Magic_Game/core/Collider/CircleCollider.cpp

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#include "..\e2dcollider.h"
#include "..\e2dnode.h"
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e2d::CircleCollider::CircleCollider()
: _d2dCircle(nullptr)
{
}
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e2d::CircleCollider::CircleCollider(Point center, double radius)
: _d2dCircle(nullptr)
{
this->setCircle(center, radius);
}
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e2d::CircleCollider::CircleCollider(Node * node)
: _d2dCircle(nullptr)
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{
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double minSide = std::min(node->getRealWidth(), node->getRealHeight());
this->setCircle(
Point(
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node->getRealWidth() / 2,
node->getRealHeight() / 2
),
minSide / 2
);
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this->setAutoResize(true);
}
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e2d::CircleCollider::~CircleCollider()
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{
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SafeRelease(_d2dCircle);
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}
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void e2d::CircleCollider::setCircle(Point center, double radius)
{
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SafeRelease(_d2dCircle);
Renderer::getFactory()->CreateEllipseGeometry(
D2D1::Ellipse(
D2D1::Point2F(
float(center.x),
float(center.y)),
float(radius),
float(radius)),
&_d2dCircle
);
}
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void e2d::CircleCollider::_resize()
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{
if (_parentNode && _enable)
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{
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double minSide = std::min(_parentNode->getRealWidth(), _parentNode->getRealHeight());
this->setCircle(
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Point(
_parentNode->getRealWidth() / 2,
_parentNode->getRealHeight() / 2
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),
minSide / 2
);
}
}
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ID2D1EllipseGeometry * e2d::CircleCollider::getD2dGeometry() const
{
return _d2dCircle;
}