#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() : _nOrder(0) , _fPosX(0) , _fPosY(0) , _fWidth(0) , _fHeight(0) , _fScaleX(1.0f) , _fScaleY(1.0f) , _fRotation(0) , _fSkewAngleX(0) , _fSkewAngleY(0) , _fDisplayOpacity(1.0f) , _fRealOpacity(1.0f) , _fPivotX(s_fDefaultPiovtX) , _fPivotY(s_fDefaultPiovtY) , _MatriInitial(D2D1::Matrix3x2F::Identity()) , _MatriFinal(D2D1::Matrix3x2F::Identity()) , _bVisiable(true) , _pCollider(nullptr) , _pParent(nullptr) , _pParentScene(nullptr) , _nHashName(0) , _bSortChildrenNeeded(false) , _bTransformNeeded(false) , _bAutoUpdate(true) , _bPositionFixed(false) { if (s_fDefaultColliderEnabled) { auto rect = new ColliderRect(this); this->setCollider(rect); } } e2d::Node::~Node() { } void e2d::Node::_update() { if (_bTransformNeeded) { _updateTransform(); } if (!_vChildren.empty()) { if (_bSortChildrenNeeded) { // 子节点排序 auto sortFunc = [](Node * n1, Node * n2) { return n1->getOrder() < n2->getOrder(); }; std::sort( std::begin(_vChildren), std::end(_vChildren), sortFunc ); _bSortChildrenNeeded = false; } // 遍历子节点 size_t size = _vChildren.size(); size_t i; for (i = 0; i < size; i++) { auto child = _vChildren[i]; // 访问 Order 小于零的节点 if (child->getOrder() < 0) { child->_update(); } else { break; } } if (_bAutoUpdate) { if (!Game::isPaused()) { this->onUpdate(); } this->onFixedUpdate(); } // 访问剩余节点 for (; i < size; i++) _vChildren[i]->_update(); } else { if (_bAutoUpdate) { if (!Game::isPaused()) { this->onUpdate(); } this->onFixedUpdate(); } } } void e2d::Node::_render() { if (!_bVisiable) { return; } if (!_vChildren.empty()) { size_t size = _vChildren.size(); size_t i; for (i = 0; i < size; i++) { auto child = _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(_MatriFinal); // 渲染自身 this->onRender(); // 访问剩余节点 for (; i < size; i++) _vChildren[i]->_render(); } else { // 转换渲染器的二维矩阵 Renderer::getRenderTarget()->SetTransform(_MatriFinal); // 渲染自身 this->onRender(); } } void e2d::Node::_drawCollider() { // 绘制自身的几何碰撞体 if (_pCollider && _pCollider->_bIsVisiable) { _pCollider->_render(); } // 绘制所有子节点的几何碰撞体 for (auto child : _vChildren) { child->_drawCollider(); } } void e2d::Node::_updateSelfTransform() { // 计算中心点坐标 D2D1_POINT_2F pivot = { _fWidth * _fPivotX, _fHeight * _fPivotY }; // 变换 Initial 矩阵,子节点将根据这个矩阵进行变换 _MatriInitial = D2D1::Matrix3x2F::Scale( _fScaleX, _fScaleY, pivot ) * D2D1::Matrix3x2F::Skew( _fSkewAngleX, _fSkewAngleY, pivot ) * D2D1::Matrix3x2F::Rotation( _fRotation, pivot ) * D2D1::Matrix3x2F::Translation( _fPosX, _fPosY ); // 根据自身中心点变换 Final 矩阵 _MatriFinal = _MatriInitial * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y); // 和父节点矩阵相乘 if (!_bPositionFixed && _pParent) { _MatriInitial = _MatriInitial * _pParent->_MatriInitial; _MatriFinal = _MatriFinal * _pParent->_MatriInitial; } } void e2d::Node::_updateTransform() { // 计算自身的转换矩阵 _updateSelfTransform(); // 绑定于自身的碰撞体也进行相应转换 if (_pCollider) { _pCollider->_transform(); } // 标志已执行过变换 _bTransformNeeded = false; // 遍历子节点下的所有节点 for (auto child : this->_vChildren) { child->_updateTransform(); } } void e2d::Node::_updateOpacity() { if (_pParent) { _fDisplayOpacity = _fRealOpacity * _pParent->_fDisplayOpacity; } for (auto child : _vChildren) { child->_updateOpacity(); } } bool e2d::Node::isVisiable() const { return _bVisiable; } e2d::String e2d::Node::getName() const { return _sName; } unsigned int e2d::Node::getHashName() const { return _nHashName; } double e2d::Node::getPosX() const { return _fPosX; } double e2d::Node::getPosY() const { return _fPosY; } e2d::Point e2d::Node::getPos() const { return Point(_fPosX, _fPosY); } double e2d::Node::getWidth() const { return _fWidth * _fScaleX; } double e2d::Node::getHeight() const { return _fHeight * _fScaleY; } double e2d::Node::getRealWidth() const { return _fWidth; } double e2d::Node::getRealHeight() const { return _fHeight; } e2d::Size e2d::Node::getRealSize() const { return Size(_fWidth, _fHeight); } double e2d::Node::getPivotX() const { return _fPivotX; } double e2d::Node::getPivotY() const { return _fPivotY; } e2d::Size e2d::Node::getSize() const { return Size(getWidth(), getHeight()); } double e2d::Node::getScaleX() const { return _fScaleX; } double e2d::Node::getScaleY() const { return _fScaleY; } double e2d::Node::getSkewX() const { return _fSkewAngleX; } double e2d::Node::getSkewY() const { return _fSkewAngleY; } double e2d::Node::getRotation() const { return _fRotation; } double e2d::Node::getOpacity() const { return _fRealOpacity; } e2d::NodeProperty e2d::Node::getProperty() const { NodeProperty