1 个对象通过第三个对象链接到另一个对象,我如何在知道其他 2 个对象的基础上查找第三个对象?
我专门从事 AS3 工作,但我觉得这是一个非常不可知的问题。
具体来说,我有可以链接到其他球体对象的球体对象。它们通过第三个对象链接。我希望能够仅使用当前链接在一起的 2 个球体对象的知识来查找链接对象。你会如何处理这个问题?
我希望必须在每个球体对象中存储一个唯一的标识符字符串,只是为了避免全局检查以确保它们是唯一的......但如果归结为这一点,我并不反对这个想法。
----- 解决方案 ------
这是我最终得到的解决方案:
private function breakAtomicBonds( p_interactiveMatter:InteractiveMatter ):void
{
var matchAmount:int;
var key:Object;
var atom:InteractiveMatter;
var constraint:Constraint;
var atoms:Vector.<InteractiveMatter>;
var atomVOs:Vector.<InteractiveMatterVO>;
var bond:InteractiveMatterVO;
var bondIndex:int;
var i:int;
for( i = p_interactiveMatter.interactiveMatterVO.bonds.length - 1; i >= 0; i--) // each( bond in p_interactiveMatter.interactiveMatterVO.bonds )
{
bond = p_interactiveMatter.interactiveMatterVO.bonds[i];
for( key in _constraints )
{
if( key is Constraint )
{
constraint = key as Constraint;
atoms = _constraints[key] as Vector.<InteractiveMatter>;
atomVOs = new Vector.<InteractiveMatterVO>;
for each( atom in atoms )
{
atomVOs.push( atom.interactiveMatterVO );
}
matchAmount = 0;
if( atomVOs.indexOf(p_interactiveMatter.interactiveMatterVO) != -1 )
{
matchAmount++;
}
if( atomVOs.indexOf( bond ) != -1 )
{
matchAmount++;
}
if( matchAmount == 2 )
{
trace( 'found constraint!' );
_physicsWorld.removeConstraint( constraint );
delete _constraints[constraint];
for each(atom in atoms)
{
bondIndex = atom.interactiveMatterVO.bonds.indexOf( bond )
if( bondIndex != -1 )
{
atom.interactiveMatterVO.bonds.splice( bondIndex, 1 );
}
bondIndex = atom.interactiveMatterVO.bonds.indexOf( p_interactiveMatter.interactiveMatterVO );
if( bondIndex != -1 )
{
atom.interactiveMatterVO.bonds.splice( bondIndex, 1 );
}
}
break;
}
}
}
}
}
I'm working in AS3 specifically but I feel that this is a pretty agnostic question.
Specifically I have sphere objects that can be linked to other sphere objects. They are linked though a third object. I would like to be able to look up the the linking object with only the knowledge of 2 sphere objects that are currently linked together. How would you approach this?
I would like to having to store a unique identifier string in each sphere object, just to avoid a global check to ensure that they are unique... but not opposed to the idea if it comes down to it.
----- solution ------
here is the solution I ended up with:
private function breakAtomicBonds( p_interactiveMatter:InteractiveMatter ):void
{
var matchAmount:int;
var key:Object;
var atom:InteractiveMatter;
var constraint:Constraint;
var atoms:Vector.<InteractiveMatter>;
var atomVOs:Vector.<InteractiveMatterVO>;
var bond:InteractiveMatterVO;
var bondIndex:int;
var i:int;
for( i = p_interactiveMatter.interactiveMatterVO.bonds.length - 1; i >= 0; i--) // each( bond in p_interactiveMatter.interactiveMatterVO.bonds )
{
bond = p_interactiveMatter.interactiveMatterVO.bonds[i];
for( key in _constraints )
{
if( key is Constraint )
{
constraint = key as Constraint;
atoms = _constraints[key] as Vector.<InteractiveMatter>;
atomVOs = new Vector.<InteractiveMatterVO>;
for each( atom in atoms )
{
atomVOs.push( atom.interactiveMatterVO );
}
matchAmount = 0;
if( atomVOs.indexOf(p_interactiveMatter.interactiveMatterVO) != -1 )
{
matchAmount++;
}
if( atomVOs.indexOf( bond ) != -1 )
{
matchAmount++;
}
if( matchAmount == 2 )
{
trace( 'found constraint!' );
_physicsWorld.removeConstraint( constraint );
delete _constraints[constraint];
for each(atom in atoms)
{
bondIndex = atom.interactiveMatterVO.bonds.indexOf( bond )
if( bondIndex != -1 )
{
atom.interactiveMatterVO.bonds.splice( bondIndex, 1 );
}
bondIndex = atom.interactiveMatterVO.bonds.indexOf( p_interactiveMatter.interactiveMatterVO );
if( bondIndex != -1 )
{
atom.interactiveMatterVO.bonds.splice( bondIndex, 1 );
}
}
break;
}
}
}
}
}
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对于节点和小朋友们,可以参考复合设计模式
http://blog.createdbychristian.com/the-composite-design-pattern/
For nodes & children, you could refer to the Composite Design Pattern
http://blog.createdbychristian.com/the-composite-design-pattern/