Android碰撞检测——多矩形检查

  在之前说过,像素检测是最精确的一种方式,但是一般为了性能方面的考虑,因为很少用到,但是游戏中很少会有这种纯粹的圆或矩形做检测,这个时候我们就会考虑用多矩形的方式来做检测。

  多矩形的原理是:将一个物体A分解成多个矩形组成A组,将另外一个物体B分解成多个矩形组成B组,然后通过A组中的矩形和B组中的矩形是否发生了碰撞就可得知物体A与物体B是否发生了碰撞。

/**
     * 
     * @param rectArray
     *            物体1的数组
     * @param rect2Array
     *            物体2的数组
     * @param rectX1
     * @param rectY1
     * @param rectX2
     * @param rectY2
     * @return
     */
    public boolean CheckRectCollsion(Rect[] rectArray, Rect[] rect2Array,
            int rectX1, int rectY1, int rectX2, int rectY2) {
        Rect rect = null;
        Rect rect2 = null;
        for (int i = 0; i < rectArray.length; i++) {
            // 依次取出第一个矩形数组的每个矩形实例
            rect = rectArray[i];
            // 获取到第一个矩形数组中每个矩形元素的属性值
            int x1 = rect.left + rectX1;
            int y1 = rect.top + rectY1;
            int w1 = rect.right - rect.left;
            int h1 = rect.bottom - rect.top;
            for (int j = 0; j < rect2Array.length; j++) {
                // 依次取出第二个矩形数组的每个矩形实例
                rect2 = rect2Array[j];
                // 获取到第二个矩形数组中每个矩形元素的属性值
                int x2 = rect2.left + rectX2;
                int y2 = rect2.top + rectY2;
                int w2 = rect2.right - rect2.left;
                int h2 = rect2.bottom - rect2.top;
                // 进行循环遍历两个矩形碰撞数组所有元素之间的位置关系
                if (x1 >= x2 && x1 >= x2 + w2) {
                } else if (x1 <= x2 && x1 + w1 <= x2) {
                } else if (y1 >= y2 && y1 >= y2 + h2) {
                } else if (y1 <= y2 && y1 + h1 <= y2) {
                } else {
                    // 只要有一个碰撞矩形数组与另一碰撞矩形数组发生碰撞则认为碰撞
                    return true;
                }
            }
        }
        return false;
    }

 下面来一个完整的例子:

public class MoreRectView extends SurfaceView implements Callback, Runnable {

    int sleeptime = 100;
    private SurfaceHolder surfaceHolder;
    private Paint paint;
    private Thread thread;
    private boolean flag;
    // 定义两个矩形图形的宽高坐标
    private int rectX1 = 10, rectY1 = 10, rectW1 = 40, rectH1 = 40;
    private int rectX2 = 100, rectY2 = 110, rectW2 = 40, rectH2 = 40;
    // 便于观察是否发生了碰撞设置一个标识位
    private boolean isCollsion;
    // 定义第一个矩形的矩形碰撞数组
    private Rect clipRect1 = new Rect(0, 0, 15, 15);
    private Rect clipRect2 = new Rect(rectW1 - 15, rectH1 - 15, rectW1, rectH1);
    private Rect[] arrayRect1 = new Rect[] { clipRect1, clipRect2 };
    // 定义第二个矩形的矩形碰撞数组
    private Rect clipRect3 = new Rect(0, 0, 15, 15);
    private Rect clipRect4 = new Rect(rectW2 - 15, rectH2 - 15, rectW2, rectH2);
    private Rect[] arrayRect2 = new Rect[] { clipRect3, clipRect4 };

    public MoreRectView(Context context) {
        super(context);
        surfaceHolder = this.getHolder();
        surfaceHolder.addCallback(this);
        paint = new Paint();
        paint.setColor(Color.WHITE);
        paint.setAntiAlias(true);
        setFocusable(true); // 设置焦点
    }