prop; prop.visable = _bVisiable; prop.posX = _fPosX; prop.posY = _fPosY; prop.width = _fWidth; prop.height = _fHeight; prop.opacity = _fRealOpacity; prop.pivotX = _fPivotX; prop.pivotY = _fPivotY; prop.scaleX = _fScaleX; prop.scaleY = _fScaleY; prop.rotation = _fRotation; prop.skewAngleX = _fSkewAngleX; prop.skewAngleY = _fSkewAngleY; return prop; } e2d::Collider * e2d::Node::getCollider() const { return _pCollider; } int e2d::Node::getOrder() const { return _nOrder; } void e2d::Node::setOrder(int order) { _nOrder = order; } void e2d::Node::setPosX(double x) { this->setPos(x, _fPosY); } void e2d::Node::setPosY(double y) { this->setPos(_fPosX, y); } void e2d::Node::setPos(const Point & p) { this->setPos(p.x, p.y); } void e2d::Node::setPos(double x, double y) { if (_fPosX == x && _fPosY == y) return; _fPosX = static_cast(x); _fPosY = static_cast(y); _bTransformNeeded = true; } void e2d::Node::setPosFixed(bool fixed) { if (_bPositionFixed == fixed) return; _bPositionFixed = fixed; _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(_fPosX + x, _fPosY + y); } void e2d::Node::movePos(const Vector & v) { this->movePos(v.x, v.y); } void e2d::Node::setScaleX(double scaleX) { this->setScale(scaleX, _fScaleY); } void e2d::Node::setScaleY(double scaleY) { this->setScale(_fScaleX, scaleY); } void e2d::Node::setScale(double scale) { this->setScale(scale, scale); } void e2d::Node::setScale(double scaleX, double scaleY) { if (_fScaleX == scaleX && _fScaleY == scaleY) return; _fScaleX = static_cast(scaleX); _fScaleY = static_cast(scaleY); _bTransformNeeded = true; } void e2d::Node::setSkewX(double angleX) { this->setSkew(angleX, _fSkewAngleY); } void e2d::Node::setSkewY(double angleY) { this->setSkew(_fSkewAngleX, angleY); } void e2d::Node::setSkew(double angleX, double angleY) { if (_fSkewAngleX == angleX && _fSkewAngleY == angleY) return; _fSkewAngleX = static_cast(angleX); _fSkewAngleY = static_cast(angleY); _bTransformNeeded = true; } void e2d::Node::setRotation(double angle) { if (_fRotation == angle) return; _fRotation = static_cast(angle); _bTransformNeeded = true; } void e2d::Node::setOpacity(double opacity) { if (_fRealOpacity == opacity) return; _fDisplayOpacity = _fRealOpacity = min(max(static_cast(opacity), 0), 1); // 更新节点透明度 _updateOpacity(); } void e2d::Node::setPivotX(double pivotX) { this->setPivot(pivotX, _fPivotY); } void e2d::Node::setPivotY(double pivotY) { this->setPivot(_fPivotX, pivotY); } void e2d::Node::setPivot(double pivotX, double pivotY) { if (_fPivotX == pivotX && _fPivotY == pivotY) return; _fPivotX = min(max(static_cast(pivotX), 0), 1); _fPivotY = min(max(static_cast(pivotY), 0), 1); _bTransformNeeded = true; } void e2d::Node::setWidth(double width) { this->setSize(width, _fHeight); } void e2d::Node::setHeight(double height) { this->setSize(_fWidth, height); } void e2d::Node::setSize(double width, double height) { if (_fWidth == width && _fHeight == height) return; _fWidth = static_cast(width); _fHeight = static_cast(height); _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(ColliderType 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(_pCollider); // 添加新的碰撞体 ColliderManager::__addCollider(pCollider); if (pCollider) { // 双向绑定 this->_pCollider = pCollider; pCollider->_pParentNode = this; } else { this->_pCollider = nullptr; } } void e2d::Node::addColliableName(const String& collliderName) { unsigned int hash = collliderName.getHashCode(); _vColliders.insert(hash); } #ifdef HIGHER_THAN_VS2012 void e2d::Node::addColliableName(const std::initializer_list& vCollliderName) { for (const auto &name : vCollliderName) { this->addColliableName(name); } } #endif void e2d::Node::removeColliableName(const String& collliderName) { unsigned int hash = collliderName.getHashCode(); _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->_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!"); } _vChildren.push_back(child); child->setOrder(order); child->retain(); child->_pParent = this; if (this->_pParentScene) { child->_setParentScene(this->_pParentScene); } // 更新子节点透明度 child->_updateOpacity(); // 更新节点转换 child->_bTransformNeeded = true; // 更新子节点排序 _bSortChildrenNeeded = true; } } #ifdef HIGHER_THAN_VS2012 void e2d::Node::addChild(const std::initializer_list& vNodes, int order) { for (const auto &node : vNodes) { this->addChild(node, order); } } #endif e2d::Node * e2d::Node::getParent() const { return _pParent; } e2d::Scene * e2d::Node::getParentScene() const { return _pParentScene; } std::vector e2d::Node::getChildren(const