#include "..\e2dmanager.h" #include "..\e2dnode.h" #include "..\e2dcollider.h" #include "..\e2dtool.h" // 碰撞体集合 static std::vector s_vColliders; void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider) { // 判断碰撞触发是否打开 if (!Collision::isEnable()) return; Node* pActiveNode = pActiveCollider->_parentNode; if (pActiveNode) { // 获取节点所在场景 Scene* pCurrentScene = pActiveNode->getParentScene(); // 判断与其他碰撞体的交集情况 for (size_t i = 0; i < s_vColliders.size(); ++i) { auto pPassiveCollider = s_vColliders[i]; // 判断两个碰撞体是否是同一个对象 if (pActiveCollider == pPassiveCollider) continue; // 获取被碰撞节点 Node* pPassiveNode = pPassiveCollider->_parentNode; // 判断两节点是否处于同一场景中 if (pPassiveNode && pPassiveNode->getParentScene() == pCurrentScene) { // 判断两物体是否是相互冲突的物体 if (Collision::isCollidable(pActiveNode, pPassiveNode)) { // 判断两碰撞体交集情况 Collider::Relation relation = pActiveCollider->getRelationWith(pPassiveCollider); // 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(pActiveNode, pPassiveNode); } } } } } } void e2d::ColliderManager::__addCollider(Collider * pCollider) { if (pCollider) { if (pCollider->_parentNode) { WARN_IF(true, "ColliderManager::__add Failed! The shape is already added."); return; } pCollider->retain(); s_vColliders.push_back(pCollider); } } void e2d::ColliderManager::__removeCollider(Collider * pCollider) { if (pCollider) { for (size_t i = 0; i < s_vColliders.size(); ++i) { if (s_vColliders[i] == pCollider) { GC::release(pCollider); s_vColliders.erase(s_vColliders.begin() + i); return; } } } }