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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e2d::ColliderManager * e2d::ColliderManager::_instance = nullptr;
e2d::ColliderManager * e2d::ColliderManager::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) ColliderManager;
return _instance;
}
void e2d::ColliderManager::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
e2d::ColliderManager::ColliderManager()
: _colliders()
{
}
e2d::ColliderManager::~ColliderManager()
{
}
void e2d::ColliderManager::clearAll()
{
for (auto collder : _colliders)
{
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GC::release(collder);
}
_colliders.clear();
}
void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
{
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// <20>ж<EFBFBD><D0B6><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
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if (!Game::getInstance()->getConfig().isCollisionEnabled())
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>
for (size_t i = 0; i < _colliders.size(); ++i)
{
auto pPassiveCollider = _colliders[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);
}
}
}
}
}
}
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void e2d::ColliderManager::__add(Collider * collider)
{
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if (collider)
{
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GC::retain(collider);
_colliders.push_back(collider);
}
}
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void e2d::ColliderManager::__remove(Collider * collider)
{
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if (collider)
{
for (size_t i = 0; i < _colliders.size(); ++i)
{
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if (_colliders[i] == collider)
{
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GC::release(collider);
_colliders.erase(_colliders.begin() + i);
return;
}
}
}
}