int,y:int):void {
			// 检测当前格子内所有的对象
			var cell:Array=_grid[x][y] as Array;
			for (var i:int=0; i<cell.length-1; i++) {
				var ballA:Ball=cell[i] as Ball;
				for (var j:int=i+1; j<cell.length; j++) {
					var ballB:Ball=cell[j] as Ball;
					checkCollision(ballA,ballB);
				}
			}
		}

		//cellSelf与其它单元格的检测
		private function checkTwoCells(x1:int,y1:int,x2:int,y2:int):void {
			//确保要检测的格子存在
			if (x2<0) {
				return;
			}
			if (x2>=_grid.length) {
				return;
			}
			if (y2>=_grid[x2].length) {
				return;
			}
			var cell0:Array=_grid[x1][y1] as Array;
			var cell1:Array=_grid[x2][y2] as Array;
			
			// 检测当前格子和邻接格子内所有的对象
			for (var i:int=0; i<cell0.length; i++) {
				var ballA:Ball=cell0[i] as Ball;
				for (var j:int=0; j<cell1.length; j++) {
					var ballB:Ball=cell1[j] as Ball;
					checkCollision(ballA,ballB);
				}
			}
		}

		private function checkCollision(ballA:Ball,ballB:Ball):void {
			// 判断距离的碰撞检测
			_numChecks++;//计数器累加
			_txt.text = _numChecks.toString();
			var dx:Number=ballB.x-ballA.x;
			var dy:Number=ballB.y-ballA.y;
			var dist:Number=Math.sqrt(dx*dx+dy*dy);
			if (dist<ballA.radius+ballB.radius) {
				//碰撞的小球变红色
				ballA.color=0xff0000;
				ballB.color=0xff0000;
			}

		}
	}
}


在线演示

上面的示例中,左上角的textField显示的是处理总次数(可以看到,大概在100-150次之间,这比优化前的理论值100*99/2 = 4950减少了90%都不止!)

需要指出的是:计算次数具体能减少多少,取决于网络(单元格)大小、flash舞台(场景)大小、对象个数、对象的大小;改变其中一个或几个参数,上面的测试结果都将改变。

 

再来认真的考虑一下性能问题,虽然用网格算法有效减少了计算次数,但是却多出了创建网格,把对象分配进单元格,遍历网络等操作,这些处理也同样要占用CPU资源,那么到底这些多余的操作影响多大?(或者也可能理解为在什么情况下,网络算法相对传统的(基于每两个对象之间的)两两检测更适用)

package {
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.MouseEvent;
	import flash.text.TextField;
	import fl.controls.Slider;
	import flash.utils.getTimer;
	import fl.events.SliderEvent;

	public class GridCollision extends Sprite {

		private const GRID_SIZE:Number=20;//单元格大小(这里设置为小于的直径,即正好容纳一个小球)
		private const RADIUS:Number=10;//小球的半径
		private var _balls:Array;
		private var _grid:Array;
		private var _numBalls:int=50;//小球数量
		private var _txtGrid:TextField = new TextField();
		private var _txtBasic:TextField = new TextField();
		private var _slider:Slider = new Slider();

		public function GridCollision() {
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;

			makeGrid();
			drawGrid();

			addChild(_slider);
			addChild(_txtGrid);
			addChild(_txtBasic);

			test();

			_slider.addEventListener(SliderEvent.THUMB_DRAG,sliderGrag);
			stage.addEventListener(MouseEvent.CLICK,stageClick);

