好的,我正在开发Android游戏。我需要实现像素完美碰撞检测。我已经在每个图像周围设置了边界框,每个边界框都被转换为匹配图像的当前旋转。一切都很好。我还将每个位图的像素数据存储在一个数组中。有人可以帮我找出检测像素是否重叠的最有效方法吗?在此先感谢您的帮助!
答案 0 :(得分:14)
基本思想是为每个对象创建一个位掩码,在每个像素中指示对象是否实际存在。然后比较两个对象的位掩码的每个像素。
您可以通过计算两个边界框重叠的矩形区域来最小化需要检查的像素数。此区域内的像素是您需要检查的内容。
遍历所有这些像素,并检查两个对象中是否填充了像素。如果它们中有任何一个,那么你就会发生碰撞。
如果矩形与x / y轴对齐,要找到重叠,找到重叠的左,右,顶部和底部。它看起来像这样(我可能搞砸边缘情况,没试过这个):
int left = max(obj1.left, obj2.left)
int right = min(obj1.right, obj2.right)
int top = min(obj1.top, obj2.top)
int bottom = max(obj1.bottom, obj2.bottom)
for (int x = left; x < right; x++) {
for (int y = top; y < bottom; y++) {
if (obj1.isFilled(x,y) && obj2.isFilled(x,y)) {
return true;
}
}
}
答案 1 :(得分:14)
我的代码基于Mayra的示例,并进行了位图像素碰撞处理。我希望这会有所帮助。
public class CollisionUtil {
public static boolean isCollisionDetected(Sprite sprite1, Sprite sprite2){
Rect bounds1 = sprite1.getBounds();
Rect bounds2 = sprite2.getBounds();
if( Rect.intersects(bounds1, bounds2) ){
Rect collisionBounds = getCollisionBounds(bounds1, bounds2);
for (int i = collisionBounds.left; i < collisionBounds.right; i++) {
for (int j = collisionBounds.top; j < collisionBounds.bottom; j++) {
int sprite1Pixel = getBitmapPixel(sprite1, i, j);
int sprite2Pixel = getBitmapPixel(sprite2, i, j);
if( isFilled(sprite1Pixel) && isFilled(sprite2Pixel)) {
return true;
}
}
}
}
return false;
}
private static int getBitmapPixel(Sprite sprite, int i, int j) {
return sprite.getBitmap().getPixel(i-(int)sprite.getX(), j-(int)sprite.getY());
}
private static Rect getCollisionBounds(Rect rect1, Rect rect2) {
int left = (int) Math.max(rect1.left, rect2.left);
int top = (int) Math.max(rect1.top, rect2.top);
int right = (int) Math.min(rect1.right, rect2.right);
int bottom = (int) Math.min(rect1.bottom, rect2.bottom);
return new Rect(left, top, right, bottom);
}
private static boolean isFilled(int pixel) {
return pixel != Color.TRANSPARENT;
}
}
答案 2 :(得分:6)
我更改了arcones的代码,因此该方法适用于Bitmaps而不是Sprite。
import android.graphics.Bitmap;
import android.graphics.Color;
import android.graphics.Rect;
public class KollisionsErkennung {
/**
* @param bitmap1 First bitmap
* @param x1 x-position of bitmap1 on screen.
* @param y1 y-position of bitmap1 on screen.
* @param bitmap2 Second bitmap.
* @param x2 x-position of bitmap2 on screen.
* @param y2 y-position of bitmap2 on screen.
*/
public static boolean isCollisionDetected(Bitmap bitmap1, int x1, int y1,
Bitmap bitmap2, int x2, int y2) {
Rect bounds1 = new Rect(x1, y1, x1+bitmap1.getWidth(), y1+bitmap1.getHeight());
Rect bounds2 = new Rect(x2, y2, x2+bitmap2.getWidth(), y2+bitmap2.getHeight());
if (Rect.intersects(bounds1, bounds2)) {
Rect collisionBounds = getCollisionBounds(bounds1, bounds2);
for (int i = collisionBounds.left; i < collisionBounds.right; i++) {
for (int j = collisionBounds.top; j < collisionBounds.bottom; j++) {
int bitmap1Pixel = bitmap1.getPixel(i-x1, j-y1);
int bitmap2Pixel = bitmap2.getPixel(i-x2, j-y2);
if (isFilled(bitmap1Pixel) && isFilled(bitmap2Pixel)) {
return true;
}
}
}
}
return false;
}
private static Rect getCollisionBounds(Rect rect1, Rect rect2) {
int left = (int) Math.max(rect1.left, rect2.left);
int top = (int) Math.max(rect1.top, rect2.top);
int right = (int) Math.min(rect1.right, rect2.right);
int bottom = (int) Math.min(rect1.bottom, rect2.bottom);
return new Rect(left, top, right, bottom);
}
private static boolean isFilled(int pixel) {
return pixel != Color.TRANSPARENT;
}
}
根据我的需要,它的工作速度足够快。
答案 3 :(得分:2)
如果您有兴趣,我想分享我写的代码:
重要的是要知道Sprite.getWidth()和Sprite.getHeight()只返回Sprite所持有的Bitmap的宽度/高度。您可以根据需要轻松调整代码,应该很容易理解代码的工作方式:)
public static boolean touchesSprite(Sprite s1, Sprite s2) {
Bitmap b1 = s1.getBmp();
Bitmap b2 = s2.getBmp();
int xshift = s2.getX()-s1.getX();
int yshift = s2.getY()-s1.getY();
//Test if the Sprites overlap at all
if((xshift > 0 && xshift > s1.getWidth()) || (xshift < 0 && -xshift > s2.getWidth())) {
return false;
}
if((yshift > 0 && yshift > s1.getHeight()) || (yshift < 0 && -yshift > s2.getHeight())) {
return false;
}
//if they overlap, find out in which regions they do
int leftx, rightx, topy, bottomy;
int leftx2, topy2;
if(xshift >= 0) {
leftx = xshift;
leftx2 = 0;
rightx = Math.min(s1.getWidth(), s2.getWidth()+xshift);
} else {
rightx = Math.min(s1.getWidth(), s2.getWidth()+xshift);
leftx = 0;
leftx2 = -xshift;
}
if(yshift >= 0) {
topy = yshift;
topy2 = 0;
bottomy = Math.min(s1.getHeight(), s2.getHeight()+yshift);
} else {
bottomy = Math.min(s1.getHeight(), s2.getHeight()+yshift);
topy = 0;
topy2 = -yshift;
}
//then compare the overlapping regions,
//if in any spot both pixels are not transparent, return true
int ys = bottomy-topy;
int xs = rightx-leftx;
for(int x=0; x<xs; x++) {
for(int y=0; y<ys; y++) {
int pxl = b1.getPixel(leftx+x, topy+y);
int pxl2 = b2.getPixel(leftx2+x, topy2+y);
if(!((pxl & 0xff000000) == 0x0) && !((pxl2 & 0xff000000) == 0x0)) {
return true;
}
}
}
return false;
}