#include "..\e2dmanager.h" #include "..\e2dnode.h" #include "..\e2dcollider.h" 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() { } e2d::ColliderManager::~ColliderManager() { } void e2d::ColliderManager::__remove(Node * node) { if (node) { auto iter = std::find(_nodes.begin(), _nodes.end(), node); if (iter != _nodes.end()) { _nodes.erase(iter); } } } void e2d::ColliderManager::updateCollider(Node * node) { if (node) { if (node->getCollider()->_type != Collider::Type::None) { node->getCollider()->_recreate(); _nodes.insert(node); } } } void e2d::ColliderManager::update() { // 判断碰撞监听是否打开 if (Game::getInstance()->isPaused() || !Game::getInstance()->getConfig()->isCollisionEnabled() || SceneManager::getInstance()->isTransitioning()) { _nodes.clear(); return; } for (auto iter1 = _nodes.begin(); iter1 != _nodes.end(); iter1++) { auto node1 = (*iter1); // 判断与其他碰撞体的交集情况 auto iter2 = iter1; iter2++; for (; iter2 != _nodes.end(); iter2++) { auto node2 = (*iter2); // 判断两物体是否是相互冲突的物体 if (Collision::isCollidable(node1, node2)) { // 判断两碰撞体交集情况 Collider::Relation relation = node1->getCollider()->getRelationWith(node2->getCollider()); // 忽略 UNKNOWN 和 DISJOIN 情况 if (relation != Collider::Relation::Unknown && relation != Collider::Relation::Disjoin) { // 更新碰撞监听器 Collision::__update(node1, node2); } } } } _nodes.clear(); }