		}

		private function test(isClear:Boolean=false):void {
			var i:int=0;
			if (isClear) {
				for (i=numChildren-1; i>=0; i--) {
					removeChild(getChildAt(i));
				}
				_balls.length=0;
			}
			_txtGrid.background=_txtBasic.background=true;
			_txtGrid.backgroundColor=_txtBasic.backgroundColor=0xffff99;
			_txtBasic.height=_txtGrid.height=20;
			_txtBasic.width=_txtGrid.width=135;
			_txtBasic.alpha=_txtGrid.alpha=0.9;
			_txtBasic.x=stage.stageWidth-_txtBasic.width;
			_slider.maximum=300;
			_slider.minimum=30;
			_slider.snapInterval=10;
			_slider.y=10;
			_slider.value=_numBalls;
			_slider.width=200;
			_slider.x=stage.stageWidth/2-_slider.width/2;

			makeBalls();//创建一堆小球

			var startTime:int;
			var elapsed:int;

			startTime=getTimer();
			for (i=0; i<10; i++) {
				makeGrid();
				assignBallsToGrid();
				checkGrid();
			}
			elapsed=getTimer()-startTime;
			trace("网格检测:",elapsed);
			_txtGrid.text=_numBalls+"个球网络检测:"+elapsed.toString();

			startTime=getTimer();
			for (i=0; i<10; i++) {
				basicCheck();
			}
			elapsed=getTimer()-startTime;
			trace("两两检测:",elapsed);
			_txtBasic.text=_numBalls+"个球两两检测:"+elapsed.toString();

			if (isClear) {
				addChild(_txtBasic);
				addChild(_txtGrid);
				addChild(_slider);
			}
		}

		private function sliderGrag(e:SliderEvent):void {
			_numBalls=e.value;
			trace("sliderGrag");
		}

		private function stageClick(e:MouseEvent):void {
			trace("stageClick");
			test(true);
		}

		//创建_numBalls个小球实例,并随机摆放到舞台上
		private function makeBalls():void {
			_balls=new Array  ;
			for (var i:int=0; i<_numBalls; i++) {
				var ball:Ball=new Ball(RADIUS);
				ball.x=Math.random()*stage.stageWidth;
				ball.y=Math.random()*stage.stageHeight;
				addChild(ball);
				ball.alpha=0.5;
				_balls.push(ball);
			}
		}

		private function makeGrid():void {
			_grid=new Array  ;
			for (var i:int=0; i<stage.stageWidth/GRID_SIZE; i++) {//计算网格列数
				_grid[i]=new Array  ;
				for (var j:int=0; j<stage.stageHeight/GRID_SIZE; j++) {//计算网格行数
					_grid[i][j]=new Array  ;//每个单元格对应一个数组(用来存放该单元格中的小球)
				}
			}
		}

		private function drawGrid():void {
			// 画出行列线
			graphics.lineStyle(0,0x999999);
			for (var i:int=0; i<=stage.stageWidth; i+=GRID_SIZE) {
				graphics.moveTo(i,0);
				graphics.lineTo(i,stage.stageHeight);
			}
			for (i=0; i<=stage.stageHeight; i+=GRID_SIZE) {
				graphics.moveTo(0,i);
				graphics.lineTo(stage.stageWidth,i);
			}
		}


		private function assignBallsToGrid():void {
			for (var i:int=0; i<_numBalls; i++) {
				// 球的位置除以格子大小,得到该球所在网格的行列数
				var ball:Ball=_balls[i] as Ball;
				var xpos:int=Math.floor(ball.x/GRID_SIZE);
				var ypos:int=Math.floor(ball.y/GRID_SIZE);
				_grid[xpos][ypos].push(ball);//将小球推入对应单元格数组
			}
		}

		private function checkGrid():void {
			for (var i:int=0; i<_grid.length; i++) {
				for (var j:int=0; j<_grid[i].length; j++) {
					checkOneCell(i,j);//单元格cell_self自身的碰撞检测
					checkTwoCells(i,j,i+1,j);//单元格cell_self与单元格cell_right(右侧)的碰撞检测
					checkTwoCells(i,j,i-1,j+1);//单元格cell_self与单元格cell_left_bottom(左下角)的碰撞检测
					checkTwoCells(i,j,i,j+1);//单元格cell_self与单元格cell_bottom(下侧)的碰撞检测
					checkTwoCells(i,j,i+1,j+1);//单元格cell_self与单元格cell_right_bottom(右下角)的碰撞检测
				}
			}
		}

