我正在尝试使用Bullet在Libgdx中制作碰撞检测器。在这里,我希望将一个碰撞对象的power
变量作为参数传递给另一个对象的onCollision()
函数。此处Ball
和Brick
扩展AbstractObject
。 power
和onCollision()
也在AbstractObject
中声明,但在Brick
和Ball
中初始化。我在每个班级都设置了btCollisionObject.userData=this
。最有效的方法是什么?
这是我目前的contactListener:
package com.anutrix.brickbreaker3d.Helpers;
import com.anutrix.brickbreaker3d.gameObjects.AbstractObject;
import com.anutrix.brickbreaker3d.gameObjects.Ball;
import com.anutrix.brickbreaker3d.gameObjects.Brick;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.physics.bullet.collision.ContactListener;
import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
import com.badlogic.gdx.utils.Array;
public class CollisionListener extends ContactListener {
@Override
public boolean onContactAdded(btCollisionObject ob0, int partId0, int index0, btCollisionObject ob1, int partId1, int index1) {
Gdx.app.log("sdkjg", "fsfgsdg");
Ball bl = null;
Brick br = null;
AbstractObject aO0 = (AbstractObject) ob0.userData;
AbstractObject aO1 = (AbstractObject) ob1.userData;
if (aO0 instanceof Ball) {
bl = (Ball) aO0;
} else if (aO1 instanceof Ball) {
bl = (Ball) aO1;
}
if (aO0 instanceof Brick) {
br = (Brick) aO0;
} else if (aO1 instanceof Brick) {
br = (Brick) aO1;
}
bl.onCollision(br.power);
br.onCollision(bl.power);
return true;
}
}
以下是Ball
类:
public class Ball extends AbstractObject {
public Integer power;
public Ball(Integer id, Integer type, Vector3 position) {
super(id, type, position);
modelInstance = new ModelInstance(Assets.instance.ball.get(type));
shape = new btSphereShape(0.2f);
body = new btCollisionObject();
body.setCollisionShape(shape);
super.setPosition(position);
this.power = type + 1;
this.body.setCollisionFlags(this.body.getCollisionFlags() | btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
active=true;
body.userData=this;
}
public Integer getPower() {
return power;
}
public void resetPower() {
this.power = this.getType()+1;
}
public void onCollision(Integer power) {
this.collided=true;
}
@Override
public void getDetails(){
Gdx.app.log("Life", power.toString());
Gdx.app.log("Active", Boolean.toString(this.active));
super.getDetails();
}
}
这是Brick类:
package com.anutrix.brickbreaker3d.gameObjects;
import com.anutrix.brickbreaker3d.Helpers.Assets;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.bullet.collision.btBoxShape;
import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
/**
*
* @author Anutrix
*/
public class Brick extends AbstractObject {
public Integer power;
public Brick(Integer id, Integer type, Vector3 position) {
super(id, type, position);
modelInstance = new ModelInstance(Assets.instance.brick.get(type));
shape = new btBoxShape(new Vector3(1f, 0.5f, 1f));
body = new btCollisionObject();
body.setCollisionShape(shape);
super.setPosition(position);
this.power = type + 1;
this.body.setCollisionFlags(this.body.getCollisionFlags() | btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
active=true;
body.userData=this;
}
public Integer getPower() {
return power;
}
public void onCollision(Integer power) {
this.power = this.power-power;
if(this.power<=0){
this.active=false;
}
this.collided=false;//reset
}
@Override
public void getDetails(){
Gdx.app.log("Life", power.toString());
Gdx.app.log("Active", Boolean.toString(this.active));
super.getDetails();
}
}
这是AbstractObject类:
package com.anutrix.brickbreaker3d.gameObjects;
import com.anutrix.brickbreaker3d.Helpers.Assets;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
import com.badlogic.gdx.physics.bullet.collision.btCollisionShape;
public class AbstractObject {
private Integer id;
