1080 lines
19 KiB
C++
1080 lines
19 KiB
C++
#include "..\e2dnode.h"
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#include "..\e2dmanager.h"
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#include "..\e2daction.h"
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#include "..\e2dcollider.h"
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#include <algorithm>
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// 默认中心点位置
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static float s_fDefaultPiovtX = 0;
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static float s_fDefaultPiovtY = 0;
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static bool s_fDefaultColliderEnabled = true;
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e2d::Node::Node()
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: m_nOrder(0)
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, m_fPosX(0)
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, m_fPosY(0)
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, m_fWidth(0)
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, m_fHeight(0)
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, m_fScaleX(1.0f)
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, m_fScaleY(1.0f)
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, m_fRotation(0)
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, m_fSkewAngleX(0)
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, m_fSkewAngleY(0)
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, m_fDisplayOpacity(1.0f)
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, m_fRealOpacity(1.0f)
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, m_fPivotX(s_fDefaultPiovtX)
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, m_fPivotY(s_fDefaultPiovtY)
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, m_MatriInitial(D2D1::Matrix3x2F::Identity())
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, m_MatriFinal(D2D1::Matrix3x2F::Identity())
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, m_bVisiable(true)
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, m_bDisplayedInScene(false)
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, m_pCollider(nullptr)
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, m_pParent(nullptr)
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, m_pParentScene(nullptr)
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, m_nHashName(0)
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, m_bSortChildrenNeeded(false)
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, m_bTransformNeeded(false)
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, m_bAutoUpdate(true)
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{
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if (s_fDefaultColliderEnabled)
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{
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auto rect = new ColliderRect(this);
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this->setCollider(rect);
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}
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}
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e2d::Node::~Node()
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{
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}
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void e2d::Node::_update()
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{
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if (m_bTransformNeeded)
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{
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_updateTransform();
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}
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if (!m_vChildren.empty())
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{
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if (m_bSortChildrenNeeded)
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{
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// 子节点排序
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auto sortFunc = [](Node * n1, Node * n2) {
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return n1->getOrder() < n2->getOrder();
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};
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std::sort(
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std::begin(m_vChildren),
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std::end(m_vChildren),
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sortFunc
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);
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m_bSortChildrenNeeded = false;
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}
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// 遍历子节点
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size_t size = m_vChildren.size();
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size_t i;
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for (i = 0; i < size; i++)
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{
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auto child = m_vChildren[i];
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// 访问 Order 小于零的节点
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if (child->getOrder() < 0)
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{
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child->_update();
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}
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else
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{
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break;
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}
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}
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if (m_bAutoUpdate)
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{
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if (!Game::isPaused())
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{
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this->onUpdate();
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}
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this->onFixedUpdate();
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}
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// 访问剩余节点
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for (; i < size; i++)
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m_vChildren[i]->_update();
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}
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else
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{
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if (m_bAutoUpdate)
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{
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if (!Game::isPaused())
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{
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this->onUpdate();
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}
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this->onFixedUpdate();
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}
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}
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}
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void e2d::Node::_render()
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{
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if (!m_bVisiable)
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{
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return;
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}
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if (!m_vChildren.empty())
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{
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size_t size = m_vChildren.size();
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size_t i;