		//cellSelf与自身的检测
		private function checkOneCell(x:int,y:int):void {
			// 检测当前格子内所有的对象
			var cell:Array=_grid[x][y] as Array;
			for (var i:int=0; i<cell.length-1; i++) {
				var ballA:Ball=cell[i] as Ball;
				for (var j:int=i+1; j<cell.length; j++) {
					var ballB:Ball=cell[j] as Ball;
					checkCollision(ballA,ballB);
				}
			}
		}

		//cellSelf与其它单元格的检测
		private function checkTwoCells(x1:int,y1:int,x2:int,y2:int):void {
			//确保要检测的格子存在
			if (x2<0) {
				return;
			}
			if (x2>=_grid.length) {
				return;
			}
			if (y2>=_grid[x2].length) {
				return;
			}
			var cell0:Array=_grid[x1][y1] as Array;
			var cell1:Array=_grid[x2][y2] as Array;

			// 检测当前格子和邻接格子内所有的对象
			for (var i:int=0; i<cell0.length; i++) {
				var ballA:Ball=cell0[i] as Ball;
				for (var j:int=0; j<cell1.length; j++) {
					var ballB:Ball=cell1[j] as Ball;
					checkCollision(ballA,ballB);
				}
			}
		}

		private function checkCollision(ballA:Ball,ballB:Ball):void {
			// 判断距离的碰撞检测
			var dx:Number=ballB.x-ballA.x;
			var dy:Number=ballB.y-ballA.y;
			var dist:Number=Math.sqrt(dx*dx+dy*dy);
			if (dist<ballA.radius+ballB.radius) {
				//碰撞的小球变红色
				ballA.color=0xff0000;
				ballB.color=0xff0000;
			}
		}

		//(最原始的)两两检测
		private function basicCheck():void {
			for (var i: int=0; i < _balls.length - 1; i++) {
				var ballA:Ball=_balls[i] as Ball;
				for (var j: int=i+1; j < _balls.length; j++) {
					var ballB:Ball=_balls[j] as Ball;
					checkCollision(ballA, ballB);
				}
			}
		}
	}
}


在线演示

上面这个示例,我们把"网格检测算法"与传统的"两两检测算法"每个跑10次,然后输出所用的时间来进行比较,拖动滑块可以调整小球的数量,点击舞台可以重新计算。

反复比较可以发现,在小球数量接近100时,二种算法性能已经相差无已,在小球数量大于100的前提下,小球数量越多,网格算法性能越有优势。在对象数量较少的情况下,传统的两两检测算法反而更快!

所以网格算法仅适用于大量对象的碰撞检测!

如果考虑到代码重用,可以把这种算法封装一下:

package {
	import flash.display.DisplayObject;
	import flash.display.Graphics;
	import flash.events.EventDispatcher;
	
	public class CollisionGrid extends EventDispatcher {
		
		private var _checks:Vector.<DisplayObject>;//用于保存需要碰撞检测的对象(注:Vector.<T>相当于c#中的泛型数组)
		private var _grid:Vector.<Vector.<DisplayObject>>;//网格(注:这里用“一维数组套一维数组”的方法替代了原来的二维数组)
		private var _gridSize:Number;
		private var _height:Number;
		private var _numCells:int;
		private var _numCols:int;
		private var _numRows:int;
		private var _width:Number;
		
		public function CollisionGrid(width:Number, height:Number, gridSize:Number) {
			_width=width;
			_height=height;
			_gridSize=gridSize;
			
			_numCols=Math.ceil(_width/_gridSize);//计算总列数			
			_numRows=Math.ceil(_height/_gridSize);//计算总行数
			_numCells=_numCols*_numRows;//单元格总数
		}
		
		//画格子
		public function drawGrid(graphics:Graphics):void {
			graphics.lineStyle(0, .5);
			for (var i:int = 0; i <= _width; i += _gridSize) {
				graphics.moveTo(i, 0);
				graphics.lineTo(i, _height);
			}
			for (i = 0; i <= _height; i += _gridSize) {
				graphics.moveTo(0, i);
				graphics.lineTo(_width, i);
			}
		}
		
