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;
- }
- }
- }