Magic_Game/core/e2dcollider.h

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#pragma once
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#include "e2dbase.h"
namespace e2d
{
class ColliderManager;
// <20><>ײ<EFBFBD><D7B2>
class Collider :
public Object
{
friend ColliderManager;
friend Node;
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:
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bool _bEnable;
bool _bIsVisiable;
bool _bAutoResize;
Color _nColor;
Node * _pParentNode;
ID2D1TransformedGeometry * _pTransformedGeometry;
};
// <20><><EFBFBD><EFBFBD>
class ColliderRect :
public Collider
{
public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>Ĭ<EFBFBD>Ͼ<EFBFBD><CFBE><EFBFBD>
ColliderRect();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϳ<EFBFBD><CDBF>ߴ<EFBFBD><DFB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ColliderRect(
double x,
double y,
double width,
double height
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD>ľ<EFBFBD><C4BE><EFBFBD>
ColliderRect(
Node * node
);
virtual ~ColliderRect();
// <20>޸ľ<DEB8><C4BE>δ<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:
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ID2D1RectangleGeometry * _pD2dRectangle;
};
// Բ<><D4B2>
class ColliderCircle :
public Collider
{
public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>Ĭ<EFBFBD><C4AC>Բ<EFBFBD><D4B2>
ColliderCircle();
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ĺͰ뾶<CDB0><EBBEB6><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
ColliderCircle(
Point center,
double radius
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD><CDAC>Բ<EFBFBD><D4B2>
ColliderCircle(
Node * node
);
virtual ~ColliderCircle();
// <20>޸<EFBFBD>Բ<EFBFBD>δ<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:
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ID2D1EllipseGeometry * _pD2dCircle;
};
// <20><>Բ<EFBFBD><D4B2>
class ColliderEllipse :
public Collider
{
public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD>Բ
ColliderEllipse();
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ĺͰ뾶<CDB0><EBBEB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ
ColliderEllipse(
Point center,
double radiusX,
double radiusY
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD>Բ
ColliderEllipse(
Node * node
);
virtual ~ColliderEllipse();
// <20>޸<EFBFBD><DEB8><EFBFBD>Բ<EFBFBD><D4B2>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:
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ID2D1EllipseGeometry * _pD2dEllipse;
};
}