Magic_Game/core/Node/Node.cpp

988 lines
17 KiB
C++

#include "..\e2dnode.h"
#include "..\e2dmanager.h"
#include "..\e2daction.h"
#include <algorithm>
// 默认中心点位置
static float s_fDefaultPiovtX = 0;
static float s_fDefaultPiovtY = 0;
static e2d::Collider::Type s_fDefaultColliderType = e2d::Collider::Type::NONE;
e2d::Node::Node()
: _nOrder(0)
, _posX(0)
, _posY(0)
, _width(0)
, _height(0)
, _scaleX(1.0f)
, _scaleY(1.0f)
, _rotation(0)
, _skewAngleX(0)
, _skewAngleY(0)
, _displayOpacity(1.0f)
, _realOpacity(1.0f)
, _pivotX(s_fDefaultPiovtX)
, _pivotY(s_fDefaultPiovtY)
, _initialMatri(D2D1::Matrix3x2F::Identity())
, _finalMatri(D2D1::Matrix3x2F::Identity())
, _visiable(true)
, _collider(nullptr)
, _parent(nullptr)
, _parentScene(nullptr)
, _hashName(0)
, _needSort(false)
, _needTransform(false)
, _autoUpdate(true)
, _positionFixed(false)
{
if (s_fDefaultColliderType != Collider::Type::NONE)
{
this->setCollider(s_fDefaultColliderType);
}
}
e2d::Node::~Node()
{
}
void e2d::Node::_update()
{
if (_needTransform)
{
_updateTransform();
}
if (!_children.empty())
{
if (_needSort)
{
// 子节点排序
auto sortFunc = [](Node * n1, Node * n2) {
return n1->getOrder() < n2->getOrder();
};
std::sort(
std::begin(_children),
std::end(_children),
sortFunc
);
_needSort = false;
}
// 遍历子节点
size_t size = _children.size();
size_t i;
for (i = 0; i < size; ++i)
{
auto child = _children[i];
// 访问 Order 小于零的节点
if (child->getOrder() < 0)
{
child->_update();
}
else
{
break;
}
}
if (_autoUpdate && !Game::isPaused())
{
this->onUpdate();
}
this->_fixedUpdate();
// 访问剩余节点
for (; i < size; ++i)
_children[i]->_update();
}
else
{
if (_autoUpdate && !Game::isPaused())
{
this->onUpdate();
}
this->_fixedUpdate();
}
}
void e2d::Node::_render()
{
if (!_visiable)
{
return;
}
if (!_children.empty())
{
size_t size = _children.size();
size_t i;
for (i = 0; i < size; ++i)
{
auto child = _children[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(_finalMatri);
// 渲染自身
this->onRender();
// 访问剩余节点
for (; i < size; ++i)
_children[i]->_render();
}
else
{
// 转换渲染器的二维矩阵
Renderer::getRenderTarget()->SetTransform(_finalMatri);
// 渲染自身
this->onRender();
}
}
void e2d::Node::_drawCollider()
{
// 绘制自身的几何碰撞体
if (_collider && _collider->_visiable)
{
_collider->_render();
}
// 绘制所有子节点的几何碰撞体
for (auto child : _children)
{
child->_drawCollider();
}
}
void e2d::Node::_updateSelfTransform()
{
// 计算中心点坐标
D2D1_POINT_2F pivot = { _width * _pivotX, _height * _pivotY };
// 变换 Initial 矩阵,子节点将根据这个矩阵进行变换
_initialMatri = D2D1::Matrix3x2F::Scale(
_scaleX,
_scaleY,
pivot
) * D2D1::Matrix3x2F::Skew(
_skewAngleX,
_skewAngleY,
pivot
) * D2D1::Matrix3x2F::Rotation(
_rotation,
pivot
) * D2D1::Matrix3x2F::Translation(
_posX,
_posY
);
// 根据自身中心点变换 Final 矩阵
_finalMatri = _initialMatri * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y);
// 和父节点矩阵相乘
if (!_positionFixed && _parent)
{
_initialMatri = _initialMatri * _parent->_initialMatri;
_finalMatri = _finalMatri * _parent->_initialMatri;
}
}
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 (_collider)
{
_collider->_transform();
}
// 标志已执行过变换
_needTransform = false;
// 遍历子节点下的所有节点
for (auto child : this->_children)
{
child->_updateTransform();
}
}
void e2d::Node::_updateOpacity()
{
if (_parent)
{
_displayOpacity = _realOpacity * _parent->_displayOpacity;
}
