110 lines
2.2 KiB
C++
110 lines
2.2 KiB
C++
#include "..\e2dmanager.h"
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#include "..\e2dnode.h"
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#include "..\e2dcollider.h"
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#include "..\e2dtool.h"
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e2d::ColliderManager * e2d::ColliderManager::_instance = nullptr;
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e2d::ColliderManager * e2d::ColliderManager::getInstance()
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{
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if (!_instance)
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_instance = new (std::nothrow) ColliderManager;
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return _instance;
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}
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void e2d::ColliderManager::destroyInstance()
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{
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if (_instance)
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{
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delete _instance;
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_instance = nullptr;
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}
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}
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e2d::ColliderManager::ColliderManager()
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: _colliders()
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{
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}
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e2d::ColliderManager::~ColliderManager()
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{
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}
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void e2d::ColliderManager::clearAll()
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{
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for (auto collder : _colliders)
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{
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collder->release();
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}
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_colliders.clear();
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}
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void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
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{
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// 判断碰撞监听是否打开
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if (!Game::getInstance()->getConfig()->isCollisionEnabled())
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return;
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Node* pActiveNode = pActiveCollider->_parentNode;
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if (pActiveNode)
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{
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// 获取节点所在场景
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Scene* pCurrentScene = pActiveNode->getParentScene();
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// 判断与其他碰撞体的交集情况
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for (size_t i = 0; i < _colliders.size(); ++i)
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{
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auto pPassiveCollider = _colliders[i];
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// 判断两个碰撞体是否是同一个对象
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if (pActiveCollider == pPassiveCollider)
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continue;
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// 获取被碰撞节点
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Node* pPassiveNode = pPassiveCollider->_parentNode;
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// 判断两节点是否处于同一场景中
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if (pPassiveNode &&
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pPassiveNode->getParentScene() == pCurrentScene)
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{
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// 判断两物体是否是相互冲突的物体
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if (Collision::isCollidable(pActiveNode, pPassiveNode))
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{
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// 判断两碰撞体交集情况
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Collider::Relation relation = pActiveCollider->getRelationWith(pPassiveCollider);
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// 忽略 UNKNOWN 和 DISJOIN 情况
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if (relation != Collider::Relation::Unknown && relation != Collider::Relation::Disjoin)
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{
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// 更新碰撞监听器
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Collision::__update(pActiveNode, pPassiveNode);
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}
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}
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}
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}
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}
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}
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void e2d::ColliderManager::__add(Collider * pCollider)
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{
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if (pCollider)
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{
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pCollider->retain();
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_colliders.push_back(pCollider);
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}
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}
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void e2d::ColliderManager::__remove(Collider * pCollider)
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{
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if (pCollider)
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{
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for (size_t i = 0; i < _colliders.size(); ++i)
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{
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if (_colliders[i] == pCollider)
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{
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GC::release(pCollider);
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_colliders.erase(_colliders.begin() + i);
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return;
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}
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}
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}
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}
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