Magic_Game/core/egeometry.h

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#pragma once
#include "ebase.h"
namespace e2d
{
class EPhysicsManager;
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class ENode;
class EGeometry :
public EObject
{
friend EPhysicsManager;
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friend ENode;
public:
EGeometry();
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virtual ~EGeometry();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
ENode * getParentNode() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
UINT32 getCategoryBitmask() const;
// <20><>ȡ<EFBFBD><C8A1>ͻ<EFBFBD><CDBB><EFBFBD><EFBFBD>
UINT32 getCollisionBitmask() const;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setCategoryBitmask(
UINT32 mask
);
// <20><><EFBFBD>ó<EFBFBD>ͻ<EFBFBD><CDBB><EFBFBD><EFBFBD>
void setCollisionBitmask(
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UINT32 mask
);
// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD>Ŀɼ<C4BF><C9BC><EFBFBD>
void setVisiable(
bool bVisiable
);
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// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>ɫ
void setColor(
UINT32 color
);
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void setOpacity(
float opacity
);
protected:
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// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD><EFBFBD>ϵ
virtual EPhysicsMsg::INTERSECT_RELATION _intersectWith(
EGeometry * pGeometry
);
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// ת<><D7AA><EFBFBD><EFBFBD>״
virtual void _transform();
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>
virtual void _render();
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virtual ID2D1Geometry * _getD2dGeometry() const = 0;
protected:
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bool m_bIsVisiable;
UINT32 m_nCategoryBitmask;
UINT32 m_nCollisionBitmask;
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UINT32 m_nColor;
float m_fOpacity;
ENode * m_pParentNode;
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ID2D1TransformedGeometry * m_pTransformedGeometry;
};
class ERectangle :
public EGeometry
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ռ<EFBFBD><D5BC>ξ<EFBFBD><CEBE><EFBFBD>
ERectangle();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϳ<EFBFBD><CDBF>ߴ<EFBFBD><DFB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ξ<EFBFBD><CEBE><EFBFBD>
ERectangle(
float x,
float y,
float width,
float height
);
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD>ļ<EFBFBD><C4BC>ξ<EFBFBD><CEBE><EFBFBD>
ERectangle(
ENode * node
);
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virtual ~ERectangle();
protected:
void _setRect(
float left,
float top,
float right,
float bottom
);
virtual ID2D1RectangleGeometry * _getD2dGeometry() const override;
protected:
ID2D1RectangleGeometry * m_pD2dRectangle;
};
class ECircle :
public EGeometry
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>յļ<D5B5><C4BC><EFBFBD>Բ<EFBFBD><D4B2>
ECircle();
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// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ĺͰ뾶<CDB0><EBBEB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
ECircle(
EPoint center,
float radius
);
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD>ļ<EFBFBD><C4BC><EFBFBD>Բ<EFBFBD><D4B2>
ECircle(
ENode * node
);
virtual ~ECircle();
protected:
void _setCircle(
EPoint center,
float radius
);
virtual ID2D1EllipseGeometry * _getD2dGeometry() const override;
protected:
ID2D1EllipseGeometry * m_pD2dCircle;
};
class EEllipse :
public EGeometry
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>յļ<D5B5><C4BC><EFBFBD><EFBFBD><EFBFBD>Բ
EEllipse();
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// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ĺͰ뾶<CDB0><EBBEB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ
EEllipse(
EPoint center,
float radiusX,
float radiusY
);
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD>Բ
EEllipse(
ENode * node
);
virtual ~EEllipse();
protected:
void _setEllipse(
EPoint center,
float radiusX,
float radiusY
);
virtual ID2D1EllipseGeometry * _getD2dGeometry() const override;
protected:
ID2D1EllipseGeometry * m_pD2dEllipse;
};
}