private Integer type;
private Vector3 position;
public ModelInstance modelInstance;
public btCollisionShape shape;
public btCollisionObject body;
public Integer power;
public boolean collided;
public boolean active;
public AbstractObject(Integer id, Integer type, Vector3 position) {
this.id = id;
this.type = type;
this.position = position;
this.collided = false;
}
public void setPosition(float x, float y, float z) {
this.setPosition(new Vector3(x, y, z));
}
public Integer getId() {
return id;
}
public void setId(Integer id) {
this.id = id;
}
public Integer getType() {
return type;
}
public void setType(Integer type) {
this.type = type;
this.setModelInstance(new ModelInstance(Assets.instance.brick.get(type)));
}
public Vector3 getPosition() {
return position;
}
public void setPosition(Vector3 position) {
this.position = position;
this.modelInstance.transform.translate(position);
this.body.setWorldTransform(modelInstance.transform);
}
public ModelInstance getModelInstance() {
return modelInstance;
}
public void setModelInstance(ModelInstance modelInstance) {
this.modelInstance = modelInstance;
}
public btCollisionObject getObject() {
return body;
}
public void onCollision(Integer power){
}
public void getDetails() {
Gdx.app.log("ID", id.toString());
Gdx.app.log("Type", type.toString());
Gdx.app.log("Position", position.toString());
Gdx.app.log("Collision", Boolean.toString(collided));
Gdx.app.log("---------------", "---------------");
}
public void dispose() {
shape.dispose();
body.dispose();
Gdx.app.log(this.toString(), "dispose");
}
}
是否有替代所有的铸造?施法会降低表现吗?
答案 0 :(得分:4)
我认为你所遇到的是主流现代语言中OOP设计的一个经典问题,即缺少multiple dispatch或multimethods。有一些典型的方法可以对抗它,而最传统的方法是使用double dispatch和可选的visitor pattern。
一般的想法看起来像这样
public abstract class AbstractObject {
...
public final void dispatchCollision(AbstractObject other) {
other.dispatchCollisionImpl(this);
}
protected abstract void dispatchCollisionImpl(AbstractObject other);
protected abstract void onCollisionWithBall(Ball ball);
protected abstract void onCollisionWithBrick(Brick ball);
}
public class Ball extends AbstractObject {
...
@Override
protected void dispatchCollisionImpl(AbstractObject other) {
other.onCollisionWithBall(this); // this is where main "magic" happens
}
@Override
protected void onCollisionWithBall(Ball ball) {
throw new UnsupportedOperationException("Ball-ball collision should never happen");
}
@Override
protected void onCollisionWithBrick(Brick ball) {
// your actual brick-ball collision logic
}
}
Brick
类中的代码与Ball
中的代码非常对称。
然后在您的CollisionListener
中,您可以执行以下操作:
public class CollisionListener extends ContactListener {
@Override
public boolean onContactAdded(btCollisionObject ob0, int partId0, int index0, btCollisionObject ob1, int partId1, int index1) {
AbstractObject aO0 = (AbstractObject) ob0.userData;
AbstractObject aO1 = (AbstractObject) ob1.userData;
aO0.dispatchCollision(aO1);
//aO1.dispatchCollision(aO0); // if you want to do both
return true;
}
}
这种方法的主要缺点是,如果你有AbstractObject
的许多子类,则需要在每个子类中为每个子类添加方法。另一方面,您可以在某些基类中为这些方法添加一些默认的通用逻辑。
如果您有许多子类或需要一些类似插件的支持,您可能应该采用更多高级技术来进行多方法模拟,例如为调度提供明确的全局Map<Tuple<Class,Class>, Handler>
。
明确的多方法
以下是关于如何更明确地创建类似于多方法的东西的一个想法:
public class ClassesPair {
public final Class<? extends AbstractObject> targetClass;
public final Class<? extends AbstractObject> objectClass;
public ClassesPair(Class<? extends AbstractObject> targetClass, Class<? extends AbstractObject> objectClass) {
this.targetClass = targetClass;
this.objectClass = objectClass;
}
@Override
public boolean equals(Object o) {
if (this == o) return true;
