增加Node::setPosFixed方法,使节点坐标固定
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@ -35,6 +35,7 @@ e2d::Node::Node()
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, m_bSortChildrenNeeded(false)
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, m_bTransformNeeded(false)
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, m_bAutoUpdate(true)
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, m_bPositionFixed(false)
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{
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if (s_fDefaultColliderEnabled)
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{
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@ -224,7 +225,7 @@ void e2d::Node::_updateSelfTransform()
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// 根据自身中心点变换 Final 矩阵
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m_MatriFinal = m_MatriInitial * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y);
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// 和父节点矩阵相乘
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if (m_pParent)
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if (!m_bPositionFixed && m_pParent)
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{
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m_MatriInitial = m_MatriInitial * m_pParent->m_MatriInitial;
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m_MatriFinal = m_MatriFinal * m_pParent->m_MatriInitial;
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@ -420,6 +421,15 @@ void e2d::Node::setPos(double x, double y)
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m_bTransformNeeded = true;
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}
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void e2d::Node::setPosFixed(bool fixed)
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{
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if (m_bPositionFixed == fixed)
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return;
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m_bPositionFixed = fixed;
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m_bTransformNeeded = true;
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}
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void e2d::Node::movePosX(double x)
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{
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this->movePos(x, 0);
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@ -196,6 +196,11 @@ public:
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double y
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);
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// 节点坐标固定
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virtual void setPosFixed(
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bool fixed
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);
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// 移动节点
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virtual void movePosX(
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double x
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@ -470,6 +475,7 @@ protected:
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bool m_bDisplayedInScene;
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bool m_bSortChildrenNeeded;
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bool m_bTransformNeeded;
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bool m_bPositionFixed;
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Collider * m_pCollider;
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Scene * m_pParentScene;
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Node * m_pParent;
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