forked from: forked from: Collision Performance Test
-----------------------------------------------
Collision Performance Test
- [RECTANGLE] Rectangle.intersects
- [MY RECT] calc orijinal
- [HITTEST] Sprite.hitTestObject
衝突判定のパフォーマンステスト
Rectangleにinstersectsという便利メソッドがあるけど
めっちゃ遅いことが分かった。自力計算するほうが良さそう。
結果としてはこんな感じ
自力計算 >>> Rectangle.intersects > Sprite.hitTestObject
-----------------------------------------------
Collision Performance Test
@author yasu
/**
* Copyright simplychaos ( http://wonderfl.net/user/simplychaos )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/dkLn
*/
// forked from faunus's forked from: Collision Performance Test
// forked from clockmaker's Collision Performance Test
//-----------------------------------------------
// Collision Performance Test
// - [RECTANGLE] Rectangle.intersects
// - [MY RECT] calc orijinal
// - [HITTEST] Sprite.hitTestObject
//
// 衝突判定のパフォーマンステスト
// Rectangleにinstersectsという便利メソッドがあるけど
// めっちゃ遅いことが分かった。自力計算するほうが良さそう。
//
// 結果としてはこんな感じ
// 自力計算 >>> Rectangle.intersects > Sprite.hitTestObject
//-----------------------------------------------
package {
import com.bit101.components.PushButton;
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import net.hires.debug.Stats;
[SWF(frameRate=60, width=465, height=465)]
/**
* Collision Performance Test
* @author yasu
*/
public class Main extends Sprite {
private static const COLOR_TRANS:ColorTransform = new ColorTransform(0.6, 0.6, 0.6, 1);
private static const MAX:int = 400;
private static const RECT_WH:int = 10;
private static const STAGE_H:int = 465;
private static const STAGE_W:int = 465;
public function Main() {
bmd = new BitmapData(STAGE_W, STAGE_H, false, 0xFF000000);
addChild(new Bitmap(bmd));
btnA = new PushButton(this, 80, STAGE_H - 50, "RECTANGLE", _onClick);
btnB = new PushButton(this, 200, STAGE_H - 50, "MY RECT", _onClick);
btnC = new PushButton(this, 320, STAGE_H - 50, "HITTEST", _onClick);
addChild(new Stats);
}
private var MAX_SPEED:int = 20;
private const RECT_BMD:BitmapData = new BitmapData(RECT_WH, RECT_WH, false, 0x666666);
private const RECT_HIT_BMD:BitmapData = new BitmapData(RECT_WH, RECT_WH, false, 0x990000);
private var bmd:BitmapData;
private var btnA:PushButton;
private var btnB:PushButton;
private var btnC:*;
private var myrects:Vector.<ObjMyRect>;
private var objs:Array = [];
private var rectangles:Vector.<ObjRectangle>;
private var sprites:Vector.<ObjSprite>;
private function _initMyRects():void {
myrects = new Vector.<ObjMyRect>(MAX, true);
for (var i:int = 0; i < MAX; i++) {
myrects[ i ] = new ObjMyRect();
var size:int = Math.random() * RECT_WH >> 0
myrects[ i ].rect = new MyRect(Math.random() * STAGE_W >> 0, Math.random() * STAGE_H >> 0, size, size)
myrects[ i ].vx = (Math.random() - 0.5) * MAX_SPEED >> 0;
myrects[ i ].vy = (Math.random() - 0.5) * MAX_SPEED >> 0;
}
}
private function _initRectangle():void {
rectangles = new Vector.<ObjRectangle>(MAX, true);
for (var i:int = 0; i < MAX; i++) {
rectangles[ i ] = new ObjRectangle();
var size:int = Math.random() * RECT_WH >> 0
rectangles[ i ].rect = new Rectangle(Math.random() * STAGE_W >> 0, Math.random() * STAGE_H >> 0, size, size)
rectangles[ i ].vx = (Math.random() - 0.5) * MAX_SPEED >> 0;
rectangles[ i ].vy = (Math.random() - 0.5) * MAX_SPEED >> 0;
}
}
private function _initSprites():void {
sprites = new Vector.<ObjSprite>(MAX, true);
for (var i:int = 0; i < MAX; i++) {
sprites[ i ] = new ObjSprite();
addChildAt(sprites[ i ], 1);
var size:int = Math.random() * RECT_WH >> 0
sprites[ i ].width = sprites[ i ].height = size;
sprites[ i ].x = Math.random() * STAGE_W >> 0;
sprites[ i ].y = Math.random() * STAGE_H >> 0;
sprites[ i ].vx = (Math.random() - 0.5) * MAX_SPEED >> 0;
sprites[ i ].vy = (Math.random() - 0.5) * MAX_SPEED >> 0;
}
}
private function _onClick(e:Event):void {
removeEventListener(Event.ENTER_FRAME, onEnterFrameA);
removeEventListener(Event.ENTER_FRAME, onEnterFrameB);
removeEventListener(Event.ENTER_FRAME, onEnterFrameC);
rectangles = null;
myrects = null;
if (sprites) {
for (var i:int = 0; i < sprites.length; i++) {
removeChild(sprites[ i ]);
}
}
sprites = null;
bmd.fillRect(bmd.rect, 0x0);
switch (e.currentTarget) {
case btnA:
_initRectangle();
addEventListener(Event.ENTER_FRAME, onEnterFrameA);
break;
case btnB:
_initMyRects();
addEventListener(Event.ENTER_FRAME, onEnterFrameB);
break;
case btnC:
_initSprites();
addEventListener(Event.ENTER_FRAME, onEnterFrameC);
break;
}
}
private function onEnterFrameA(event:Event):void {
var i:int, j:int;
var elementA:ObjRectangle;
var elementB:ObjRectangle;
for (i = 0; i < rectangles.length; i++) {
elementA = rectangles[ i ] as ObjRectangle;
elementA.rect.x += elementA.vx;
elementA.rect.y += elementA.vy;
if (elementA.rect.x < 0 || elementA.rect.x > STAGE_W)
elementA.vx *= -1;
if (elementA.rect.y < 0 || elementA.rect.y > STAGE_H)
elementA.vy *= -1;
elementA.isHit = false;
}
for (i = 0; i < rectangles.length; i++) {
elementA = rectangles[ i ] as ObjRectangle;
for (j = 0; j < rectangles.length; j++) {
if (j <= i)
continue;
elementB = rectangles[ j ] as ObjRectangle;
if (elementA.rect.intersects(elementB.rect)) {
elementA.isHit = elementB.isHit = true;
}
}
}
bmd.lock();
bmd.colorTransform(bmd.rect, COLOR_TRANS);
for (i = 0; i < rectangles.length; i++) {
elementA = rectangles[ i ] as ObjRectangle;
bmd.fillRect(elementA.rect, elementA.isHit ? 0x990000 : 0x666666);
}
bmd.unlock();
}
private function onEnterFrameB(event:Event):void {
var i:int, j:int;
var elementA:ObjMyRect;
var elementB:ObjMyRect;
for (i = 0; i < myrects.length; i++) {
elementA = myrects[ i ] as ObjMyRect;
elementA.rect.x += elementA.vx;
elementA.rect.y += elementA.vy;
if (elementA.rect.x < 0 || elementA.rect.x > STAGE_W)
elementA.vx *= -1;
if (elementA.rect.y < 0 || elementA.rect.y > STAGE_H)
elementA.vy *= -1;
elementA.isHit = false;
}
for (i = 0; i < myrects.length; i++) {
elementA = myrects[ i ] as ObjMyRect;
for (j = 0; j < myrects.length; j++) {
if (j <= i)
continue;
elementB = myrects[ j ] as ObjMyRect;
if (elementA.rect.x + elementA.rect.width < elementB.rect.x) {
} else if (elementA.rect.x > elementB.rect.x + elementB.rect.width) {
} else if (elementA.rect.y + elementA.rect.height < elementB.rect.y) {
} else if (elementA.rect.y > elementB.rect.y + elementB.rect.height) {
} else {
elementA.isHit = elementB.isHit = true;
}
}
}
bmd.lock();
bmd.colorTransform(bmd.rect, COLOR_TRANS);
for (i = 0; i < myrects.length; i++) {
elementA = myrects[ i ] as ObjMyRect;
bmd.fillRect(new Rectangle(elementA.rect.x, elementA.rect.y, elementA.rect.width, elementA.rect.height), elementA.isHit ? 0x990000 : 0x666666);
}
bmd.unlock();
}
private function onEnterFrameC(event:Event):void {
var i:int, j:int;
var elementA:ObjSprite;
var elementB:ObjSprite;
for (i = 0; i < sprites.length; i++) {
elementA = sprites[ i ] as ObjSprite;
elementA.x += elementA.vx;
elementA.y += elementA.vy;
if (elementA.x < 0 || elementA.x > STAGE_W)
elementA.vx *= -1;
if (elementA.y < 0 || elementA.y > STAGE_H)
elementA.vy *= -1;
elementA.isHit = false;
}
for (i = 0; i < sprites.length; i++) {
elementA = sprites[ i ] as ObjSprite;
for (j = 0; j < sprites.length; j++) {
if (j <= i)
continue;
elementB = sprites[ j ] as ObjSprite;
if (elementA.hitTestObject(elementB)) {
elementA.isHit = elementB.isHit = true;
}
}
}
}
}
}
import flash.display.*;
import flash.geom.*;
class ObjRectangle {
public var isHit:Boolean;
public var rect:Rectangle;
public var vx:Number;
public var vy:Number;
}
class ObjMyRect {
public var isHit:Boolean;
public var rect:MyRect;
public var vx:Number;
public var vy:Number;
}
class ObjSprite extends Sprite {
public function ObjSprite() {
hitGr = new Shape();
hitGr.graphics.beginFill(0x990000);
hitGr.graphics.drawRect(0, 0, 10, 10);
addChild(hitGr);
defGr = new Shape();
defGr.graphics.beginFill(0x666666);
defGr.graphics.drawRect(0, 0, 10, 10);
addChild(defGr);
}
public var defGr:Shape;
public var hitGr:Shape;
private var _isHit:Boolean;
public function get isHit():Boolean {
return _isHit;
}
public function set isHit(value:Boolean):void {
_isHit = value;
hitGr.visible = _isHit;
defGr.visible = !_isHit;
}
public var vx:Number;
public var vy:Number;
}
class MyRect {
public function MyRect(x:Number, y:Number, width:Number, height:Number) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
public var height:Number;
public var width:Number;
public var x:Number;
public var y:Number;
}