if (o == null || getClass() != o.getClass()) return false;
ClassesPair that = (ClassesPair) o;
if (!targetClass.equals(that.targetClass)) return false;
return objectClass.equals(that.objectClass);
}
@Override
public int hashCode() {
int result = targetClass.hashCode();
result = 31 * result + objectClass.hashCode();
return result;
}
}
public interface CollisionHandler<T extends AbstractObject, O extends AbstractObject> {
void handleCollision(T target, O object);
}
public class CollisionsDispatcher {
private final Map<ClassesPair, CollisionHandler> originalDispatchMap = new HashMap<>();
private Map<ClassesPair, CollisionHandler> extendedDispatchMap = new HashMap<>();
private CollisionHandler getHandlerOrParent(Class<? extends AbstractObject> targetClass, Class<? extends AbstractObject> objectClass) {
//Need to decide on the rules, for now target is more important
Class stopClass = AbstractObject.class.getSuperclass();
for (Class tmpTarget = targetClass; tmpTarget != stopClass; tmpTarget = tmpTarget.getSuperclass()) {
for (Class tmpObject = objectClass; tmpObject != stopClass; tmpObject = tmpObject.getSuperclass()) {
CollisionHandler collisionHandler = originalDispatchMap.get(new ClassesPair(tmpTarget, tmpObject));
if (collisionHandler != null)
return collisionHandler;
}
}
return null;
}
public CollisionHandler getHandler(Class<? extends AbstractObject> targetClass, Class<? extends AbstractObject> objectClass) {
ClassesPair key = new ClassesPair(targetClass, objectClass);
CollisionHandler collisionHandler = extendedDispatchMap.get(key);
if (collisionHandler == null) {
// choice #1
// Just fail every time nothing was found
//throw new UnsupportedOperationException("Collision of " + targetClass.getName() + " with " + objectClass.getName() + "' is not supported");
// choice #2 go through handlers for parents.
// It provides ability to put some generic logic only once
// Need to decide on the rules, for now target is more important
collisionHandler = getHandlerOrParent(targetClass, objectClass);
if (collisionHandler != null) {
extendedDispatchMap.put(key, collisionHandler); // put it back for faster future usages
} else {
throw new UnsupportedOperationException("Collision of " + targetClass.getName() + " with " + objectClass.getName() + "' is not supported");
}
// choice #3
// Just do nothing. Everything that has no explicit handler is not affected by collision
// return null;
}
return collisionHandler; // God save Java with its type erasure for generics!
}
public void handleCollision(AbstractObject target, AbstractObject object) {
CollisionHandler handler = getHandler(target.getClass(), object.getClass());
if (handler != null) { // this check only for choice #3
handler.handleCollision(target, object); // God save Java with its type erasure for generics!
}
}
public <T extends AbstractObject, O extends AbstractObject> void registerHandler(Class<T> targetClass, Class<O> objectClass, CollisionHandler<? super T, ? super O> handler) {
ClassesPair key = new ClassesPair(targetClass, objectClass);
originalDispatchMap.put(key, handler);
// just clear extended cache. It is much easier than to track all possible propagated values
// and handle them properly. On the other hand registerHandler should be called only a few
// time during set up so it shouldn't be real penalty in performance
extendedDispatchMap = new HashMap<>();
}
}
所以现在一个用法示例假设你想用3种砖块创建一些类似Arkanoid的游戏:
public abstract class AbstractBrick extends AbstractObject {
protected int hitCount;
public AbstractBrick(int hitCount) {
this.hitCount = hitCount;
}
public int getHitCount() {
