#include "..\e2dnode.h" #include "..\e2dmanager.h" #include "..\e2daction.h" #include // 默认中心点位置 static float s_fDefaultPiovtX = 0; static float s_fDefaultPiovtY = 0; static e2d::Collider::Type s_fDefaultColliderType = e2d::Collider::Type::None; e2d::Node::Node() : _nOrder(0) , _posX(0) , _posY(0) , _width(0) , _height(0) , _scaleX(1.0f) , _scaleY(1.0f) , _rotation(0) , _skewAngleX(0) , _skewAngleY(0) , _displayOpacity(1.0f) , _realOpacity(1.0f) , _pivotX(s_fDefaultPiovtX) , _pivotY(s_fDefaultPiovtY) , _initialMatri(D2D1::Matrix3x2F::Identity()) , _finalMatri(D2D1::Matrix3x2F::Identity()) , _visiable(true) , _collider(nullptr) , _parent(nullptr) , _parentScene(nullptr) , _hashName(0) , _needSort(false) , _needTransform(false) , _autoUpdate(true) , _positionFixed(false) { if (s_fDefaultColliderType != Collider::Type::None) { this->setCollider(s_fDefaultColliderType); } } e2d::Node::~Node() { } void e2d::Node::_update() { // 更新转换矩阵 _updateTransform(); if (_children.empty()) { if (_autoUpdate && !Game::isPaused()) { this->onUpdate(); } this->_fixedUpdate(); } else { // 子节点排序 _sortChildren(); // 遍历子节点 size_t size = _children.size(); size_t i; for (i = 0; i < size; ++i) { auto child = _children[i]; // 访问 Order 小于零的节点 if (child->getOrder() < 0) { child->_update(); } else { break; } } if (_autoUpdate && !Game::isPaused()) { this->onUpdate(); } this->_fixedUpdate(); // 访问其他节点 for (; i < size; ++i) _children[i]->_update(); } } void e2d::Node::_render() { if (!_visiable) { return; } // 更新转换矩阵 _updateTransform(); if (_children.empty()) { // 转换渲染器的二维矩阵 Renderer::getRenderTarget()->SetTransform(_finalMatri); // 渲染自身 this->onRender(); } else { // 子节点排序 _sortChildren(); size_t size = _children.size(); size_t i; for (i = 0; i < size; ++i) { auto child = _children[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(_finalMatri); // 渲染自身 this->onRender(); // 访问剩余节点 for (; i < size; ++i) _children[i]->_render(); } } void e2d::Node::_drawCollider() { // 绘制自身的几何碰撞体 if (_collider && _collider->_visiable) { _collider->_render(); } // 绘制所有子节点的几何碰撞体 for (auto child : _children) { child->_drawCollider(); } } void e2d::Node::_updateTransform() { if (!_needTransform) return; // 计算中心点坐标 D2D1_POINT_2F pivot = { _width * _pivotX, _height * _pivotY }; // 变换 Initial 矩阵,子节点将根据这个矩阵进行变换 _initialMatri = D2D1::Matrix3x2F::Scale( _scaleX, _scaleY, pivot ) * D2D1::Matrix3x2F::Skew( _skewAngleX, _skewAngleY, pivot ) * D2D1::Matrix3x2F::Rotation( _rotation, pivot ) * D2D1::Matrix3x2F::Translation( _posX, _posY ); // 根据自身中心点变换 Final 矩阵 _finalMatri = _initialMatri * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y); // 和父节点矩阵相乘 if (!_positionFixed && _parent) { _initialMatri = _initialMatri * _parent->_initialMatri; _finalMatri = _finalMatri * _parent->_initialMatri; } // 绑定于自身的碰撞体也进行相应转换 if (_collider) { _collider->_transform(); } // 标志已执行过变换 _needTransform = false; // 通知子节点进行转换 for (auto& child : _children) { child->_needTransform = true; } } void e2d::Node::_sortChildren() { if (_needSort) { std::sort( std::begin(_children), std::end(_children), [](Node * n1, Node * n2) { return n1->getOrder() < n2->getOrder(); } ); _needSort = false; } } void e2d::Node::_updateOpacity() { if (_parent) { _displayOpacity = _realOpacity * _parent->_displayOpacity; } for (auto child : _children) { child->_updateOpacity(); } } bool e2d::Node::isVisiable() const { return _visiable; } e2d::String e2d::Node::getName() const { return _name; } unsigned int e2d::Node::getHashName() const { return _hashName; } double e2d::Node::getPosX() const { return _posX; } double e2d::Node::getPosY() const { return _posY; } e2d::Point e2d::Node::getPos() const { return Point(_posX, _posY); } double e2d::Node::getWidth() const { return _width * _scaleX; } double e2d::Node::getHeight() const { return _height * _scaleY; } double e2d::Node::getRealWidth() const { return _width; } double e2d::Node::getRealHeight() const { return _height; } e2d::Size e2d::Node::getRealSize() const { return Size(_width, _height); } double e2d::Node::getPivotX() const { return _pivotX; } double e2d::Node::getPivotY() const { return _pivotY; } e2d::Size e2d::Node::getSize() const { return Size(getWidth(), getHeight()); } double e2d::Node::getScaleX() const { return _scaleX; } double e2d::Node::getScaleY() const { return _scaleY; } double e2d::Node::getSkewX() const { return _skewAngleX; } double e2d::Node::getSkewY() const { return _skewAngleY; } double e2d::Node::getRotation() const { return _rotation; } double e2d::Node::getOpacity() const { return _realOpacity; } e2d::Node::Property e2d::Node::getProperty() const { Property prop; prop.visable = _visiable; prop.posX = _posX; prop.posY = _posY; prop.width = _width; prop.height = _height; prop.opacity = _realOpacity; prop.pivotX = _pivotX; prop.pivotY = _pivotY; prop.scaleX = _scaleX; prop.scaleY = _scaleY; prop.rotation = _rotation; prop.skewAngleX = _skewAngleX; prop.skewAngleY = _skewAngleY; return prop; } e2d::Collider * e2d::Node::getCollider() const { return _collider; } int e2d::Node::getOrder() const { return _nOrder; } void e2d::Node::setOrder(int order) { _nOrder = order; } void e2d::Node::setPosX(double x) { this->setPos(x, _posY); } void e2d::Node::setPosY(double y) { this->setPos(_posX, y); } void e2d::Node::setPos(const Point & p) { this->setPos(p.x, p.y); } void e2d::Node::setPos(double x, double y) { if (_posX == x && _posY == y) return; _posX = float(x); _posY = float(y); _needTransform = true; } void e2d::Node::setPosFixed(bool fixed) { if (_positionFixed == fixed) return; _positionFixed = fixed; _needTransform = 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(_posX + x, _posY + y); } void e2d::Node::movePos(const Vector & v) { this->movePos(v.x, v.y); } void e2d::Node::setScaleX(double scaleX) { this->setScale(scaleX, _scaleY); } void e2d::Node::setScaleY(double scaleY) { this->setScale(_scaleX, scaleY); } void e2d::Node::setScale(double scale) { this->setScale(scale, scale); } void e2d::Node::setScale(double scaleX, double scaleY) { if (_scaleX == scaleX && _scaleY == scaleY) return; _scaleX = float(scaleX); _scaleY = float(scaleY); _needTransform = true; } void e2d::Node::setSkewX(double angleX) { this->setSkew(angleX, _skewAngleY); } void e2d::Node::setSkewY(double angleY) { this->setSkew(_skewAngleX, angleY); } void e2d::Node::setSkew(double angleX, double angleY) { if (_skewAngleX == angleX && _skewAngleY == angleY) return; _skewAngleX = float(angleX); _skewAngleY = float(angleY); _needTransform = true; } void e2d::Node::setRotation(double angle) { if (_rotation == angle) return; _rotation = float(angle); _needTransform = true; } void e2d::Node::setOpacity(double opacity) { if (_realOpacity == opacity) return; _displayOpacity = _realOpacity = min(max(float(opacity), 0), 1); // 更新节点透明度 _updateOpacity(); } void e2d::Node::setPivotX(double pivotX) { this->setPivot(pivotX, _pivotY); } void e2d::Node::setPivotY(double pivotY) { this->setPivot(_pivotX, pivotY); } void e2d::Node::setPivot(double pivotX, double pivotY) { if (_pivotX == pivotX && _pivotY == pivotY) return; _pivotX = min(max(float(pivotX), 0), 1); _pivotY = min(max(float(pivotY), 0), 1); _needTransform = true; } void e2d::Node::setWidth(double width) { this->setSize(width, _height); } void e2d::Node::setHeight(double height) { this->setSize(_width, height); } void e2d::Node::setSize(double width, double height) { if (_width == width && _height == height) return; _width = float(width); _height = float(height); _needTransform = true; } void e2d::Node::setSize(Size size) { this->setSize(size.width, size.height); } void e2d::Node::setProperty(Property 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(Collider::Type type) { switch (type) { case Collider::Type::Rect: { this->setCollider(Create(this)); break; } case Collider::Type::Circle: { this->setCollider(Create(this)); break; } case Collider::Type::Ellipse: { this->setCollider(Create(this)); break; } case Collider::Type::None: { this->setCollider(nullptr); break; } default: break; } } void e2d::Node::setCollider(Collider * pCollider) { // 删除旧的碰撞体 ColliderManager::__removeCollider(_collider); // 添加新的碰撞体 ColliderManager::__addCollider(pCollider); if (pCollider) { // 双向绑定 this->_collider = pCollider; pCollider->_parentNode = this; } else { this->_collider = nullptr; } } void e2d::Node::addChild(Node * child, int order /* = 0 */) { WARN_IF(child == nullptr, "Node::addChild NULL pointer exception."); if (child) { if (child->_parent != nullptr) { throw Exception(L"节点已有父节点, 不能再添加到其他节点"); } for (Node * parent = this; parent != nullptr; parent = parent->getParent()) { if (child == parent) { throw Exception(L"一个节点不能同时是另一个节点的父节点和子节点"); } } _children.push_back(child); child->setOrder(order); child->retain(); child->_parent = this; if (this->_parentScene) { child->_setParentScene(this->_parentScene); } // 更新子节点透明度 child->_updateOpacity(); // 更新节点转换 child->_needTransform = true; // 更新子节点排序 _needSort = true; } } void e2d::Node::addChild(const std::vector& nodes, int order) { for (auto node : nodes) { this->addChild(node, order); } } e2d::Node * e2d::Node::getParent() const { return _parent; } e2d::Scene * e2d::Node::getParentScene() const { return _parentScene; } std::vector e2d::Node::getChildren(const String& name) const { std::vector vChildren; unsigned int hash = name.getHashCode(); for (auto child : _children) { // 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->_hashName == hash && child->_name == name) { vChildren.push_back(child); } } return std::move(vChildren); } e2d::Node * e2d::Node::getChild(const String& name) const { unsigned int hash = name.getHashCode(); for (auto child : _children) { // 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->_hashName == hash && child->_name == name) { return child; } } return nullptr; } const std::vector& e2d::Node::getAllChildren() const { return _children; } int e2d::Node::getChildrenCount() const { return static_cast(_children.size()); } void e2d::Node::removeFromParent() { if (_parent) { _parent->removeChild(this); } } bool e2d::Node::removeChild(Node * child) { WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception."); if (_children.empty()) { return false; } if (child) { auto iter = std::find(_children.begin(), _children.end(), child); if (iter != _children.end()) { _children.erase(iter); child->_parent = nullptr; if (child->_parentScene) { child->_setParentScene(nullptr); } child->release(); return true; } } return false; } void e2d::Node::removeChildren(const String& childName) { WARN_IF(childName.isEmpty(), "Invalid Node name."); if (_children.empty()) { return; } // 计算名称 