for (auto child : _children)
{
child->_updateOpacity();
}
}
void e2d::Node::_fixedUpdate()
{
}
bool e2d::Node::isVisiable() const
{
return _visiable;
}
e2d::String e2d::Node::getName() const
{
return _name;
}
unsigned int e2d::Node::getHashName() const
{
return _hashName;
}
double e2d::Node::getPosX() const
{
return _posX;
}
double e2d::Node::getPosY() const
{
return _posY;
}
e2d::Point e2d::Node::getPos() const
{
return Point(_posX, _posY);
}
double e2d::Node::getWidth() const
{
return _width * _scaleX;
}
double e2d::Node::getHeight() const
{
return _height * _scaleY;
}
double e2d::Node::getRealWidth() const
{
return _width;
}
double e2d::Node::getRealHeight() const
{
return _height;
}
e2d::Size e2d::Node::getRealSize() const
{
return Size(_width, _height);
}
double e2d::Node::getPivotX() const
{
return _pivotX;
}
double e2d::Node::getPivotY() const
{
return _pivotY;
}
e2d::Size e2d::Node::getSize() const
{
return Size(getWidth(), getHeight());
}
double e2d::Node::getScaleX() const
{
return _scaleX;
}
double e2d::Node::getScaleY() const
{
return _scaleY;
}
double e2d::Node::getSkewX() const
{
return _skewAngleX;
}
double e2d::Node::getSkewY() const
{
return _skewAngleY;
}
double e2d::Node::getRotation() const
{
return _rotation;
}
double e2d::Node::getOpacity() const
{
return _realOpacity;
}
e2d::Node::Property e2d::Node::getProperty() const
{
Property prop;
prop.visable = _visiable;
prop.posX = _posX;
prop.posY = _posY;
prop.width = _width;
prop.height = _height;
prop.opacity = _realOpacity;
prop.pivotX = _pivotX;
prop.pivotY = _pivotY;
prop.scaleX = _scaleX;
prop.scaleY = _scaleY;
prop.rotation = _rotation;
prop.skewAngleX = _skewAngleX;
prop.skewAngleY = _skewAngleY;
return prop;
}
e2d::Collider * e2d::Node::getCollider() const
{
return _collider;
}
int e2d::Node::getOrder() const
{
return _nOrder;
}
void e2d::Node::setOrder(int order)
{
_nOrder = order;
}
void e2d::Node::setPosX(double x)
{
this->setPos(x, _posY);
}
void e2d::Node::setPosY(double y)
{
this->setPos(_posX, y);
}
void e2d::Node::setPos(const Point & p)
{
this->setPos(p.x, p.y);
}
void e2d::Node::setPos(double x, double y)
{
if (_posX == x && _posY == y)
return;
_posX = float(x);
_posY = float(y);
_needTransform = true;
}
void e2d::Node::setPosFixed(bool fixed)
{
if (_positionFixed == fixed)
return;
_positionFixed = fixed;
_needTransform = 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(_posX + x, _posY + y);
}
void e2d::Node::movePos(const Vector & v)
{
this->movePos(v.x, v.y);
}
void e2d::Node::setScaleX(double scaleX)
{
this->setScale(scaleX, _scaleY);
}
void e2d::Node::setScaleY(double scaleY)
{
this->setScale(_scaleX, scaleY);
}
void e2d::Node::setScale(double scale)
{
this->setScale(scale, scale);
}
void e2d::Node::setScale(double scaleX, double scaleY)
{
if (_scaleX == scaleX && _scaleY == scaleY)
return;
_scaleX = float(scaleX);
_scaleY = float(scaleY);
_needTransform = true;
}
void e2d::Node::setSkewX(double angleX)
{
this->setSkew(angleX, _skewAngleY);
}
void e2d::Node::setSkewY(double angleY)
{
this->setSkew(_skewAngleX, angleY);
}
void e2d::Node::setSkew(double angleX, double angleY)
{
if (_skewAngleX == angleX && _skewAngleY == angleY)
return;
_skewAngleX = float(angleX);
_skewAngleY = float(angleY);
_needTransform = true;
}
void e2d::Node::setRotation(double angle)
