Magic_Game/core/Manager/ColliderManager.cpp

82 lines
1.9 KiB
C++

#include "..\e2dmanager.h"
#include "..\e2dnode.h"
#include "..\e2dcollider.h"
#include "..\e2dtool.h"
// 碰撞体集合
static std::vector<e2d::Collider*> s_vColliders;
void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
{
// 判断碰撞触发是否打开
if (!Collision::isEnable())
return;
Node* pActiveNode = pActiveCollider->_parentNode;
if (pActiveNode)
{
// 获取节点所在场景
Scene* pCurrentScene = pActiveNode->getParentScene();
// 判断与其他碰撞体的交集情况
for (size_t i = 0; i < s_vColliders.size(); ++i)
{
auto pPassiveCollider = s_vColliders[i];
// 判断两个碰撞体是否是同一个对象
if (pActiveCollider == pPassiveCollider)
continue;
// 获取被碰撞节点
Node* pPassiveNode = pPassiveCollider->_parentNode;
// 判断两节点是否处于同一场景中
if (pPassiveNode &&
pPassiveNode->getParentScene() == pCurrentScene)
{
// 判断两物体是否是相互冲突的物体
if (Collision::isCollidable(pActiveNode, pPassiveNode))
{
// 判断两碰撞体交集情况
Collider::Relation relation = pActiveCollider->getRelationWith(pPassiveCollider);
// 忽略 UNKNOWN 和 DISJOIN 情况
if (relation != Collider::Relation::UNKNOWN && relation != Collider::Relation::DISJOIN)
{
// 更新碰撞监听器
Collision::__update(pActiveNode, pPassiveNode);
}
}
}
}
}
}
void e2d::ColliderManager::__addCollider(Collider * pCollider)
{
if (pCollider)
{
if (pCollider->_parentNode)
{
WARN("ColliderManager::__add Failed! The shape is already added.");
return;
}
pCollider->retain();
s_vColliders.push_back(pCollider);
}
}
void e2d::ColliderManager::__removeCollider(Collider * pCollider)
{
if (pCollider)
{
for (size_t i = 0; i < s_vColliders.size(); ++i)
{
if (s_vColliders[i] == pCollider)
{
GC::release(pCollider);
s_vColliders.erase(s_vColliders.begin() + i);
return;
}
}
}
}