Hash 值 unsigned int hash = childName.getHashCode(); size_t size = _children.size(); for (size_t i = 0; i < size; ++i) { auto child = _children[i]; if (child->_hashName == hash && child->_name == childName) { _children.erase(_children.begin() + i); child->_parent = nullptr; if (child->_parentScene) { child->_setParentScene(nullptr); } child->release(); } } } void e2d::Node::clearAllChildren() { // 所有节点的引用计数减一 for (auto child : _children) { child->release(); } // 清空储存节点的容器 _children.clear(); } void e2d::Node::runAction(Action * action) { ActionManager::start(action, this, false); } void e2d::Node::resumeAction(const String& name) { auto& actions = ActionManager::get(name); for (auto action : actions) { if (action->getTarget() == this) { action->resume(); } } } void e2d::Node::pauseAction(const String& name) { auto& actions = ActionManager::get(name); for (auto action : actions) { if (action->getTarget() == this) { action->pause(); } } } void e2d::Node::stopAction(const String& name) { auto& actions = ActionManager::get(name); for (auto action : actions) { if (action->getTarget() == this) { action->stop(); } } } bool e2d::Node::containsPoint(const Point& point) const { BOOL ret = 0; // 如果存在碰撞体,用碰撞体判断 if (_collider) { _collider->getD2dGeometry()->FillContainsPoint( D2D1::Point2F( float(point.x), float(point.y)), _finalMatri, &ret ); } else { // 为节点创建一个临时碰撞体 ID2D1RectangleGeometry * rect; Renderer::getID2D1Factory()->CreateRectangleGeometry( D2D1::RectF(0, 0, _width, _height), &rect ); // 判断点是否在碰撞体内 rect->FillContainsPoint( D2D1::Point2F( float(point.x), float(point.y)), _finalMatri, &ret ); // 删除临时创建的碰撞体 SafeRelease(rect); } if (ret) { return true; } return false; } bool e2d::Node::intersects(Node * node) const { // 如果存在碰撞体,用碰撞体判断 if (this->_collider && node->_collider) { Collider::Relation relation = this->_collider->getRelationWith(node->_collider); if ((relation != Collider::Relation::Unknown) && (relation != Collider::Relation::Disjoin)) { 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, _width, _height), &pRect1 ); // 根据二维矩阵进行转换 Renderer::getID2D1Factory()->CreateTransformedGeometry( pRect1, _finalMatri, &pCollider ); // 根据相比较节点的大小位置创建矩形 Renderer::getID2D1Factory()->CreateRectangleGeometry( D2D1::RectF(0, 0, node->_width, node->_height), &pRect2 ); // 获取相交状态 pCollider->CompareWithGeometry( pRect2, node->_finalMatri, &relation ); // 删除临时创建的碰撞体 SafeRelease(pRect1); SafeRelease(pRect2); SafeRelease(pCollider); if ((relation != D2D1_GEOMETRY_RELATION_UNKNOWN) && (relation != D2D1_GEOMETRY_RELATION_DISJOINT)) { return true; } } return false; } void e2d::Node::setAutoUpdate(bool bAutoUpdate) { _autoUpdate = bAutoUpdate; } void e2d::Node::setDefaultPiovt(double defaultPiovtX, double defaultPiovtY) { s_fDefaultPiovtX = min(max(float(defaultPiovtX), 0), 1); s_fDefaultPiovtY = min(max(float(defaultPiovtY), 0), 1); } void e2d::Node::setDefaultCollider(Collider::Type type) { s_fDefaultColliderType = type; } void e2d::Node::onDestroy() { ActionManager::__clearAllBindedWith(this); ColliderManager::__removeCollider(_collider); for (auto child : _children) { GC::release(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) { _visiable = value; } void e2d::Node::setName(const String& name) { WARN_IF(name.isEmpty(), "Invalid Node name."); if (!name.isEmpty() && _name != name) { // 保存节点名 _name = name; // 保存节点 Hash 名 _hashName = name.getHashCode(); } } void e2d::Node::_setParentScene(Scene * scene) { _parentScene = scene; for (auto child : _children) { child->_setParentScene(scene); } }