Magic_Game/core/Collider/ColliderCircle.cpp

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#include "..\e2dcollider.h"
#include "..\e2dnode.h"
e2d::ColliderCircle::ColliderCircle()
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: m_pD2dCircle(nullptr)
{
}
e2d::ColliderCircle::ColliderCircle(Point center, double radius)
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: m_pD2dCircle(nullptr)
{
this->setCircle(center, radius);
}
e2d::ColliderCircle::ColliderCircle(Node * node)
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: m_pD2dCircle(nullptr)
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{
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double minSide = min(node->getRealWidth(), node->getRealHeight());
this->setCircle(
Point(
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node->getRealWidth() / 2,
node->getRealHeight() / 2
),
minSide / 2
);
}
e2d::ColliderCircle::~ColliderCircle()
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{
SafeReleaseInterface(&m_pD2dCircle);
}
void e2d::ColliderCircle::setCircle(Point center, double radius)
{
SafeReleaseInterface(&m_pD2dCircle);
Renderer::getID2D1Factory()->CreateEllipseGeometry(
D2D1::Ellipse(
D2D1::Point2F(
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static_cast<float>(center.x),
static_cast<float>(center.y)),
static_cast<float>(radius),
static_cast<float>(radius)),
&m_pD2dCircle
);
}
void e2d::ColliderCircle::_resize()
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{
if (m_pParentNode && m_bEnable)
{
double minSide = min(m_pParentNode->getRealWidth(), m_pParentNode->getRealHeight());
this->setCircle(
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Point(
m_pParentNode->getRealWidth() / 2,
m_pParentNode->getRealHeight() / 2
),
minSide / 2
);
}
}
ID2D1EllipseGeometry * e2d::ColliderCircle::getD2dGeometry() const
{
return m_pD2dCircle;
}