不规则图片或对象的碰撞检测

下面这个类封装了3个公共的静态方法,简单的碰撞检测可以直接使用complexHitTestObject,需要更加复杂的,那就需要看明白下面的代码,并使用3个公共的静态方法

这个类是一个外国人写的,原文地址如下:
[url]http://www.tink.ws/blog/as-30-hittest[/url]


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;
}

}

}
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