82 lines
1.9 KiB
C++
82 lines
1.9 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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// 碰撞体集合
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static std::vector<e2d::Collider*> s_vColliders;
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void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
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{
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// 判断碰撞触发是否打开
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if (!Collision::isEnable())
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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 < s_vColliders.size(); ++i)
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{
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auto pPassiveCollider = s_vColliders[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::__addCollider(Collider * pCollider)
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{
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if (pCollider)
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{
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if (pCollider->_parentNode)
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{
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WARN("ColliderManager::__add Failed! The shape is already added.");
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return;
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}
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pCollider->retain();
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s_vColliders.push_back(pCollider);
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}
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}
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void e2d::ColliderManager::__removeCollider(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 < s_vColliders.size(); ++i)
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{
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if (s_vColliders[i] == pCollider)
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{
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GC::release(pCollider);
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s_vColliders.erase(s_vColliders.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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