#include "..\e2dnode.h" #include "..\e2dmanager.h" #include "..\e2daction.h" #include "..\e2dcollider.h" #include // 默认中心点位置 static float s_fDefaultPiovtX = 0; static float s_fDefaultPiovtY = 0; static bool s_fDefaultColliderEnabled = true; e2d::Node::Node() : m_nOrder(0) , m_fPosX(0) , m_fPosY(0) , m_fWidth(0) , m_fHeight(0) , m_fScaleX(1.0f) , m_fScaleY(1.0f) , m_fRotation(0) , m_fSkewAngleX(0) , m_fSkewAngleY(0) , m_fDisplayOpacity(1.0f) , m_fRealOpacity(1.0f) , m_fPivotX(s_fDefaultPiovtX) , m_fPivotY(s_fDefaultPiovtY) , m_MatriInitial(D2D1::Matrix3x2F::Identity()) , m_MatriFinal(D2D1::Matrix3x2F::Identity()) , m_bVisiable(true) , m_bDisplayedInScene(false) , m_pCollider(nullptr) , m_pParent(nullptr) , m_pParentScene(nullptr) , m_nHashName(0) , m_bSortChildrenNeeded(false) , m_bTransformNeeded(false) , m_bAutoUpdate(true) { if (s_fDefaultColliderEnabled) { auto rect = new ColliderRect(this); this->setCollider(rect); } } e2d::Node::~Node() { } void e2d::Node::_update() { if (m_bTransformNeeded) { _updateTransform(this); } if (!m_vChildren.empty()) { if (m_bSortChildrenNeeded) { // 子节点排序 auto sortFunc = [](Node * n1, Node * n2) { return n1->getOrder() < n2->getOrder(); }; std::sort( std::begin(m_vChildren), std::end(m_vChildren), sortFunc ); m_bSortChildrenNeeded = false; } // 遍历子节点 size_t size = m_vChildren.size(); size_t i; for (i = 0; i < size; i++) { auto child = m_vChildren[i]; // 访问 Order 小于零的节点 if (child->getOrder() < 0) { child->_update(); } else { break; } } if (m_bAutoUpdate) { if (!Game::isPaused()) { this->onUpdate(); } this->onFixedUpdate(); } // 访问剩余节点 for (; i < size; i++) m_vChildren[i]->_update(); } else { if (m_bAutoUpdate) { if (!Game::isPaused()) { this->onUpdate(); } this->onFixedUpdate(); } } } void e2d::Node::_render() { if (!m_bVisiable) { return; } if (!m_vChildren.empty()) { size_t size = m_vChildren.size(); size_t i; for (i = 0; i < size; i++) { auto child = m_vChildren[i]; // 访问 Order 小于零的节点 if (child->getOrder() < 0) { child->_render(); } else { break; } } // 转换渲染器的二维矩阵 Renderer::getRenderTarget()->SetTransform(m_MatriFinal); // 渲染自身 this->onRender(); // 访问剩余节点 for (; i < size; i++) m_vChildren[i]->_render(); } else { // 转换渲染器的二维矩阵 Renderer::getRenderTarget()->SetTransform(m_MatriFinal); // 渲染自身 this->onRender(); } } void e2d::Node::_drawCollider() { // 绘制自身的几何碰撞体 if (m_pCollider && m_pCollider->m_bIsVisiable) { m_pCollider->_render(); } // 绘制所有子节点的几何碰撞体 FOR_LOOP(child, m_vChildren) { child->_drawCollider(); } } void e2d::Node::_onEnter() { if (!this->m_bDisplayedInScene) { this->m_bDisplayedInScene = true; this->onEnter(); FOR_LOOP(child, m_vChildren) { child->_onEnter(); } } } void e2d::Node::_onExit() { if (this->m_bDisplayedInScene) { this->m_bDisplayedInScene = false; this->onExit(); FOR_LOOP(child, m_vChildren) { child->_onExit(); } } } void e2d::Node::_updateTransform() { // 计算中心点坐标 D2D1_POINT_2F pivot = { m_fWidth * m_fPivotX, m_fHeight * m_fPivotY }; // 变换 Initial 矩阵,子节点将根据这个矩阵进行变换 m_MatriInitial = D2D1::Matrix3x2F::Scale( m_fScaleX, m_fScaleY, pivot ) * D2D1::Matrix3x2F::Skew( m_fSkewAngleX, m_fSkewAngleY, pivot ) * D2D1::Matrix3x2F::Rotation( m_fRotation, pivot ) * D2D1::Matrix3x2F::Translation( m_fPosX, m_fPosY ); // 根据自身中心点变换 Final 矩阵 m_MatriFinal = m_MatriInitial * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y); // 和父节点矩阵相乘 if (m_pParent) { m_MatriInitial = m_MatriInitial * m_pParent->m_MatriInitial; m_MatriFinal = m_MatriFinal * m_pParent->m_MatriInitial; } } void