如果您不介意将碰撞检测代码放在对象本身中,您可以通过执行以下操作来消除检查的一侧:
public abstract class Shape {
public abstract boolean collidesWith (Shape s);
}
public class Ball extends Shape {
@Override public boolean collidesWith (Shape s) {
if (s instanceof Block)
return Collision.blockBall((Block)s, this);
else if (s instanceof Ball)
return Collision.ballBall(this, (Ball)s);
else
return false;
}
}
public class Block extends Shape {
@Override public boolean collidesWith (Shape s) {
if (s instanceof Block)
return Collision.blockBlock(this, (Block)s);
else if (s instanceof Ball)
return Collision.blockBall(this, (Ball)s);
else
return false;
}
}
public class Collision {
public static boolean blockBlock (Block a, Block b) { ... }
public static boolean blockBall (Block a, Ball b) { ... }
public static boolean ballBall (Ball a, Ball b) { ... }
}
如果需要,这也使您可以自由地为形状本身中的某些形状组合实现碰撞算法——您甚至可以摆脱碰撞并只制作例如 Block.collideWithBall、Block.collideWithBlock 和 Ball.collideWithBlock,将它们称为适当的,例如:
public abstract class Shape {
public abstract boolean collidesWith (Shape s);
}
public class Ball extends Shape {
@Override public boolean collidesWith (Shape s) {
if (s instanceof Block)
return collidesWithBlock((Block)s);
else if (s instanceof Ball)
return collidesWithBall((Ball)s);
else
return false;
}
public boolean collidesWithBall (Ball b) {
...
}
public boolean collidesWithBlock (Block b) {
...
}
}
public class Block extends Shape {
@Override public boolean collidesWith (Shape s) {
if (s instanceof Block)
return collidesWithBlock((Block)s);
else if (s instanceof Ball)
return ((Ball)s).collidesWithBlock(this);
else
return false;
}
public boolean collidesWithBlock (Block b) {
...
}
}
就个人而言,我更喜欢后者,因为它保留了相关类中包含的碰撞代码。请注意,不需要 Block.collidesWithBall,因为可以使用 Ball.collidesWithBlock。
每次添加新形状时,您仍然需要更新上述代码。如果性能不是问题,您也可以执行以下操作:
public abstract class CollisionAlgorithm {
public abstract boolean canCollide (Class<? extends Shape> a, Class<? extends Shape> b);
public abstract boolean collide (Shape a, Shape b);
}
public class Collider {
private static final List<CollisionAlgorithm> algorithms;
public static void registerAlgorithm (CollisionAlgorithm a) {
algorithms.append(a);
}
public static CollisionAlgorithm findAlgorithm (Class<? extends Shape> a, Class<? extends Shape> b) {
for (CollisionAlgorithm algo : algorithms)
if (algo.canCollide(a, b))
return algo;
return null;
}
public static boolean collide (Shape a, Shape b) {
if (a == null || b == null)
return false;
CollisionAlgorithm algo = findAlgorithm(a.getClass(), b.getClass());
if (algo != null)
return algo.collide(a, b);
algo = findAlgorithm(b.getClass(), a.getClass()); // try swapped order
if (algo != null)
return algo.collide(b, a);
return false;
}
}
// usage: first register algorithms
Collider.registerAlgorithm(new BallBallAlgorithm());
Collider.registerAlgorithm(new BallBlockAlgorithm());
Collider.registerAlgorithm(new BlockBlockAlgorithm());
// then
Shape myShape1 = ...;
Shape myShape2 = ...;
boolean collide = Collider.collide(myShape1, myShape2);
请注意:我在这里快速输入了这个,它是为了说明一个概念——可以进行许多改进。例如,可以将地图与两个 Shape 类一起使用作为提高性能的关键,或者可以为 CollisionAlgorithm 提供通用参数以消除铸造 Shapes 的需要。不过,请记住,每次您需要执行碰撞测试时,这种方法都需要在算法容器中进行查找。