		//将需要检测的对象(泛型)数组objects分配到网络
		public function assign(objects:Vector.<DisplayObject>):void {
			var numObjects:int=objects.length;
			_grid=new Vector.<Vector.<DisplayObject>>(_numCells);
			_checks = new Vector.<DisplayObject>();
			for (var i:int = 0; i < numObjects; i++) {
				var obj:DisplayObject=objects[i];
				//注意:这里用“Grid.[索引]”(定位)的方式,替换了原来的“Grid.[列][行]”(单元格的定位)方式--回想一下bitmap位图中的像素索引就更容易理解了
				var index:int=Math.floor(obj.y/_gridSize)*_numCols+Math.floor(obj.x/_gridSize);
				//“单元格”--延时实例化"
				if (_grid[index]==null) {
					_grid[index]=new Vector.<DisplayObject>  ;
				}
				//将对象推入"单元格"
				_grid[index].push(obj);
			}
			
			//检测需要碰撞的对象,并保存到_checks数组
			checkGrid();
		}
		
		//"单元格"检测
		private function checkGrid():void {
			for (var i:int = 0; i < _numCols; i++) {
				for (var j:int = 0; j < _numRows; j++) {
					checkOneCell(i, j);
					checkTwoCells(i, j, i + 1, j);
					checkTwoCells(i, j, i - 1, j + 1);
					checkTwoCells(i, j, i, j + 1);
					checkTwoCells(i, j, i + 1, j + 1);
				}
			}
		}
		
		//(自身)单个单元格的检测
		private function checkOneCell(x:int, y:int):void {
			var cell:Vector.<DisplayObject>=_grid[y*_numCols+x];
			if (cell==null) {
				return;
			}
			var cellLength:int=cell.length;
			
			for (var i:int = 0; i < cellLength - 1; i++) {
				var objA:DisplayObject=cell[i];
				for (var j:int = i + 1; j < cellLength; j++) {
					var objB:DisplayObject=cell[j];
					_checks.push(objA, objB);
				}
			}
		}
		
		//单元格(x1,y1)与单元格(x2,y2)的检测
		private function checkTwoCells(x1:int, y1:int, x2:int, y2:int):void {
			if (x2>=_numCols||x2<0||y2>=_numRows) {
				return;
			}
			var cellA:Vector.<DisplayObject>=_grid[y1*_numCols+x1];
			var cellB:Vector.<DisplayObject>=_grid[y2*_numCols+x2];
			if (cellA==null||cellB==null) {
				return;
			}
			var cellALength:int=cellA.length;
			var cellBLength:int=cellB.length;
			for (var i:int = 0; i < cellALength; i++) {
				var objA:DisplayObject=cellA[i];
				for (var j:int = 0; j < cellBLength; j++) {
					var objB:DisplayObject=cellB[j];
					_checks.push(objA, objB);
				}
			}
		}
		
		public function get checks():Vector.<DisplayObject> {
			return _checks;
		}
	}
}

注:除了单纯的封装以外,上面的代码还有三个重要的优化措施

1.用Vector(泛型数组)代替了Array数组

2.用一维数组嵌套取代了原来的二维数组

3.延时实例化避免了创建无用的"单元格"

用封装并优化后的代码重新测试下:

package {
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.utils.getTimer;
	import flash.display.DisplayObject;
	import flash.events.MouseEvent;
	import flash.text.TextField;

	public class GridCollision2 extends Sprite {
		private const GRID_SIZE:Number=20;
		private const RADIUS:Number=10;
		private var _balls:Vector.<DisplayObject>;//这里用Vector代替了Array
		private var _grid:CollisionGrid;
		private var _numBalls:int=50;
		private var _text:TextField;

		public function GridCollision2() {
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;
			_text = new TextField();
			_text.background = true;
			_text.backgroundColor = 0xffff99;
			_text.width = 135;
			_text.height = 20;
			_text.alpha = 0.9;
			