    /**
     * 游戏绘图
     */
    public void draw(Canvas canvas) {
        canvas.drawColor(Color.BLACK);
        paint.setColor(Color.WHITE);
        paint.setStyle(Style.FILL);
        if (isCollsion) {
            paint.setTextSize(20);
            canvas.drawText("碰撞了!", 0, 30, paint);
        }
        // 绘制两个矩形
        canvas.drawRect(rectX1, rectY1, rectX1 + rectW1, rectY1 + rectH1, paint);
        canvas.drawRect(rectX2, rectY2, rectX2 + rectW2, rectY2 + rectH2, paint);
        // ---绘制碰撞区域使用非填充,并设置画笔颜色白色
        paint.setStyle(Style.STROKE);
        paint.setColor(Color.RED);
        // 绘制第一个矩形的所有矩形碰撞区域
        for (int i = 0; i < arrayRect1.length; i++) {
            canvas.drawRect(arrayRect1[i].left + this.rectX1, arrayRect1[i].top
                    + this.rectY1, arrayRect1[i].right + this.rectX1,
                    arrayRect1[i].bottom + this.rectY1, paint);
        }
        // 绘制第二个矩形的所有矩形碰撞区域
        for (int i = 0; i < arrayRect2.length; i++) {
            canvas.drawRect(arrayRect2[i].left + this.rectX2, arrayRect2[i].top
                    + this.rectY2, arrayRect2[i].right + this.rectX2,
                    arrayRect2[i].bottom + rectY2, paint);
        }
    }

    @Override
    public void run() {
        Canvas canvas = null;
        while (flag) {
            try {
                canvas = surfaceHolder.lockCanvas();
                synchronized (canvas) {
                    draw(canvas);
                }
            } catch (Exception e) {
                Log.e("collsion", e.getMessage());
            } finally {
                if (canvas != null)
                    surfaceHolder.unlockCanvasAndPost(canvas);
            }
            try {
                Thread.sleep(sleeptime);
            } catch (Exception e) {
                Log.e("collsion", e.getMessage());
            }
        }
    }

    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        flag = true;
        // 实例线程
        thread = new Thread(this);
        if (!thread.isAlive()) {
            // 启动线程
            thread.start();
        }
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width,
            int height) {

    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        flag = false;
        thread = null;
    }

    /**
     * 触屏事件监听
     */
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        // 让矩形1随着触屏位置移动
        rectX1 = (int) event.getX() - rectW1 / 2;
        rectY1 = (int) event.getY() - rectH1 / 2;
        if (CheckRectCollsion(arrayRect1, arrayRect2, rectX1, rectY1, rectX2,
                rectY2)) {
            isCollsion = true;
        } else {
            isCollsion = false;
        }
        return true;
    }

    /**
     * 
     * @param rectArray
     *            物体1的数组
     * @param rect2Array
     *            物体2的数组
     * @param rectX1
     * @param rectY1
     * @param rectX2
     * @param rectY2
     * @return
     */
    public boolean CheckRectCollsion(Rect[] rectArray, Rect[] rect2Array,
            int rectX1, int rectY1, int rectX2, int rectY2) {
        Rect rect = null;
        Rect rect2 = null;
        for (int i = 0; i < rectArray.length; i++) {
            // 依次取出第一个矩形数组的每个矩形实例
            rect = rectArray[i];
            // 获取到第一个矩形数组中每个矩形元素的属性值
            int x1 = rect.left + rectX1;
            int y1 = rect.top + rectY1;
            int w1 = rect.right - rect.left;
            int h1 = rect.bottom - rect.top;
            for (int j = 0; j < rect2Array.length; j++) {
                // 依次取出第二个矩形数组的每个矩形实例
                rect2 = rect2Array[j];
                // 获取到第二个矩形数组中每个矩形元素的属性值
                int x2 = rect2.left + rectX2;
                int y2 = rect2.top + rectY2;
                int w2 = rect2.right - rect2.left;
                int h2 = rect2.bottom - rect2.top;
                // 进行循环遍历两个矩形碰撞数组所有元素之间的位置关系
                if (x1 >= x2 && x1 >= x2 + w2) {
                } else if (x1 <= x2 && x1 + w1 <= x2) {
                } else if (y1 >= y2 && y1 >= y2 + h2) {
                } else if (y1 <= y2 && y1 + h1 <= y2) {
                } else {
                    // 只要有一个碰撞矩形数组与另一碰撞矩形数组发生碰撞则认为碰撞
                    return true;
                }
            }
        }
        return false;
    }
}

 

posted @ 2013-04-02 22:47  消逝的落叶  阅读(856)  评论(0编辑  收藏  举报