Magic_Game/core/e2dcollider.h

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#pragma once
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#include "e2dbase.h"
namespace e2d
{
class Listener;
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class ColliderManager;
// <20><>ײ<EFBFBD>¼<EFBFBD>
class Collision
{
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friend class Game;
friend class ColliderManager;
public:
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// <20><><EFBFBD>ӿɻ<D3BF><C9BB><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void addName(
const String& name1,
const String& name2
);
// <20><><EFBFBD>ӿɻ<D3BF><C9BB><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void addName(
const std::vector<std::pair<String, String> >& names
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ǿ<EFBFBD><C7BF><EFBFBD>ײ<EFBFBD><D7B2>
static bool isCollidable(
Node * node1,
Node * node2
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ǿ<EFBFBD><C7BF><EFBFBD>ײ<EFBFBD><D7B2>
static bool isCollidable(
const String& name1,
const String& name2
);
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Node * getActiveNode();
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
static Node * getPassiveNode();
// <20>ж<EFBFBD><D0B6><EFBFBD>ײ<EFBFBD>Ƿ<EFBFBD><C7B7>ɸýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD>ǣ<EFBFBD><C7A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>Ľڵ<C4BD>ָ<EFBFBD><EFBFBD><EBA3AC><EFBFBD>򷵻ؿ<F2B7B5BB>
static Node * isCausedBy(
Node * node
);
// <20>жϷ<D0B6><CFB7><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>Ľڵ<C4BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͬ
// <20><><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EBA3AC><EFBFBD>򷵻ؿ<F2B7B5BB>
static Node * isCausedBy(
const String& name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ر<EFBFBD><D8B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܣ<EFBFBD>Ĭ<EFBFBD>Ϲرգ<D8B1>
static void setEnable(
bool enable
);
// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static bool isEnable();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static Listener * addListener(
const Function& func, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײʱ<D7B2><CAB1>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
const String& name = L"", /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
bool paused = false /* <20>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void addListener(
Listener * listener /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void removeListener(
Listener * listener /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void startListener(
const String& name
);
// ֹͣ<CDA3><D6B9>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void stopListener(
const String& name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void removeListener(
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const String& name
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void startAllListeners();
// ֹͣ<CDA3><D6B9><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAllListeners();
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void removeAllListeners();
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private:
// <20><><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
static void __update(
Node * active,
Node * passive
);
// <20><><EFBFBD>ռ<EFBFBD><D5BC><EFBFBD><EFBFBD><EFBFBD>
static void __clearListeners();
};
// <20><>ײ<EFBFBD><D7B2>
class Collider :
public Object
{
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friend class ColliderManager;
friend class Node;
public:
// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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enum class Type
{
NONE, /* <20><> */
RECT, /* <20><><EFBFBD><EFBFBD> */
CIRCLE, /* Բ<><D4B2> */
ELLIPSE /* <20><>Բ<EFBFBD><D4B2> */
};
// <20><>ײ<EFBFBD><EFBFBD><E5BDBB><EFBFBD><EFBFBD>ϵ
enum class Relation : int
{
UNKNOWN = 0, /* <20><>ϵ<EFBFBD><CFB5>ȷ<EFBFBD><C8B7> */
DISJOIN = 1, /* û<>н<EFBFBD><D0BD><EFBFBD> */
IS_CONTAINED = 2, /* <20><>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
CONTAINS = 3, /* <20><>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD> */
OVERLAP = 4 /* <20><><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD> */
};
public:
Collider();
virtual ~Collider();
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD><EFBFBD>ϵ
virtual Relation getRelationWith(
Collider * pCollider
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
Node * getParentNode() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color getColor() const;
// <20><><EFBFBD>û<EFBFBD><C3BB>رո<D8B1><D5B8><EFBFBD>ײ<EFBFBD><D7B2>
virtual void setEnable(
bool enable
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD>Ŀɼ<C4BF><C9BC><EFBFBD>
void setVisiable(
bool bVisiable
);
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>ɫ
void setColor(
Color color
);
// <20><><EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD>
void setAutoResize(
bool enable
);
// <20><>ȡ ID2D1Geometry <20><><EFBFBD><EFBFBD>
virtual ID2D1Geometry * getD2dGeometry() const = 0;
protected:
// ת<><D7AA><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
virtual void _transform();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
virtual void _resize() = 0;
// <20><>Ⱦ<EFBFBD><C8BE>ײ<EFBFBD><D7B2>
virtual void _render();
protected:
bool _enable;
bool _visiable;
bool _autoResize;
Color _color;
Node * _parentNode;
ID2D1TransformedGeometry * _transformed;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
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class RectCollider :
public Collider
{
public:
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RectCollider();
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explicit RectCollider(
double x,
double y,
double width,
double height
);
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explicit RectCollider(
Node * node
);
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virtual ~RectCollider();
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// <20>޸ľ<DEB8><C4BE><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>С
void setRect(
double left,
double top,
double right,
double bottom
);
// <20><>ȡ ID2D1Geometry <20><><EFBFBD><EFBFBD>
virtual ID2D1RectangleGeometry * getD2dGeometry() const override;
protected:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
virtual void _resize();
protected:
ID2D1RectangleGeometry * _d2dRectangle;
};
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// Բ<><D4B2><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
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class CircleCollider :
public Collider
{
public:
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CircleCollider();
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explicit CircleCollider(
Point center,
double radius
);
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explicit CircleCollider(
Node * node
);
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virtual ~CircleCollider();
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// <20>޸<EFBFBD>Բ<EFBFBD><D4B2><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>С
void setCircle(
Point center,
double radius
);
// <20><>ȡ ID2D1Geometry <20><><EFBFBD><EFBFBD>
virtual ID2D1EllipseGeometry * getD2dGeometry() const override;
protected:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
virtual void _resize();
protected:
ID2D1EllipseGeometry * _d2dCircle;
};
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// <20><>Բ<EFBFBD><D4B2><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
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class EllipseCollider :
public Collider
{
public:
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EllipseCollider();
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explicit EllipseCollider(
Point center,
double radiusX,
double radiusY
);
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explicit EllipseCollider(
Node * node
);
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virtual ~EllipseCollider();
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// <20>޸<EFBFBD><DEB8><EFBFBD>Բ<EFBFBD><D4B2>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>С
void setEllipse(
Point center,
double radiusX,
double radiusY
);
// <20><>ȡ ID2D1Geometry <20><><EFBFBD><EFBFBD>
virtual ID2D1EllipseGeometry * getD2dGeometry() const override;
protected:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
virtual void _resize();
protected:
ID2D1EllipseGeometry * _d2dEllipse;
};
}