			
			_grid=new CollisionGrid(stage.stageWidth,stage.stageHeight,GRID_SIZE);
			_grid.drawGrid(graphics);

			makeBalls();
			addChild(_text);
			test();

			stage.addEventListener(MouseEvent.CLICK,stageClick);
		}

		private function stageClick(e:MouseEvent):void {
			test(true);
		}

		private function test(isRestart:Boolean=false):void {
			if (isRestart) {
				for (var i:int=0; i<_numBalls; i++) {
					var ball:Ball=_balls[i] as Ball;
					ball.x=Math.random()*stage.stageWidth;
					ball.y=Math.random()*stage.stageHeight;
					ball.color = 0xffffff;
				}
			}

			var startTime:int;
			var elapsed:int;
			startTime=getTimer();
			for (i=0; i<10; i++) {
				_grid.assign(_balls);//将所有需要检测的ball放入_grid.checks
				var numChecks:int=_grid.checks.length;
				for (var j:int=0; j<numChecks; j+=2) {
					checkCollision(_grid.checks[j] as Ball,_grid.checks[j+1] as Ball);
				}
			}
			elapsed=getTimer()-startTime;
			trace("Elapsed:",elapsed);
			_text.text = _numBalls + "个小球碰撞检测:" + elapsed.toString();
		}
		
		//初始化小球实例
		private function makeBalls():void {
			_balls=new Vector.<DisplayObject>(_numBalls);
			for (var i:int=0; i<_numBalls; i++) {
				var ball:Ball=new Ball(RADIUS);
				ball.x=Math.random()*stage.stageWidth;
				ball.y=Math.random()*stage.stageHeight;
				ball.alpha = 0.8;
				addChild(ball);
				_balls[i]=ball;
			}
		}

		//检测碰撞
		private function checkCollision(ballA:Ball,ballB:Ball):void {
			var dx:Number=ballB.x-ballA.x;
			var dy:Number=ballB.y-ballA.y;
			var dist:Number=Math.sqrt(dx*dx+dy*dy);
			if (dist<ballA.radius+ballB.radius) {
				//(碰撞后的小球变红色)
				ballA.color=0xff0000;
				ballB.color=0xff0000;
			}
		}
	}
}


在线演示

对比之前未封装的示例,可以发现:执行时间缩短了近一半!说明优化的效果还是很不错的。

静态的碰撞检测可能比较没劲,可以再结合以前学到的知识,让小球动起来。

package {
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.display.DisplayObject;
	import flash.events.Event;
	
	public class GridCollision3 extends Sprite {
		private const GRID_SIZE:Number=20;
		private const RADIUS:Number=10;
		private var _balls:Vector.<DisplayObject>;
		private var _grid:CollisionGrid;
		private var _numBalls:int=100;
		public function GridCollision3() {
			stage.align=StageAlign.TOP_LEFT;
			stage.scaleMode=StageScaleMode.NO_SCALE;
			_grid=new CollisionGrid(stage.stageWidth,stage.stageHeight,GRID_SIZE);
			_grid.drawGrid(graphics);
			makeBalls();
			addEventListener(Event.ENTER_FRAME, onEnterFrame);
		}
		function onEnterFrame(event:Event):void {
			updateBalls();
			_grid.assign(_balls);
			var numChecks:int=_grid.checks.length;
			for (var j:int = 0; j < numChecks; j += 2) {
				checkCollision(_grid.checks[j] as Ball, _grid.checks[j + 1] as Ball);
			}
		}
		private function makeBalls():void {
			_balls=new Vector.<DisplayObject>(_numBalls);
			for (var i:int = 0; i < _numBalls; i++) {
				var ball:Ball=new Ball(RADIUS);
				ball.x=Math.random()*stage.stageWidth;
				ball.y=Math.random()*stage.stageHeight;
				ball.vx=Math.random()*4-2;
				ball.vy=Math.random()*4-2;
				addChild(ball);
				_balls[i]=ball;
			}
		}
		private function updateBalls():void {
			for (var i:int = 0; i < _numBalls; i++) {
				