{
if (_rotation == angle)
return;
_rotation = float(angle);
_needTransform = true;
}
void e2d::Node::setOpacity(double opacity)
{
if (_realOpacity == opacity)
return;
_displayOpacity = _realOpacity = min(max(float(opacity), 0), 1);
// 更新节点透明度
_updateOpacity();
}
void e2d::Node::setPivotX(double pivotX)
{
this->setPivot(pivotX, _pivotY);
}
void e2d::Node::setPivotY(double pivotY)
{
this->setPivot(_pivotX, pivotY);
}
void e2d::Node::setPivot(double pivotX, double pivotY)
{
if (_pivotX == pivotX && _pivotY == pivotY)
return;
_pivotX = min(max(float(pivotX), 0), 1);
_pivotY = min(max(float(pivotY), 0), 1);
_needTransform = true;
}
void e2d::Node::setWidth(double width)
{
this->setSize(width, _height);
}
void e2d::Node::setHeight(double height)
{
this->setSize(_width, height);
}
void e2d::Node::setSize(double width, double height)
{
if (_width == width && _height == height)
return;
_width = float(width);
_height = float(height);
_needTransform = true;
}
void e2d::Node::setSize(Size size)
{
this->setSize(size.width, size.height);
}
void e2d::Node::setProperty(Property 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(Collider::Type type)
{
switch (type)
{
case Collider::Type::RECT:
{
this->setCollider(GC::create<RectCollider>(this));
break;
}
case Collider::Type::CIRCLE:
{
this->setCollider(GC::create<CircleCollider>(this));
break;
}
case Collider::Type::ELLIPSE:
{
this->setCollider(GC::create<EllipseCollider>(this));
break;
}
case Collider::Type::NONE:
{
this->setCollider(nullptr);
break;
}
default:
break;
}
}
void e2d::Node::setCollider(Collider * pCollider)
{
// 删除旧的碰撞体
ColliderManager::__removeCollider(_collider);
// 添加新的碰撞体
ColliderManager::__addCollider(pCollider);
if (pCollider)
{
// 双向绑定
this->_collider = pCollider;
pCollider->_parentNode = this;
}
else
{
this->_collider = nullptr;
}
}
void e2d::Node::addChild(Node * child, int order /* = 0 */)
{
WARN_IF(child == nullptr, "Node::addChild NULL pointer exception.");
if (child)
{
if (child->_parent != nullptr)
{
throw Exception(L"节点已有父节点, 不能再添加到其他节点");
}
for (Node * parent = this; parent != nullptr; parent = parent->getParent())
{
if (child == parent)
{
throw Exception(L"一个节点不能同时是另一个节点的父节点和子节点");
}
}
_children.push_back(child);
child->setOrder(order);
child->retain();
child->_parent = this;
if (this->_parentScene)
{
child->_setParentScene(this->_parentScene);
}
// 更新子节点透明度
child->_updateOpacity();
// 更新节点转换
child->_needTransform = true;
// 更新子节点排序
_needSort = true;
}
}
void e2d::Node::addChild(const std::vector<Node*>& nodes, int order)
{
for (auto node : nodes)
{
this->addChild(node, order);
}
}
e2d::Node * e2d::Node::getParent() const
{
return _parent;
}
e2d::Scene * e2d::Node::getParentScene() const
{
return _parentScene;
}
std::vector<e2d::Node*> e2d::Node::getChildren(const String& name) const
{
std::vector<Node*> vChildren;
unsigned int hash = name.getHashCode();
for (auto child : _children)
{
// 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->_hashName == hash && child->_name == 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 : _children)
{
// 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->_hashName == hash && child->_name == name)
{
return child;
}
}
return nullptr;
}
const std::vector<e2d::Node*>& e2d::Node::getAllChildren() const
{