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for (i = 0; i < size; i++)
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{
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auto child = m_vChildren[i];
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// 访问 Order 小于零的节点
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if (child->getOrder() < 0)
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{
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child->_render();
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}
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else
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{
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break;
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}
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}
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// 转换渲染器的二维矩阵
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Renderer::getRenderTarget()->SetTransform(m_MatriFinal);
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// 渲染自身
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this->onRender();
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// 访问剩余节点
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for (; i < size; i++)
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m_vChildren[i]->_render();
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}
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else
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{
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// 转换渲染器的二维矩阵
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Renderer::getRenderTarget()->SetTransform(m_MatriFinal);
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// 渲染自身
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this->onRender();
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}
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}
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void e2d::Node::_drawCollider()
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{
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// 绘制自身的几何碰撞体
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if (m_pCollider && m_pCollider->m_bIsVisiable)
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{
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m_pCollider->_render();
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}
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// 绘制所有子节点的几何碰撞体
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for (auto child : m_vChildren)
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{
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child->_drawCollider();
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}
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}
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void e2d::Node::_onEnter()
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{
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if (!this->m_bDisplayedInScene)
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{
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this->m_bDisplayedInScene = true;
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this->onEnter();
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for (auto child : m_vChildren)
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{
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child->_onEnter();
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}
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}
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}
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void e2d::Node::_onExit()
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{
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if (this->m_bDisplayedInScene)
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{
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this->m_bDisplayedInScene = false;
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this->onExit();
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for (auto child : m_vChildren)
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{
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child->_onExit();
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}
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}
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}
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void e2d::Node::_updateSelfTransform()
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{
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// 计算中心点坐标
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D2D1_POINT_2F pivot = { m_fWidth * m_fPivotX, m_fHeight * m_fPivotY };
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// 变换 Initial 矩阵,子节点将根据这个矩阵进行变换
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m_MatriInitial = D2D1::Matrix3x2F::Scale(
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m_fScaleX,
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m_fScaleY,
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pivot
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) * D2D1::Matrix3x2F::Skew(
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m_fSkewAngleX,
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m_fSkewAngleY,
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pivot
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) * D2D1::Matrix3x2F::Rotation(
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m_fRotation,
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pivot
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) * D2D1::Matrix3x2F::Translation(
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m_fPosX,
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m_fPosY
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);
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// 根据自身中心点变换 Final 矩阵
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m_MatriFinal = m_MatriInitial * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y);
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// 和父节点矩阵相乘
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if (m_pParent)
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{
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m_MatriInitial = m_MatriInitial * m_pParent->m_MatriInitial;
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m_MatriFinal = m_MatriFinal * m_pParent->m_MatriInitial;
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}
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}
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void e2d::Node::_updateTransform()
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{
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// 计算自身的转换矩阵
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_updateSelfTransform();
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// 绑定于自身的碰撞体也进行相应转换
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if (m_pCollider)
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{
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m_pCollider->_transform();
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}
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// 标志已执行过变换
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m_bTransformNeeded = false;
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// 遍历子节点下的所有节点
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for (auto child : this->m_vChildren)
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{
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child->_updateTransform();
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}
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}
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void e2d::Node::_updateOpacity()
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{
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if (m_pParent)