				var ball:Ball=_balls[i] as Ball;
				ball.update();
				if (ball.x<RADIUS) {
					ball.x=RADIUS;
					ball.vx*=-1;
				} else if (ball.x > stage.stageWidth - RADIUS) {
					ball.x=stage.stageWidth-RADIUS;
					ball.vx*=-1;
				}
				if (ball.y<RADIUS) {
					ball.y=RADIUS;
					ball.vy*=-1;
				} else if (ball.y > stage.stageHeight - RADIUS) {
					ball.y=stage.stageHeight-RADIUS;
					ball.vy*=-1;
				}
				ball.color=0xffffff;
			}
		}
		private function checkCollision(ballA:Ball, ballB:Ball):void {
			var dx:Number=ballB.x-ballA.x;
			var dy:Number=ballB.y-ballA.y;
			var dist:Number=Math.sqrt(dx*dx+dy*dy);
			if (dist<ballA.radius+ballB.radius) {
				ballA.color=0xff0000;
				ballB.color=0xff0000;
			}
		}
	}
}


在线演示

当然这种网格算法不仅仅只能用于上面提供的"实打实"的碰撞,其中只要是基于距离的对象检测,它都适用。

回顾一下以前做过的节点花园示例,当时因为粒子数量比较少,还看不出有什么性能问题,让我们把粒子数量弄得多一点,比如500,再来测试下:

package {
	import flash.display.Sprite;
	import flash.display.StageScaleMode;
	import flash.display.StageAlign;
	import flash.events.Event;
	import flash.geom.Point;
	
	[SWF(backgroundColor=0x000000,width="600",height="600",frameRate=100)]
	public class NodeGardenLines extends Sprite {
		private var particles:Array;
		private var numParticles:uint=300;
		private var minDist:Number=50;
		private var springAmount:Number=.001;
		public function NodeGardenLines() {
			init();
		}
		private function init():void {
			stage.scaleMode=StageScaleMode.NO_SCALE;
			stage.align=StageAlign.TOP_LEFT;
			particles = new Array();
			for (var i:uint = 0; i < numParticles; i++) {
				var particle:Ball=new Ball(2,0x00ff00,false);
				particle.x=Math.random()*stage.stageWidth;
				particle.y=Math.random()*stage.stageHeight;
				particle.vx=Math.random()*6-3;
				particle.vy=Math.random()*6-3;
				addChild(particle);
				particles.push(particle);
			}
			addEventListener(Event.ENTER_FRAME, onEnterFrame);
			
			var fps:FPSshow = new FPSshow();
			addChild(fps);
		}
		private function onEnterFrame(event:Event):void {
			graphics.clear();
			for (var i:uint = 0; i < numParticles; i++) {
				var particle:Ball=particles[i];
				particle.x+=particle.vx;
				particle.y+=particle.vy;
				if (particle.x>stage.stageWidth) {

					particle.x=0;
				} else if (particle.x < 0) {
					particle.x=stage.stageWidth;
				}
				if (particle.y>stage.stageHeight) {
					particle.y=0;
				} else if (particle.y < 0) {
					particle.y=stage.stageHeight;
				}
			}
			for (i=0; i < numParticles - 1; i++) {
				var partA:Ball=particles[i];
				for (var j:uint = i + 1; j < numParticles; j++) {
					var partB:Ball=particles[j];
					spring(partA, partB);
				}
			}
		}
		private function spring(partA:Ball, partB:Ball):void {
			var dx:Number=partB.x-partA.x;
			var dy:Number=partB.y-partA.y;
			var dist:Number=Math.sqrt(dx*dx+dy*dy);
			if (dist<minDist) {
				graphics.lineStyle(1, 0xffffff, 1 - dist / minDist);
				graphics.moveTo(partA.x, partA.y);
				graphics.lineTo(partB.x, partB.y);
				var ax:Number=dx*springAmount;
				var ay:Number=dy*springAmount;
				partA.vx+=ax;
				partA.vy+=ay;
				partB.vx-=ax;
				partB.vy-=ay;
			}
		}
	}
}


