Magic_Game/core/Manager/ColliderManager.cpp

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#include "..\e2dmanager.h"
#include "..\e2dnode.h"
#include "..\e2dcollider.h"
#include "..\e2dtool.h"
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// <20><>ײ<EFBFBD><EFBFBD><E5BCAF>
static std::vector<e2d::Collider*> s_vColliders;
void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
{
// <20>ж<EFBFBD><D0B6><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
if (!Collision::isEnable())
return;
Node* pActiveNode = pActiveCollider->_parentNode;
if (pActiveNode)
{
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
Scene* pCurrentScene = pActiveNode->getParentScene();
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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for (size_t i = 0; i < s_vColliders.size(); ++i)
{
auto pPassiveCollider = s_vColliders[i];
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͬһ<CDAC><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (pActiveCollider == pPassiveCollider)
continue;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ײ<EFBFBD>ڵ<EFBFBD>
Node* pPassiveNode = pPassiveCollider->_parentNode;
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ͬһ<CDAC><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (pPassiveNode &&
pPassiveNode->getParentScene() == pCurrentScene)
{
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// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><E0BBA5>ͻ<EFBFBD><CDBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (Collision::isCollidable(pActiveNode, pPassiveNode))
{
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><EFBFBD><E5BDBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Collider::Relation relation = pActiveCollider->getRelationWith(pPassiveCollider);
// <20><><EFBFBD><EFBFBD> UNKNOWN <20><> DISJOIN <20><><EFBFBD><EFBFBD>
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if (relation != Collider::Relation::Unknown && relation != Collider::Relation::Disjoin)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Collision::__update(pActiveNode, pPassiveNode);
}
}
}
}
}
}
void e2d::ColliderManager::__addCollider(Collider * pCollider)
{
if (pCollider)
{
if (pCollider->_parentNode)
{
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WARN("ColliderManager::__add Failed! The shape is already added.");
return;
}
pCollider->retain();
s_vColliders.push_back(pCollider);
}
}
void e2d::ColliderManager::__removeCollider(Collider * pCollider)
{
if (pCollider)
{
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for (size_t i = 0; i < s_vColliders.size(); ++i)
{
if (s_vColliders[i] == pCollider)
{
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GC::release(pCollider);
s_vColliders.erase(s_vColliders.begin() + i);
return;
}
}
}
}