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{
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m_fDisplayOpacity = m_fRealOpacity * m_pParent->m_fDisplayOpacity;
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}
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for (auto child : m_vChildren)
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{
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child->_updateOpacity();
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}
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}
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bool e2d::Node::isVisiable() const
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{
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return m_bVisiable;
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}
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e2d::String e2d::Node::getName() const
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{
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return m_sName;
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}
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unsigned int e2d::Node::getHashName() const
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{
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return m_nHashName;
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}
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double e2d::Node::getPosX() const
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{
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return m_fPosX;
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}
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double e2d::Node::getPosY() const
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{
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return m_fPosY;
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}
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e2d::Point e2d::Node::getPos() const
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{
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return Point(m_fPosX, m_fPosY);
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}
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double e2d::Node::getWidth() const
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{
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return m_fWidth * m_fScaleX;
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}
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double e2d::Node::getHeight() const
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{
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return m_fHeight * m_fScaleY;
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}
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double e2d::Node::getRealWidth() const
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{
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return m_fWidth;
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}
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double e2d::Node::getRealHeight() const
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{
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return m_fHeight;
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}
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e2d::Size e2d::Node::getRealSize() const
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{
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return Size(m_fWidth, m_fHeight);
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}
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double e2d::Node::getPivotX() const
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{
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return m_fPivotX;
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}
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double e2d::Node::getPivotY() const
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{
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return m_fPivotY;
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}
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e2d::Size e2d::Node::getSize() const
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{
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return Size(getWidth(), getHeight());
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}
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double e2d::Node::getScaleX() const
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{
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return m_fScaleX;
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}
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double e2d::Node::getScaleY() const
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{
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return m_fScaleY;
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}
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double e2d::Node::getSkewX() const
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{
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return m_fSkewAngleX;
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}
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double e2d::Node::getSkewY() const
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{
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return m_fSkewAngleY;
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}
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double e2d::Node::getRotation() const
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{
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return m_fRotation;
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}
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double e2d::Node::getOpacity() const
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{
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return m_fRealOpacity;
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}
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e2d::NodeProperty e2d::Node::getProperty() const
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{
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NodeProperty prop;
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prop.visable = m_bVisiable;
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prop.posX = m_fPosX;
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prop.posY = m_fPosY;
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prop.width = m_fWidth;
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prop.height = m_fHeight;
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prop.opacity = m_fRealOpacity;
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prop.pivotX = m_fPivotX;
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prop.pivotY = m_fPivotY;
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prop.scaleX = m_fScaleX;
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prop.scaleY = m_fScaleY;
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prop.rotation = m_fRotation;
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prop.skewAngleX = m_fSkewAngleX;
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prop.skewAngleY = m_fSkewAngleY;
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return prop;
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}
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e2d::Collider * e2d::Node::getCollider() const
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{
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return m_pCollider;
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}
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int e2d::Node::getOrder() const
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{
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return m_nOrder;
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}