在线演示

留意一下现在的帧数,下面是采用网格算法后的代码:

package {
	import flash.display.DisplayObject;
	import flash.display.Sprite;
	import flash.display.StageScaleMode;
	import flash.display.StageAlign;
	import flash.events.Event;
	import flash.geom.Point;
	
	[SWF(backgroundColor=0x000000,width="600",height="600",frameRate=100)]
	public class NodeGardenGrid extends Sprite {
		private var particles:Vector.<DisplayObject>;
		private var numParticles:uint=300;
		private var minDist:Number=50;
		private var springAmount:Number=.001;
		private var grid:CollisionGrid;
		
		public function NodeGardenGrid() {
			init();
		}
		
		private function init():void {
			stage.scaleMode=StageScaleMode.NO_SCALE;
			stage.align=StageAlign.TOP_LEFT;
			grid=new CollisionGrid(stage.stageWidth,stage.stageHeight,52);
			particles = new Vector.<DisplayObject>();
			for (var i:uint = 0; i < numParticles; i++) {
				var particle:Ball=new Ball(2,0x00ff00,false);
				particle.x=Math.random()*stage.stageWidth;
				particle.y=Math.random()*stage.stageHeight;
				particle.vx=Math.random()*6-3;
				particle.vy=Math.random()*6-3;
				addChild(particle);
				particles.push(particle);
			}
			addEventListener(Event.ENTER_FRAME, onEnterFrame);

			var fps:FPSshow = new FPSshow();
			addChild(fps);
		}
		
		private function onEnterFrame(event:Event):void {
			graphics.clear();
			for (var i:uint = 0; i < numParticles; i++) {
				var particle:Ball=particles[i] as Ball;
				particle.x+=particle.vx;
				particle.y+=particle.vy;
				if (particle.x>stage.stageWidth) {
					particle.x=0;
				} else if (particle.x < 0) {
					particle.x=stage.stageWidth;
				}
				if (particle.y>stage.stageHeight) {
					particle.y=0;
				} else if (particle.y < 0) {
					particle.y=stage.stageHeight;
				}
			}
			grid.assign(particles);
			var checks:Vector.<DisplayObject>=grid.checks;
			trace(checks.length);
			var numChecks:int=checks.length;
			for (i=0; i < numChecks; i += 2) {
				var partA:Ball=checks[i] as Ball;
				var partB:Ball=checks[i+1] as Ball;
				spring(partA, partB);
			}
		}
		
		private function spring(partA:Ball, partB:Ball):void {
			var dx:Number=partB.x-partA.x;
			var dy:Number=partB.y-partA.y;
			var dist:Number=Math.sqrt(dx*dx+dy*dy);
			if (dist<minDist) {
				graphics.lineStyle(1, 0x00ff00, 1 - dist / minDist);
				graphics.moveTo(partA.x, partA.y);
				graphics.lineTo(partB.x, partB.y);
				var ax:Number=dx*springAmount;
				var ay:Number=dy*springAmount;
				partA.vx+=ax;
				partA.vy+=ay;
				partB.vx-=ax;
				partB.vy-=ay;
			}
		}
	}
}


在线演示

如果用IE的朋友,貌似弹出窗口加载flash有些问题(偶尔会引发异常),建议用firefox或chrome浏览器浏览本文。

在firefox下加速效果最为明显,比较意外的是在chrome下居然二种算法帧数相差无已。(极度怀疑google与adobe协力对chrome浏览器上的flash插件做了极大的优化)

posted @ 2010-07-03 11:27  菩提树下的杨过  阅读(8143)  评论(5编辑  收藏  举报