Magic_Game/core/Collider/ColliderEllipse.cpp

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#include "..\ecollider.h"
#include "..\enode.h"
e2d::ColliderEllipse::ColliderEllipse()
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: m_pD2dEllipse(nullptr)
{
}
e2d::ColliderEllipse::ColliderEllipse(Point center, double radiusX, double radiusY)
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: m_pD2dEllipse(nullptr)
{
this->setEllipse(center, radiusX, radiusY);
}
e2d::ColliderEllipse::ColliderEllipse(Node * node)
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: m_pD2dEllipse(nullptr)
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{
this->setEllipse(
Point(
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node->getWidth() / 2,
node->getHeight() / 2
),
node->getWidth() / 2,
node->getHeight() / 2
);
}
e2d::ColliderEllipse::~ColliderEllipse()
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{
SafeReleaseInterface(&m_pD2dEllipse);
}
void e2d::ColliderEllipse::setEllipse(Point center, double radiusX, double radiusY)
{
SafeReleaseInterface(&m_pD2dEllipse);
Renderer::getID2D1Factory()->CreateEllipseGeometry(
D2D1::Ellipse(
D2D1::Point2F(
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static_cast<float>(center.x),
static_cast<float>(center.y)),
static_cast<float>(radiusX),
static_cast<float>(radiusY)),
&m_pD2dEllipse
);
}
void e2d::ColliderEllipse::_resize()
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{
if (m_pParentNode && m_bEnable)
{
this->setEllipse(
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Point(
m_pParentNode->getWidth() / 2,
m_pParentNode->getHeight() / 2
),
m_pParentNode->getWidth() / 2,
m_pParentNode->getHeight() / 2
);
}
}
ID2D1EllipseGeometry * e2d::ColliderEllipse::getD2dGeometry() const
{
return m_pD2dEllipse;
}