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void e2d::Node::setOrder(int order)
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{
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m_nOrder = order;
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}
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void e2d::Node::setPosX(double x)
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{
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this->setPos(x, m_fPosY);
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}
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void e2d::Node::setPosY(double y)
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{
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this->setPos(m_fPosX, y);
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}
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void e2d::Node::setPos(const Point & p)
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{
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this->setPos(p.x, p.y);
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}
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void e2d::Node::setPos(double x, double y)
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{
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if (m_fPosX == x && m_fPosY == y)
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return;
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m_fPosX = static_cast<float>(x);
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m_fPosY = static_cast<float>(y);
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m_bTransformNeeded = true;
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}
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void e2d::Node::movePosX(double x)
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{
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this->movePos(x, 0);
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}
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void e2d::Node::movePosY(double y)
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{
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this->movePos(0, y);
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}
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void e2d::Node::movePos(double x, double y)
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{
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this->setPos(m_fPosX + x, m_fPosY + y);
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}
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void e2d::Node::movePos(const Vector & v)
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{
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this->movePos(v.x, v.y);
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}
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void e2d::Node::setScaleX(double scaleX)
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{
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this->setScale(scaleX, m_fScaleY);
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}
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void e2d::Node::setScaleY(double scaleY)
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{
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this->setScale(m_fScaleX, scaleY);
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}
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void e2d::Node::setScale(double scale)
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{
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this->setScale(scale, scale);
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}
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void e2d::Node::setScale(double scaleX, double scaleY)
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{
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if (m_fScaleX == scaleX && m_fScaleY == scaleY)
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return;
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m_fScaleX = static_cast<float>(scaleX);
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m_fScaleY = static_cast<float>(scaleY);
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m_bTransformNeeded = true;
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}
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void e2d::Node::setSkewX(double angleX)
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{
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this->setSkew(angleX, m_fSkewAngleY);
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}
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void e2d::Node::setSkewY(double angleY)
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{
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this->setSkew(m_fSkewAngleX, angleY);
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}
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void e2d::Node::setSkew(double angleX, double angleY)
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{
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if (m_fSkewAngleX == angleX && m_fSkewAngleY == angleY)
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return;
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m_fSkewAngleX = static_cast<float>(angleX);
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m_fSkewAngleY = static_cast<float>(angleY);
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m_bTransformNeeded = true;
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}
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void e2d::Node::setRotation(double angle)
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{
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if (m_fRotation == angle)
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return;
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m_fRotation = static_cast<float>(angle);
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m_bTransformNeeded = true;
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}
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void e2d::Node::setOpacity(double opacity)
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{
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if (m_fRealOpacity == opacity)
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return;
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m_fDisplayOpacity = m_fRealOpacity = min(max(static_cast<float>(opacity), 0), 1);
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// 更新节点透明度
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_updateOpacity();
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}
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void e2d::Node::setPivotX(double pivotX)
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{
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this->setPivot(pivotX, m_fPivotY);
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}
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void e2d::Node::setPivotY(double pivotY)
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{
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this->setPivot(m_fPivotX, pivotY);
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}
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void e2d::Node::setPivot(double pivotX, double pivotY)
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{
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if (m_fPivotX == pivotX && m_fPivotY == pivotY)
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return;
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m_fPivotX = min(max(static_cast<float>(pivotX), 0), 1);
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m_fPivotY = min(max(static_cast<float>(pivotY), 0), 1);
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m_bTransformNeeded = true;
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}
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void e2d::Node::setWidth(double width)
