#include "..\e2dmanager.h" #include "..\e2dnode.h" #include "..\e2dtool.h" e2d::CollisionManager * e2d::CollisionManager::_instance = nullptr; e2d::CollisionManager * e2d::CollisionManager::getInstance() { if (!_instance) _instance = new (std::nothrow) CollisionManager; return _instance; } void e2d::CollisionManager::destroyInstance() { if (_instance) { delete _instance; _instance = nullptr; } } e2d::CollisionManager::CollisionManager() { } e2d::CollisionManager::~CollisionManager() { } void e2d::CollisionManager::__addCollider(Collider * collider) { _colliders.push_back(collider); } void e2d::CollisionManager::__removeCollider(Collider * collider) { auto iter = std::find(_colliders.begin(), _colliders.end(), collider); if (iter != _colliders.end()) { _colliders.erase(iter); } } void e2d::CollisionManager::__updateCollider(Collider* collider) { if (Game::getInstance()->isPaused() || !Game::getInstance()->getConfig()->isCollisionEnabled() || SceneManager::getInstance()->isTransitioning() || !collider->isCollisionNotify()) return; for (size_t i = 0; i < _colliders.size(); i++) { // 判断与其他碰撞体的交集情况 auto active = collider->getNode(); auto passive = _colliders[i]->getNode(); // 判断两物体是否是相互冲突的物体 if (active == passive || active->getParentScene() != passive->getParentScene() || !CollisionManager::isCollidable(active, passive)) { continue; } // 判断两碰撞体交集情况 Collider::Relation relation = active->getCollider()->getRelationWith(passive->getCollider()); // 忽略 UNKNOWN 和 DISJOIN 情况 if (relation != Collider::Relation::Unknown && relation != Collider::Relation::Disjoin) { _collision = Collision(active, passive, relation); active->onCollision(_collision); // 更新碰撞监听器 CollisionManager::__updateListeners(); } } _collision = Collision(); } void e2d::CollisionManager::addName(const String & name1, const String & name2) { if (!name1.isEmpty() && !name2.isEmpty()) { _collisionList.insert(std::make_pair(name1.getHashCode(), name2.getHashCode())); } } void e2d::CollisionManager::addName(const std::vector >& names) { for (auto& name : names) { if (!name.first.isEmpty() && !name.second.isEmpty()) { _collisionList.insert(std::make_pair(name.first.getHashCode(), name.second.getHashCode())); } } } bool e2d::CollisionManager::isCollidable(Node * node1, Node * node2) { return CollisionManager::isCollidable(node1->getName(), node2->getName()); } bool e2d::CollisionManager::isCollidable(const String & name1, const String & name2) { UINT hashName1 = name1.getHashCode(), hashName2 = name2.getHashCode(); auto pair1 = std::make_pair(hashName1, hashName2), pair2 = std::make_pair(hashName2, hashName1); for (auto& pair : _collisionList) { if (pair == pair1 || pair == pair2) { return true; } } return false; } e2d::Collision e2d::CollisionManager::getCollision() const { return _collision; } void e2d::CollisionManager::__updateListeners() { if (_listeners.empty() || Game::getInstance()->isPaused()) return; for (size_t i = 0; i < _listeners.size(); ++i) { auto listener = _listeners[i]; // 清除已停止的监听器 if (listener->_stopped) { GC::safeRelease(listener); _listeners.erase(_listeners.begin() + i); } else { // 更新监听器 listener->_update(); ++i; } } } e2d::Listener * e2d::CollisionManager::addListener(const Function& func, const String& name, bool paused) { auto listener = new (e2d::autorelease) Listener(func, name, paused); GC::retain(listener); _listeners.push_back(listener); return listener; } void e2d::CollisionManager::addListener(Listener * listener) { if (listener) { auto iter = std::find(_listeners.begin(), _listeners.end(), listener); if (iter == _listeners.end()) { GC::retain(listener); _listeners.push_back(listener); } } } void e2d::CollisionManager::removeListener(Listener * listener) { if (listener) { auto iter = std::find(_listeners.begin(), _listeners.end(), listener); if (iter != _listeners.end()) { GC::safeRelease(listener); _listeners.erase(iter); } } } void e2d::CollisionManager::stopListener(const String& name) { if (_listeners.empty() || name.isEmpty()) return; for (auto listener : _listeners) { if (listener->_name == name) { listener->stop(); } } } void e2d::CollisionManager::startListener(const String& name) { if (_listeners.empty() || name.isEmpty()) return; for (auto listener : _listeners) { if (listener->_name == name) { listener->start(); } } } void e2d::CollisionManager::removeListener(const String& name) { if (_listeners.empty() || name.isEmpty()) return; for (auto listener : _listeners) { if (listener->_name == name) { listener->_stopped = true; } } } void e2d::CollisionManager::stopAllListeners() { for (auto listener : _listeners) { listener->stop(); } } void e2d::CollisionManager::startAllListeners() { for (auto listener : _listeners) { listener->start(); } } void e2d::CollisionManager::removeAllListeners() { for (auto listener : _listeners) { listener->_stopped = true; } } void e2d::CollisionManager::clearAllListeners() { for (auto listener : _listeners) { GC::release(listener); } _listeners.clear(); }