Magic_Game/core/Collider/EllipseCollider.cpp

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#include "..\e2dcollider.h"
#include "..\e2dnode.h"
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e2d::EllipseCollider::EllipseCollider()
: _d2dEllipse(nullptr)
{
}
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e2d::EllipseCollider::EllipseCollider(Point center, double radiusX, double radiusY)
: _d2dEllipse(nullptr)
{
this->setEllipse(center, radiusX, radiusY);
}
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e2d::EllipseCollider::EllipseCollider(Node * node)
: _d2dEllipse(nullptr)
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{
this->setEllipse(
Point(
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node->getWidth() / 2,
node->getHeight() / 2
),
node->getWidth() / 2,
node->getHeight() / 2
);
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this->setAutoResize(true);
}
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e2d::EllipseCollider::~EllipseCollider()
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{
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SafeRelease(_d2dEllipse);
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}
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void e2d::EllipseCollider::setEllipse(Point center, double radiusX, double radiusY)
{
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SafeRelease(_d2dEllipse);
Renderer::getID2D1Factory()->CreateEllipseGeometry(
D2D1::Ellipse(
D2D1::Point2F(
float(center.x),
float(center.y)),
float(radiusX),
float(radiusY)),
&_d2dEllipse
);
}
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void e2d::EllipseCollider::_resize()
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{
if (_parentNode && _enable)
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{
this->setEllipse(
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Point(
_parentNode->getWidth() / 2,
_parentNode->getHeight() / 2
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),
_parentNode->getWidth() / 2,
_parentNode->getHeight() / 2
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);
}
}
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ID2D1EllipseGeometry * e2d::EllipseCollider::getD2dGeometry() const
{
return _d2dEllipse;
}