AS3 高效像素检测方法(优先,矩形,交集后,再利用通道像素差值混合)

主要代码:

package
{
	
	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;
	/**
	 * 总结:Jave.Lin
	 * 
	 * 使用:交集矩形得到的像素(两显示对象的差值混合像素后),
	 * 判断过滤颜色为红色的都过滤掉,如果过滤结果为Rectange.Empty,
	 * 说明没有像素交集,否则说明的像素交集,
	 * 
	 * @author 原贴:http://www.tink.ws/blog/as-30-hittest/
	 */	
	public class HitTest
	{
		
		public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject,  accurracy:Number = 1 ):Boolean
		{
			return complexIntersectionRectangle( target1, target2, accurracy ).width != 0;
		}
		//先求得两显示对象是否有最外层矩形作用矩形的交集
		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();
			//交集矩形得到的像素
			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 ); 
			//(两显示对象的差值混合像素后),
			//注意color的Offset偏移值:
			//		第一个显示对象的将红色偏移最高,其它都最底,
			//		第二个显示对象的将所有通道都设置为最高:255
			// 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 );
			//判断过滤颜色为红色的都过滤掉,如果过滤结果为Rectange.Empty,
			//说明没有像素交集,否则说明的像素交集,
			// 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;
			}
			//将碰撞矩形的x,y偏移到像素图像矩形的x,y
			intersection.x += hitRectangle.x;
			intersection.y += hitRectangle.y;
			
			return intersection;
		}
		
		//这个最要是将target只draw出hitRectangle范围的像素算法
		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;
		}
		
	}
	
} 


  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值