e2d::Node::_updateChildrenTransform() { FOR_LOOP(child, m_vChildren) { _updateTransform(child); } } void e2d::Node::_updateTransform(Node * node) { // 计算自身的转换矩阵 node->_updateTransform(); // 绑定于自身的碰撞体也进行相应转换 if (node->m_pCollider) { node->m_pCollider->_transform(); } // 遍历子节点下的所有节点 node->_updateChildrenTransform(); // 标志已执行过变换 node->m_bTransformNeeded = false; } void e2d::Node::_updateChildrenOpacity() { FOR_LOOP(child, m_vChildren) { _updateOpacity(child); } } void e2d::Node::_updateOpacity(Node * node) { if (node->m_pParent) { node->m_fDisplayOpacity = node->m_fRealOpacity * node->m_pParent->m_fDisplayOpacity; } node->_updateChildrenOpacity(); } bool e2d::Node::isVisiable() const { return m_bVisiable; } e2d::String e2d::Node::getName() const { return m_sName; } unsigned int e2d::Node::getHashName() const { return m_nHashName; } double e2d::Node::getPosX() const { return m_fPosX; } double e2d::Node::getPosY() const { return m_fPosY; } e2d::Point e2d::Node::getPos() const { return Point(m_fPosX, m_fPosY); } double e2d::Node::getWidth() const { return m_fWidth * m_fScaleX; } double e2d::Node::getHeight() const { return m_fHeight * m_fScaleY; } double e2d::Node::getRealWidth() const { return m_fWidth; } double e2d::Node::getRealHeight() const { return m_fHeight; } e2d::Size e2d::Node::getRealSize() const { return Size(m_fWidth, m_fHeight); } double e2d::Node::getPivotX() const { return m_fPivotX; } double e2d::Node::getPivotY() const { return m_fPivotY; } e2d::Size e2d::Node::getSize() const { return Size(getWidth(), getHeight()); } double e2d::Node::getScaleX() const { return m_fScaleX; } double e2d::Node::getScaleY() const { return m_fScaleY; } double e2d::Node::getSkewX() const { return m_fSkewAngleX; } double e2d::Node::getSkewY() const { return m_fSkewAngleY; } double e2d::Node::getRotation() const { return m_fRotation; } double e2d::Node::getOpacity() const { return m_fRealOpacity; } e2d::NodeProperty e2d::Node::getProperty() const { NodeProperty prop; prop.visable = m_bVisiable; prop.posX = m_fPosX; prop.posY = m_fPosY; prop.width = m_fWidth; prop.height = m_fHeight; prop.opacity = m_fRealOpacity; prop.pivotX = m_fPivotX; prop.pivotY = m_fPivotY; prop.scaleX = m_fScaleX; prop.scaleY = m_fScaleY; prop.rotation = m_fRotation; prop.skewAngleX = m_fSkewAngleX; prop.skewAngleY = m_fSkewAngleY; return prop; } e2d::Collider * e2d::Node::getCollider() const { return m_pCollider; } int e2d::Node::getOrder() const { return m_nOrder; } void e2d::Node::setOrder(int order) { m_nOrder = order; } void e2d::Node::setPosX(double x) { this->setPos(x, m_fPosY); } void e2d::Node::setPosY(double y) { this->setPos(m_fPosX, y); } void e2d::Node::setPos(const Point & p) { this->setPos(p.x, p.y); } void e2d::Node::setPos(double x, double y) { if (m_fPosX == x && m_fPosY == y) return; m_fPosX = static_cast(x); m_fPosY = static_cast(y); m_bTransformNeeded = true; } void e2d::Node::movePosX(double x) { this->movePos(x, 0); } void e2d::Node::movePosY(double y) { this->movePos(0, y); } void e2d::Node::movePos(double x, double y) { this->setPos(m_fPosX + x, m_fPosY + y); } void e2d::Node::movePos(const Vector & v) { this->movePos(v.x, v.y); } void e2d::Node::setScaleX(double scaleX) { this->setScale(scaleX, m_fScaleY); } void e2d::Node::setScaleY(double scaleY) { this->setScale(m_fScaleX, scaleY); } void e2d::Node::setScale(double scale) { this->setScale(scale, scale); } void e2d::Node::setScale(double scaleX, double scaleY) { if (m_fScaleX == scaleX && m_fScaleY == scaleY) return; m_fScaleX = static_cast(scaleX); m_fScaleY = static_cast(scaleY); m_bTransformNeeded = true; } void e2d::Node::setSkewX(double angleX) { this->setSkew(angleX, m_fSkewAngleY); } void e2d::Node::setSkewY(double angleY) { this->setSkew(m_fSkewAngleX, angleY); } void e2d::Node::setSkew(double angleX, double angleY) { if (m_fSkewAngleX == angleX && m_fSkewAngleY == angleY) return; m_fSkewAngleX = static_cast(angleX); m_fSkewAngleY = static_cast(angleY); m_bTransformNeeded = true; } void e2d::Node::setRotation(double angle) { if (m_fRotation == angle) return; m_fRotation = static_cast(angle); m_bTransformNeeded = true; } void e2d::Node::setOpacity(double opacity) { if (m_fRealOpacity == opacity) return; m_fDisplayOpacity = m_fRealOpacity = min(max(static_cast(opacity), 0), 1); // 更新节点透明度 _updateOpacity(this); } void e2d::Node::setPivotX(double pivotX) { this->setPivot(pivotX, m_fPivotY); } void e2d::Node::setPivotY(double pivotY) { this->setPivot(m_fPivotX, pivotY); } void e2d::Node::setPivot(double pivotX, double pivotY) { if (m_fPivotX == pivotX && m_fPivotY == pivotY) return; m_fPivotX = min(max(static_cast(pivotX), 0), 1); m_fPivotY = min(max(static_cast(pivotY), 0), 1); m_bTransformNeeded = true; } void e2d::Node::setWidth(double width) { this->setSize(width, m_fHeight); } void e2d::Node::setHeight(double height) { this->setSize(m_fWidth, height); } void e2d::Node::setSize(double width, double height) { if (m_fWidth == width && m_fHeight == height) return; m_fWidth = static_cast(width); m_fHeight = static_cast(height); m_bTransformNeeded = true; } void e2d::Node::setSize(Size size) { this->setSize(size.width, size.height); } void e2d::Node::setProperty(NodeProperty prop) { this->setVisiable(prop.visable); this->setPos(prop.posX, prop.posY); this->setSize(prop.width, prop.height); this->setOpacity(prop.opacity); this->setPivot(prop.pivotX, prop.pivotY); this->setScale(prop.scaleX, prop.scaleY); this->setRotation(prop.rotation); this->setSkew(prop.skewAngleX, prop.skewAngleY); } void e2d::Node::setCollider(int nColliderType) { switch (nColliderType) { case ColliderType::RECT: { auto rect = new ColliderRect(this); this->setCollider(rect); break; } case ColliderType::CIRCLE: { auto rect = new ColliderCircle(this); this->setCollider(rect); break; } case ColliderType::ELLIPSE: { auto rect = new ColliderEllipse(this); this->setCollider(rect); break; } default: break; } } void e2d::Node::setCollider(Collider * pCollider) { // 删除旧的碰撞体 ColliderManager::__removeCollider(m_pCollider); // 添加新的碰撞体 ColliderManager::__addCollider(pCollider); if (pCollider) { // 双向绑定 this->m_pCollider = pCollider; pCollider->m_pParentNode = this; } else { this->m_pCollider = nullptr; } } void e2d::Node::addColliableName(String collliderName) { unsigned int hash = collliderName.getHashCode(); m_vColliders.insert(hash); } #if HIGHER_THAN_VS2012 void e2d::Node::addColliableName(const InitList& vCollliderName) { for (const auto &name : vCollliderName) { this->addColliableName(name); } } #endif void e2d::Node::removeColliableName(String collliderName) { unsigned int hash = collliderName.getHashCode(); m_vColliders.erase(hash); } void e2d::Node::addChild(Node * child, int order /* = 0 */) { WARN_IF(child == nullptr, "Node::addChild NULL pointer exception."); if (child) { ASSERT(child->m_pParent == nullptr, "Node already added. It can't be added again!"); for (Node * parent = this; parent != nullptr; parent = parent->getParent()) { ASSERT(child != parent, "A Node cannot be the child of his own children!"); } m_vChildren.push_back(child); child->setOrder(order); child->retain(); child->m_pParent = this; if (this->m_pParentScene) { child->_setParentScene(this->m_pParentScene); } if (this->m_bDisplayedInScene) { child->_onEnter(); } // 更新子节点透明度 _updateOpacity(child); // 更新节点转换 child->m_bTransformNeeded = true; // 更新子节点排序 m_bSortChildrenNeeded = true; } } #if HIGHER_THAN_VS2012 void e2d::Node::addChild(const InitList& vNodes, int order) { for (const auto &node : vNodes) { this->addChild(node, order); } } #endif e2d::Node * e2d::Node::getParent() const { return m_pParent; } e2d::Scene * e2d::Node::getParentScene() const { return m_pParentScene; } std::vector e2d::Node::getChildren(String name) { std::vector vChildren; unsigned int hash = name.getHashCode(); FOR_LOOP(child, m_vChildren) { // 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度 if (child->m_nHashName == hash && child->m_sName == name) { vChildren.push_back(child); } } return std::move(vChildren); } std::vector e2d::Node::getChildren() { return m_vChildren; } int e2d::Node::getChildrenCount() const { return static_cast(m_vChildren.size()); } void e2d::Node::removeFromParent() { if (m_pParent) { m_pParent->removeChild(this); } } bool e2d::Node::removeChild(Node * child) { WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception."); if (m_vChildren.empty()) { return false; } if (child) { size_t size = m_vChildren.size(); for (size_t i = 0; i < size; i++) { if (m_vChildren[i] == child) { m_vChildren.erase(m_vChildren.begin() + i); child->m_pParent = nullptr; if (child->m_pParentScene) { child->_setParentScene(nullptr); } if (child->m_bDisplayedInScene) { child->_onExit(); } child->release(); return true; } } } return false; } void e2d::Node::removeChildren(String childName) { WARN_IF(childName.isEmpty(), "Invalid Node name."); if (m_vChildren.empty()) { return; } // 计算名称 Hash 值 unsigned int hash = childName.getHashCode(); size_t size = m_vChildren.size(); for (size_t i = 0; i < size; i++) { auto child = m_vChildren[i]; if (child->m_nHashName == hash && child->m_sName == childName) { m_vChildren.erase(m_vChildren.begin() + i); child->m_pParent = nullptr; if (child->m_pParentScene) { child->_setParentScene(nullptr); } if (child->m_bDisplayedInScene) { child->_onExit(); } child->release(); } } } void e2d::Node::clearAllChildren() { // 所有节点的引用计数减一 FOR_LOOP(child, m_vChildren) { if (child->m_bDisplayedInScene) { child->_onExit(); } child->release(); } // 清空储存节点的容器 m_vChildren.clear(); } void e2d::Node::runAction(Action * action) { if (this != action->getTarget()) { WARN_IF( nullptr != action->getTarget(), "The action has already got a target, The clone of the action will be created automatically!" ); if (nullptr != action->getTarget()) { action = action->clone(); } ActionManager::__startAction(action, this); } else { action->reset(); } } void e2d::Node::resumeAction(String strActionName) { auto actions = ActionManager::get(strActionName); FOR_LOOP(action, actions) { if (action->getTarget() == this) { action->resume(); } } } void e2d::Node::pauseAction(String strActionName) { auto actions = ActionManager::get(strActionName); FOR_LOOP(action, actions) { if (action->getTarget() == this) { action->pause(); } } } void e2d::Node::stopAction(String strActionName) { auto actions = ActionManager::get(strActionName); FOR_LOOP(action, actions) { if (action->getTarget() == this) { action->stop(); } } } e2d::Action * e2d::Node::getAction(String strActionName) { auto actions = ActionManager::get(strActionName); FOR_LOOP(action, actions) { if (action->getTarget() == this) { return action; } } return nullptr; } std::vector e2d::Node::getActions(String strActionName) { std::vector::iterator iter; auto actions = ActionManager::get(strActionName); for (iter = actions.begin(); iter != actions.end();) { if ((*iter)->getTarget() != this) { iter = actions.erase(iter); } else { iter++; } } return std::move(actions); } bool e2d::Node::isPointIn(Point point) const { BOOL ret = 0; // 如果存在碰撞体,用碰撞体判断 if (m_pCollider) { m_pCollider->getD2dGeometry()->FillContainsPoint( D2D1::Point2F( static_cast(point.x), static_cast(point.y)), m_MatriFinal, &ret ); } else { // 为节点创建一个临时碰撞体 ID2D1RectangleGeometry * rect; Renderer::getID2D1Factory()->CreateRectangleGeometry( D2D1::RectF(0, 0, m_fWidth, m_fHeight), &rect ); // 判断点是否在碰撞体内 rect->FillContainsPoint( D2D1::Point2F( static_cast(point.x), static_cast(point.y)), m_MatriFinal, &ret ); // 删除临时创建的碰撞体 SafeReleaseInterface(&rect); } if (ret) { return true; } return false; } bool e2d::Node::isIntersectWith(const Node * pNode) const { // 如果存在碰撞体,用碰撞体判断 if (this->m_pCollider && pNode->m_pCollider) { int relation = this->m_pCollider->getRelationWith(pNode->m_pCollider); if ((relation != Relation::UNKNOWN) && (relation != Relation::DISJOINT)) { return true; } } else { // 为节点创建一个临时碰撞体 ID2D1RectangleGeometry * pRect1; ID2D1RectangleGeometry * pRect2; ID2D1TransformedGeometry * pCollider; D2D1_GEOMETRY_RELATION relation; // 根据自身大小位置创建矩形 Renderer::getID2D1Factory()->CreateRectangleGeometry( D2D1::RectF(0, 0, m_fWidth, m_fHeight), &pRect1 ); // 根据二维矩阵进行转换 Renderer::getID2D1Factory()->CreateTransformedGeometry( pRect1, m_MatriFinal, &pCollider ); // 根据相比较节点的大小位置创建矩形 Renderer::getID2D1Factory()->CreateRectangleGeometry( D2D1::RectF(0, 0, pNode->m_fWidth, pNode->m_fHeight), &pRect2 ); // 获取相交状态 pCollider->CompareWithGeometry( pRect2, pNode->m_MatriFinal, &relation ); // 删除临时创建的碰撞体 SafeReleaseInterface(&pRect1); SafeReleaseInterface(&pRect2); SafeReleaseInterface(&pCollider); if ((relation != D2D1_GEOMETRY_RELATION_UNKNOWN) && (relation != D2D1_GEOMETRY_RELATION_DISJOINT)) { return true; } } return false; } void e2d::Node::setAutoUpdate(bool bAutoUpdate) { m_bAutoUpdate = bAutoUpdate; } void e2d::Node::setDefaultPiovt(double defaultPiovtX, double defaultPiovtY) { s_fDefaultPiovtX = min(max(static_cast(defaultPiovtX), 0), 1); s_fDefaultPiovtY = min(max(static_cast(defaultPiovtY), 0), 1); } void e2d::Node::setDefaultColliderEnable(bool bEnable) { s_fDefaultColliderEnabled = bEnable; } void e2d::Node::destroy() { ActionManager::__clearAllBindedWith(this); ColliderManager::__removeCollider(m_pCollider); FOR_LOOP(child, m_vChildren) { SafeRelease(&child); } } void e2d::Node::resumeAllActions() { ActionManager::__resumeAllBindedWith(this); } void e2d::Node::pauseAllActions() { ActionManager::__pauseAllBindedWith(this); } void e2d::Node::stopAllActions() { ActionManager::__stopAllBindedWith(this); } void e2d::Node::setVisiable(bool value) { m_bVisiable = value; } void e2d::Node::setName(String name) { WARN_IF(name.isEmpty(), "Invalid Node name."); if (!name.isEmpty() && m_sName != name) { // 保存节点名 m_sName = name; // 保存节点 Hash 名 m_nHashName = name.getHashCode(); } } void e2d::Node::_setParentScene(Scene * scene) { m_pParentScene = scene; FOR_LOOP(child, m_vChildren) { child->_setParentScene(scene); } }