精准碰撞检测

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;  
    
    public class HitTest 
    { 
        /**
         * 碰撞检测
         * @param    target1
         * @param    target2
         * @param    accurracy
         * @return  
         */
        public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject,  accurracy:Number = 1 ):Boolean 
        { 
            return complexIntersectionRectangle( target1, target2, accurracy ).width != 0; 
        } 
        /**
         * 
         * @param    target1
         * @param    target2
         * @return
         */         
        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; 
        } 
        /**
         * 
         * @param    target1
         * @param    target2
         * @param    accurracy
         * @return
         */
        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; 
        } 
        /**
         * 
         * @param    target
         * @param    hitRectangle
         * @param    accurracy
         * @return
         */
        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; 
        } 
    } 
}

  

转载于:https://www.cnblogs.com/chen-mo/p/4778948.html

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