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{
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this->setSize(width, m_fHeight);
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}
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void e2d::Node::setHeight(double height)
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{
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this->setSize(m_fWidth, height);
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}
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void e2d::Node::setSize(double width, double height)
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{
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if (m_fWidth == width && m_fHeight == height)
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return;
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m_fWidth = static_cast<float>(width);
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m_fHeight = static_cast<float>(height);
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m_bTransformNeeded = true;
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}
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void e2d::Node::setSize(Size size)
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{
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this->setSize(size.width, size.height);
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}
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void e2d::Node::setProperty(NodeProperty prop)
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{
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this->setVisiable(prop.visable);
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this->setPos(prop.posX, prop.posY);
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this->setSize(prop.width, prop.height);
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this->setOpacity(prop.opacity);
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this->setPivot(prop.pivotX, prop.pivotY);
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this->setScale(prop.scaleX, prop.scaleY);
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this->setRotation(prop.rotation);
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this->setSkew(prop.skewAngleX, prop.skewAngleY);
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}
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void e2d::Node::setCollider(ColliderType nColliderType)
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{
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switch (nColliderType)
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{
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case ColliderType::RECT:
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{
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auto rect = new ColliderRect(this);
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this->setCollider(rect);
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break;
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}
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case ColliderType::CIRCLE:
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{
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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(m_pCollider);
|
|
// 添加新的碰撞体
|
|
ColliderManager::__addCollider(pCollider);
|
|
|
|
if (pCollider)
|
|
{
|
|
// 双向绑定
|
|
this->m_pCollider = pCollider;
|
|
pCollider->m_pParentNode = this;
|
|
}
|
|
else
|
|
{
|
|
this->m_pCollider = nullptr;
|
|
}
|
|
}
|
|
|
|
void e2d::Node::addColliableName(String collliderName)
|
|
{
|
|
unsigned int hash = collliderName.getHashCode();
|
|
m_vColliders.insert(hash);
|
|
}
|
|
|
|
#ifdef HIGHER_THAN_VS2012
|
|
void e2d::Node::addColliableName(const InitList<String>& vCollliderName)
|
|
{
|
|
for (const auto &name : vCollliderName)
|
|
{
|
|
this->addColliableName(name);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void e2d::Node::removeColliableName(String collliderName)
|
|
{
|
|
unsigned int hash = collliderName.getHashCode();
|
|
m_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->m_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!");
|
|
}
|
|
|
|
m_vChildren.push_back(child);
|
|
|
|
child->setOrder(order);
|
|
|
|
child->retain();
|
|
|
|
child->m_pParent = this;
|
|
|
|
if (this->m_pParentScene)
|
|
{
|
|
child->_setParentScene(this->m_pParentScene);
|
|
}
|
|
|
|
if (this->m_bDisplayedInScene)
|
|
{
|
|
child->_onEnter();
|
|
}
|
|
|
|
// 更新子节点透明度
|
|
child->_updateOpacity();
|
|
// 更新节点转换
|
|
child->m_bTransformNeeded = true;
|
|
// 更新子节点排序
|
|
m_bSortChildrenNeeded = true;
|
|
}
|
|
}
|
|
|
|
#ifdef HIGHER_THAN_VS2012
|
|
void e2d::Node::addChild(const InitList<Node*>& vNodes, int order)
|
|
{
|
|
for (const auto &node : vNodes)
|
|
{
|
|
this->addChild(node, order);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
e2d::Node * e2d::Node::getParent() const
|
|
{
|
|
return m_pParent;
|
|
}
|
|
|
|
e2d::Scene * e2d::Node::getParentScene() const
|
|
{
|
|
return m_pParentScene;
|
|
}
|
|
|
|
std::vector<e2d::Node*> e2d::Node::getChildren(String name) const
|
|
{
|
|
std::vector<Node*> vChildren;
|
|
unsigned int hash = name.getHashCode();
|
|
|
|
for (auto child : m_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->m_nHashName == hash && child->m_sName == name)
|
|
{
|
|
vChildren.push_back(child);
|
|
}
|
|
}
|
|
return std::move(vChildren);
|
|
}
|
|
|
|
e2d::Node * e2d::Node::getChild(String name) const
|
|
{
|
|
unsigned int hash = name.getHashCode();
|
|
|
|
for (auto child : m_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->m_nHashName == hash && child->m_sName == name)
|
|
{
|
|
return child;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
std::vector<e2d::Node*> e2d::Node::getAllChildren() const
|
|
{
|
|
return m_vChildren;
|
|
}
|
|
|
|
int e2d::Node::getChildrenCount() const
|
|
{
|
|
return static_cast<int>(m_vChildren.size());
|
|
}
|
|
|
|
void e2d::Node::removeFromParent()
|
|
{
|
|
if (m_pParent)
|
|
{
|
|
m_pParent->removeChild(this);
|
|
}
|
|
}
|
|
|
|
bool e2d::Node::removeChild(Node * child)
|
|
{
|
|
WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception.");
|
|
|
|
if (m_vChildren.empty())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (child)
|
|
{
|
|
size_t size = m_vChildren.size();
|
|
for (size_t i = 0; i < size; i++)
|
|
{
|
|
if (m_vChildren[i] == child)
|
|
{
|
|
m_vChildren.erase(m_vChildren.begin() + i);
|
|
child->m_pParent = nullptr;
|
|
|
|
if (child->m_pParentScene)
|
|
{
|
|
child->_setParentScene(nullptr);
|
|
}
|
|
if (child->m_bDisplayedInScene)
|
|
{
|
|
child->_onExit();
|
|
}
|
|
|
|
child->release();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void e2d::Node::removeChildren(String childName)
|
|
{
|
|
WARN_IF(childName.isEmpty(), "Invalid Node name.");
|
|
|
|
if (m_vChildren.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// 计算名称 Hash 值
|
|
unsigned int hash = childName.getHashCode();
|
|
|
|
size_t size = m_vChildren.size();
|
|
for (size_t i = 0; i < size; i++)
|
|
{
|
|
auto child = m_vChildren[i];
|
|
if (child->m_nHashName == hash && child->m_sName == childName)
|
|
{
|
|
m_vChildren.erase(m_vChildren.begin() + i);
|
|
child->m_pParent = nullptr;
|
|
if (child->m_pParentScene)
|
|
{
|
|
child->_setParentScene(nullptr);
|
|
}
|
|
if (child->m_bDisplayedInScene)
|
|
{
|
|
child->_onExit();
|
|
}
|
|
child->release();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::clearAllChildren()
|
|
{
|
|
// 所有节点的引用计数减一
|
|
for (auto child : m_vChildren)
|
|
{
|
|
if (child->m_bDisplayedInScene)
|
|
{
|
|
child->_onExit();
|
|
}
|
|
child->release();
|
|
}
|
|
// 清空储存节点的容器
|
|
m_vChildren.clear();
|
|
}
|
|
|
|
void e2d::Node::runAction(Action * action)
|
|
{
|
|
if (this != action->getTarget())
|
|
{
|
|
WARN_IF(
|
|
nullptr != action->getTarget(),
|
|
"The action has already got a target, The clone of the action will be created automatically!"