return hitCount;
}
public void setHitCount(int hitCount) {
this.hitCount = hitCount;
}
public abstract Color getColor();
@Override
protected void dispatchCollisionImpl(AbstractObject other) {
other.onCollisionWithBrick(this);
}
@Override
protected void onCollisionWithBall(Ball ball) {
}
@Override
protected void onCollisionWithBrick(AbstractBrick ball) {
}
}
// takes one hit to break
public class SimpleBrick extends AbstractBrick {
public SimpleBrick() {
super(1);
}
@Override
public Color getColor() {
return Color.BLUE;
}
}
// takes two hits to break
public class DoubleBrick extends AbstractBrick {
public DoubleBrick() {
super(2);
}
@Override
public Color getColor() {
if (hitCount == 2)
return Color.RED;
else
return Color.PINK;
}
}
// never breaks
public class SuperBrick extends AbstractBrick {
public SuperBrick() {
super(-1);
}
@Override
public Color getColor() {
return Color.BLACK;
}
}
现在,您创建CollisionsDispatcher
的特定实例,并在其中注册所有必需的处理程序
public class MyCollisionsDispatcher extends CollisionsDispatcher {
public MyCollisionsDispatcher() {
// Pre-register all required handlers
// using Java-8 syntax for "::" instead of anonymous classes
registerHandler(Ball.class, AbstractBrick.class, this::handleBallBrick);
registerHandler(AbstractBrick.class, Ball.class, this::handleUsualBrickBall);
registerHandler(SuperBrick.class, Ball.class, this::handleSuperBrickBall);
}
void handleBallBrick(Ball ball, AbstractBrick brick) {
// bounce of the ball
// in this case it is not important which brick we hit
System.out.println("Ball hit some brick");
}
void handleUsualBrickBall(AbstractBrick brick, Ball ball) {
int newCount = brick.getHitCount() - 1;
if (newCount != 0) {
brick.setHitCount(newCount);
} else {
// remove brick
}
System.out.println("Usual brick was hit by a ball. newCount = " + newCount);
}
void handleSuperBrickBall(SuperBrick brick, Ball ball) {
// do nothing. Super brick is so super!
System.out.println("Super brick was hit by a ball but nothing happened");
}
}
并且你可以这样做:
public void test() {
AbstractObject simpleBrick = new SimpleBrick();
AbstractObject doubleBrick = new DoubleBrick();
AbstractObject superBrick = new SuperBrick();
AbstractObject ball = new Ball();
CollisionsDispatcher dispatcher = new MyCollisionsDispatcher();
dispatcher.handleCollision(ball, simpleBrick);
dispatcher.handleCollision(simpleBrick, ball);
dispatcher.handleCollision(ball, doubleBrick);
dispatcher.handleCollision(doubleBrick, ball);
dispatcher.handleCollision(doubleBrick, ball);
dispatcher.handleCollision(ball, superBrick);
dispatcher.handleCollision(superBrick, ball);
dispatcher.handleCollision(superBrick, ball);
}
并且输出完全符合预期:
球撞了一块砖
通常的砖被一个球击中。 newCount = 0
球撞了一块砖
通常的砖被一个球击中。 newCount = 1
通常的砖被一个球击中。 newCount = 0
球撞了一块砖
超级砖被球击中但没有发生任何事情
超级砖被球击中但没有发生任何事情
因此,在您的CollisionListener
中,您只需致电
@Override
public boolean onContactAdded(btCollisionObject ob0, int partId0, int index0, btCollisionObject ob1, int partId1, int index1) {
AbstractObject aO0 = (AbstractObject) ob0.userData;
AbstractObject aO1 = (AbstractObject) ob1.userData;
dispatcher.handleCollision(aO0, aO1);
// dispatcher.handleCollision(aO1, aO0); // if you want to do both
return true;
}
这里的主要缺点是主要优点的另一面:
MyCollisionsDispatcher
,但“单个地方”可能会变得非常大。 AbstractObject
子类而不触及现有代码中的任何内容。这样做的缺点是,在任何主流语言中,我都知道你放弃了编译时间检查,确实实现了所有必需的处理程序,因为它是双重调度。摘要(以及一些比较)
就长期管理和代码清晰度而言,我认为这是一种品味的问题,除非您有其他限制使其中某些不适用,否则需要采用哪种解决方案。每种合适的技术都是相对先进的,可能会让开发人员发现如何不知道它。
就性能而言,第一条规则是:测量它!。仍然我会打破它并做我的预测,双重调度比显式Map快,如果有很多子类(仍然,YMMV)比一堆instanceof
更快至于内存消耗我没有看到任何显着的差异。
正如有人说Software Engineering Is Art Of Compromise所以最后由你做出正确的权衡取舍。