#include "..\e2dmanager.h" #include "..\e2dnode.h" #include "..\e2dcollider.h" #include "..\e2dtool.h" // 监听器 class Listener { public: Listener( const e2d::Function& func, const e2d::String& name, bool paused ) : name(name) , callback(func) , running(!paused) , stopped(false) { } // 更新监听器状态 virtual void update() { if (callback) { callback(); } } public: bool running; bool stopped; e2d::String name; e2d::Function callback; }; // 碰撞体集合 static std::vector s_vColliders; // 监听器容器 static std::vector s_vListeners; // 碰撞触发状态 static bool s_bCollisionEnable = false; void e2d::ColliderManager::setEnable(bool enable) { s_bCollisionEnable = enable; } void e2d::ColliderManager::__update() { if (s_vListeners.empty() || Game::isPaused()) return; for (size_t i = 0; i < s_vListeners.size(); ++i) { auto listener = s_vListeners[i]; // 清除已停止的监听器 if (listener->stopped) { delete listener; s_vListeners.erase(s_vListeners.begin() + i); } else { // 更新监听器 listener->update(); ++i; } } } void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider) { // 判断碰撞触发是否打开 if (!s_bCollisionEnable) return; Node* pActiveNode = pActiveCollider->_parentNode; if (pActiveNode) { // 判断两物体是否是相互冲突的物体 auto IsCollideWith = [](Node * active, Node * passive) -> bool { unsigned int hash = passive->getHashName(); for (auto collider : active->_colliders) if (collider == hash) return true; return false; }; // 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) { if (IsCollideWith(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) { Collision::__activeNode = pActiveNode; Collision::__passiveNode = pPassiveNode; ColliderManager::__update(); } Collision::__activeNode = nullptr; Collision::__passiveNode = nullptr; } } } } } void e2d::ColliderManager::add(const Function& func, const String& name, bool paused) { auto listener = new (std::nothrow) Listener(func, name, paused); s_vListeners.push_back(listener); } void e2d::ColliderManager::pause(const String& name) { for (auto listener : s_vListeners) { if (listener->name == name) { listener->running = false; } } } void e2d::ColliderManager::resume(const String& name) { for (auto listener : s_vListeners) { if (listener->name == name) { listener->running = true; } } } void e2d::ColliderManager::stop(const String& name) { for (auto listener : s_vListeners) { if (listener->name == name) { listener->stopped = true; } } } void e2d::ColliderManager::pauseAll() { for (auto listener : s_vListeners) { listener->running = false; } } void e2d::ColliderManager::resumeAll() { for (auto listener : s_vListeners) { listener->running = true; } } void e2d::ColliderManager::stopAll() { for (auto listener : s_vListeners) { listener->stopped = true; } } 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) { SafeRelease(pCollider); s_vColliders.erase(s_vColliders.begin() + i); return; } } } } void e2d::ColliderManager::__uninit() { for (auto listener : s_vListeners) { delete listener; } s_vListeners.clear(); }