String& name) const { std::vector vChildren; unsigned int hash = name.getHashCode(); for (auto child : _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->_nHashName == hash && child->_sName == 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 : _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->_nHashName == hash && child->_sName == name) { return child; } } return nullptr; } std::vector e2d::Node::getAllChildren() const { return _vChildren; } int e2d::Node::getChildrenCount() const { return static_cast(_vChildren.size()); } void e2d::Node::removeFromParent() { if (_pParent) { _pParent->removeChild(this); } } bool e2d::Node::removeChild(Node * child) { WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception."); if (_vChildren.empty()) { return false; } if (child) { size_t size = _vChildren.size(); for (size_t i = 0; i < size; i++) { if (_vChildren[i] == child) { _vChildren.erase(_vChildren.begin() + i); child->_pParent = nullptr; if (child->_pParentScene) { child->_setParentScene(nullptr); } child->release(); return true; } } } return false; } void e2d::Node::removeChildren(const String& childName) { WARN_IF(childName.isEmpty(), "Invalid Node name."); if (_vChildren.empty()) { return; } // 计算名称 Hash 值 unsigned int hash = childName.getHashCode(); size_t size = _vChildren.size(); for (size_t i = 0; i < size; i++) { auto child = _vChildren[i]; if (child->_nHashName == hash && child->_sName == childName) { _vChildren.erase(_vChildren.begin() + i); child->_pParent = nullptr; if (child->_pParentScene) { child->_setParentScene(nullptr); } child->release(); } } } void e2d::Node::clearAllChildren() { // 所有节点的引用计数减一 for (auto child : _vChildren) { child->release(); } // 清空储存节点的容器 _vChildren.clear(); } void e2d::Node::runAction(ActionBase * action) { if (this != action->getTarget()) { ASSERT(action->getTarget() == nullptr, "The action has already got a target!"); ActionManager::start(action, this, false); } else { action->reset(); } } void e2d::Node::resumeAction(const String& strActionName) { auto actions = ActionManager::get(strActionName); for (auto action : actions) { if (action->getTarget() == this) { action->resume(); } } } void e2d::Node::pauseAction(const String& strActionName) { auto actions = ActionManager::get(strActionName); for (auto action : actions) { if (action->getTarget() == this) { action->pause(); } } } void e2d::Node::stopAction(const String& strActionName) { auto actions = ActionManager::get(strActionName); for (auto action : actions) { if (action->getTarget() == this) { action->stop(); } } } e2d::ActionBase * e2d::Node::getAction(const String& strActionName) { auto actions = ActionManager::get(strActionName); for (auto action : actions) { if (action->getTarget() == this) { return action; } } return nullptr; } std::vector e2d::Node::getActions(const 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 (_pCollider) { _pCollider->getD2dGeometry()->FillContainsPoint( D2D1::Point2F( static_cast(point.x), static_cast(point.y)), _MatriFinal, &ret ); } else { // 为节点创建一个临时碰撞体 ID2D1RectangleGeometry * rect; Renderer::getID2D1Factory()->CreateRectangleGeometry( D2D1::RectF(0, 0, _fWidth, _fHeight), &rect ); // 判断点是否在碰撞体内 rect->FillContainsPoint( D2D1::Point2F( static_cast(point.x), static_cast(point.y)), _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 * node) const { // 如果存在碰撞体,用碰撞体判断 if (this->_pCollider && node->_pCollider) { Relation relation = this->_pCollider->getRelationWith(node->_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, _fWidth, _fHeight), &pRect1 ); // 根据二维矩阵进行转换 Renderer::getID2D1Factory()->CreateTransformedGeometry( pRect1, _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, node->_fWidth, node->_fHeight), &pRect2 ); // 获取相交状态 pCollider->CompareWithGeometry( pRect2, node->_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) { _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 enable) { s_fDefaultColliderEnabled = enable; } void e2d::Node::destroy() { ActionManager::__clearAllBindedWith(this); ColliderManager::__removeCollider(_pCollider); for (auto child : _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) { _bVisiable = value; } void e2d::Node::setName(const String& name) { WARN_IF(name.isEmpty(), "Invalid Node name."); if (!name.isEmpty() && _sName != name) { // 保存节点名 _sName = name; // 保存节点 Hash 名 _nHashName = name.getHashCode(); } } void e2d::Node::_setParentScene(Scene * scene) { _pParentScene = scene; for (auto child : _vChildren) { child->_setParentScene(scene); } }