|
|
);
|
|
|
|
if (nullptr != action->getTarget())
|
|
{
|
|
action = action->clone();
|
|
}
|
|
ActionManager::__startAction(action, this);
|
|
}
|
|
else
|
|
{
|
|
action->reset();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::resumeAction(String strActionName)
|
|
{
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (auto action : actions)
|
|
{
|
|
if (action->getTarget() == this)
|
|
{
|
|
action->resume();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::pauseAction(String strActionName)
|
|
{
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (auto action : actions)
|
|
{
|
|
if (action->getTarget() == this)
|
|
{
|
|
action->pause();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::stopAction(String strActionName)
|
|
{
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (auto action : actions)
|
|
{
|
|
if (action->getTarget() == this)
|
|
{
|
|
action->stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
e2d::Action * e2d::Node::getAction(String strActionName)
|
|
{
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (auto action : actions)
|
|
{
|
|
if (action->getTarget() == this)
|
|
{
|
|
return action;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
std::vector<e2d::Action*> e2d::Node::getActions(String strActionName)
|
|
{
|
|
std::vector<Action*>::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 (m_pCollider)
|
|
{
|
|
m_pCollider->getD2dGeometry()->FillContainsPoint(
|
|
D2D1::Point2F(
|
|
static_cast<float>(point.x),
|
|
static_cast<float>(point.y)),
|
|
m_MatriFinal,
|
|
&ret
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// 为节点创建一个临时碰撞体
|
|
ID2D1RectangleGeometry * rect;
|
|
Renderer::getID2D1Factory()->CreateRectangleGeometry(
|
|
D2D1::RectF(0, 0, m_fWidth, m_fHeight),
|
|
&rect
|
|
);
|
|
// 判断点是否在碰撞体内
|
|
rect->FillContainsPoint(
|
|
D2D1::Point2F(
|
|
static_cast<float>(point.x),
|
|
static_cast<float>(point.y)),
|
|
m_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 * pNode) const
|
|
{
|
|
// 如果存在碰撞体,用碰撞体判断
|
|
if (this->m_pCollider && pNode->m_pCollider)
|
|
{
|
|
Relation relation = this->m_pCollider->getRelationWith(pNode->m_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, m_fWidth, m_fHeight),
|
|
&pRect1
|
|
);
|
|
// 根据二维矩阵进行转换
|
|
Renderer::getID2D1Factory()->CreateTransformedGeometry(
|
|
pRect1,
|
|
m_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, pNode->m_fWidth, pNode->m_fHeight),
|
|
&pRect2
|
|
);
|
|
// 获取相交状态
|
|
pCollider->CompareWithGeometry(
|
|
pRect2,
|
|
pNode->m_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)
|
|
{
|
|
m_bAutoUpdate = bAutoUpdate;
|
|
}
|
|
|
|
void e2d::Node::setDefaultPiovt(double defaultPiovtX, double defaultPiovtY)
|
|
{
|
|
s_fDefaultPiovtX = min(max(static_cast<float>(defaultPiovtX), 0), 1);
|
|
s_fDefaultPiovtY = min(max(static_cast<float>(defaultPiovtY), 0), 1);
|
|
}
|
|
|
|
void e2d::Node::setDefaultColliderEnable(bool bEnable)
|
|
{
|
|
s_fDefaultColliderEnabled = bEnable;
|
|
}
|
|
|
|
void e2d::Node::destroy()
|
|
{
|
|
ActionManager::__clearAllBindedWith(this);
|
|
ColliderManager::__removeCollider(m_pCollider);
|
|
for (auto child : m_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)
|
|
{
|
|
m_bVisiable = value;
|
|
}
|
|
|
|
void e2d::Node::setName(String name)
|
|
{
|
|
WARN_IF(name.isEmpty(), "Invalid Node name.");
|
|
|
|
if (!name.isEmpty() && m_sName != name)
|
|
{
|
|
// 保存节点名
|
|
m_sName = name;
|
|
// 保存节点 Hash 名
|
|
m_nHashName = name.getHashCode();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::_setParentScene(Scene * scene)
|
|
{
|
|
m_pParentScene = scene;
|
|
for (auto child : m_vChildren)
|
|
{
|
|
child->_setParentScene(scene);
|
|
}
|
|
} |