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
/* * 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); } }