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Android游戏框架之基础之AA碰撞系统
AA 碰撞体 就是将所有的物体设置为矩形框进行碰撞计算。下面是代码
Java代码
- /*
- * Copyright (C) 2010 The Android Open Source Project
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- package com.replica.replicaisland;
- /**
- * An Axis-Aligned rectangular collision volume. This code treats other volumes as if they are
- * also rectangles when calculating intersections. Therefore certain types of intersections, such
- * as sphere vs rectangle, may not be absolutely precise (in the case of a sphere vs a rectangle,
- * for example, a new rectangle that fits the sphere is used to perform the intersection test, so
- * there is some potential for false-positives at the corners). However, for our purposes absolute
- * precision isn‘t necessary, so this simple implementation is sufficient.
- */
- public class AABoxCollisionVolume extends CollisionVolume {
- private Vector2 mWidthHeight;
- private Vector2 mBottomLeft;
- public AABoxCollisionVolume(float offsetX, float offsetY, float width, float height) {
- super();
- mBottomLeft = new Vector2(offsetX, offsetY);
- mWidthHeight = new Vector2(width, height);
- }
- public AABoxCollisionVolume(float offsetX, float offsetY, float width, float height,
- int hit) {
- super(hit);
- mBottomLeft = new Vector2(offsetX, offsetY);
- mWidthHeight = new Vector2(width, height);
- }
- @Override
- public final float getMaxX() {
- return mBottomLeft.x + mWidthHeight.x;
- }
- @Override
- public final float getMinX() {
- return mBottomLeft.x;
- }
- @Override
- public final float getMaxY() {
- return mBottomLeft.y + mWidthHeight.y;
- }
- @Override
- public final float getMinY() {
- return mBottomLeft.y;
- }
- /**
- * Calculates the intersection of this volume and another, and returns true if the
- * volumes intersect. This test treats the other volume as an AABox.
- * @param position The world position of this volume.
- * @param other The volume to test for intersections.
- * @param otherPosition The world position of the other volume.
- * @return true if the volumes overlap, false otherwise.
- */
- @Override
- public boolean intersects(Vector2 position, FlipInfo flip, CollisionVolume other,
- Vector2 otherPosition, FlipInfo otherFlip) {
- final float left = getMinXPosition(flip) + position.x;
- final float right = getMaxXPosition(flip) + position.x;
- final float bottom = getMinYPosition(flip) + position.y;
- final float top = getMaxYPosition(flip) + position.y;
- final float otherLeft = other.getMinXPosition(otherFlip) + otherPosition.x;
- final float otherRight = other.getMaxXPosition(otherFlip) + otherPosition.x;
- final float otherBottom = other.getMinYPosition(otherFlip) + otherPosition.y;
- final float otherTop = other.getMaxYPosition(otherFlip) + otherPosition.y;
- final boolean result = boxIntersect(left, right, top, bottom,
- otherLeft, otherRight, otherTop, otherBottom)
- || boxIntersect(otherLeft, otherRight, otherTop, otherBottom,
- left, right, top, bottom);
- return result;
- }
- /** Tests two axis-aligned boxes for overlap. */
- private boolean boxIntersect(float left1, float right1, float top1, float bottom1,
- float left2, float right2, float top2, float bottom2) {
- final boolean horizontalIntersection = left1 < right2 && left2 < right1;
- final boolean verticalIntersection = top1 > bottom2 && top2 > bottom1;
- final boolean intersecting = horizontalIntersection && verticalIntersection;
- return intersecting;
- }
- /** Increases the size of this volume as necessary to fit the passed volume. */
- public void growBy(CollisionVolume other) {
- final float maxX;
- final float minX;
- final float maxY;
- final float minY;
- if (mWidthHeight.length2() > 0) {
- maxX = Math.max(getMaxX(), other.getMaxX());
- minX = Math.max(getMinX(), other.getMinX());
- maxY = Math.max(getMaxY(), other.getMaxY());
- minY = Math.max(getMinY(), other.getMinY());
- } else {
- maxX = other.getMaxX();
- minX = other.getMinX();
- maxY = other.getMaxY();
- minY = other.getMinY();
- }
- final float horizontalDelta = maxX - minX;
- final float verticalDelta = maxY - minY;
- mBottomLeft.set(minX, minY);
- mWidthHeight.set(horizontalDelta, verticalDelta);
- }
- }
Android游戏框架之基础之AA碰撞系统
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