return _children;
}
int e2d::Node::getChildrenCount() const
{
return static_cast<int>(_children.size());
}
void e2d::Node::removeFromParent()
{
if (_parent)
{
_parent->removeChild(this);
}
}
bool e2d::Node::removeChild(Node * child)
{
WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception.");
if (_children.empty())
{
return false;
}
if (child)
{
auto iter = std::find(_children.begin(), _children.end(), child);
if (iter != _children.end())
{
_children.erase(iter);
child->_parent = nullptr;
if (child->_parentScene)
{
child->_setParentScene(nullptr);
}
child->release();
return true;
}
}
return false;
}
void e2d::Node::removeChildren(const String& childName)
{
WARN_IF(childName.isEmpty(), "Invalid Node name.");
if (_children.empty())
{
return;
}
// 计算名称 Hash 值
unsigned int hash = childName.getHashCode();
size_t size = _children.size();
for (size_t i = 0; i < size; ++i)
{
auto child = _children[i];
if (child->_hashName == hash && child->_name == childName)
{
_children.erase(_children.begin() + i);
child->_parent = nullptr;
if (child->_parentScene)
{
child->_setParentScene(nullptr);
}
child->release();
}
}
}
void e2d::Node::clearAllChildren()
{
// 所有节点的引用计数减一
for (auto child : _children)
{
child->release();
}
// 清空储存节点的容器
_children.clear();
}
void e2d::Node::runAction(Action * action)
{
ActionManager::start(action, this, false);
}
void e2d::Node::resumeAction(const String& name)
{
auto& actions = ActionManager::get(name);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->resume();
}
}
}
void e2d::Node::pauseAction(const String& name)
{
auto& actions = ActionManager::get(name);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->pause();
}
}
}
void e2d::Node::stopAction(const String& name)
{
auto& actions = ActionManager::get(name);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->stop();
}
}
}
e2d::Action * e2d::Node::getAction(const String& name)
{
auto& actions = ActionManager::get(name);
for (auto action : actions)
{
if (action->getTarget() == this)
{
return action;
}
}
return nullptr;
}
bool e2d::Node::containsPoint(const Point& point) const
{
BOOL ret = 0;
// 如果存在碰撞体,用碰撞体判断
if (_collider)
{
_collider->getD2dGeometry()->FillContainsPoint(
D2D1::Point2F(
float(point.x),
float(point.y)),
_finalMatri,
&ret
);
}
else
{
// 为节点创建一个临时碰撞体
ID2D1RectangleGeometry * rect;
Renderer::getID2D1Factory()->CreateRectangleGeometry(
D2D1::RectF(0, 0, _width, _height),
&rect
);
// 判断点是否在碰撞体内
rect->FillContainsPoint(
D2D1::Point2F(
float(point.x),
float(point.y)),
_finalMatri,
&ret
);
// 删除临时创建的碰撞体
SafeRelease(rect);
}
if (ret)
{
return true;
}
return false;
}
bool e2d::Node::intersects(Node * node) const
{
// 如果存在碰撞体,用碰撞体判断
if (this->_collider && node->_collider)
{
Collider::Relation relation = this->_collider->getRelationWith(node->_collider);
if ((relation != Collider::Relation::UNKNOWN) &&
(relation != Collider::Relation::DISJOIN))
{
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, _width, _height),
&pRect1
);
// 根据二维矩阵进行转换
Renderer::getID2D1Factory()->CreateTransformedGeometry(
pRect1,
_finalMatri,
&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->_width, node->_height),
&pRect2
);
// 获取相交状态
pCollider->CompareWithGeometry(
pRect2,
node->_finalMatri,
&relation
);
// 删除临时创建的碰撞体
SafeRelease(pRect1);
SafeRelease(pRect2);
SafeRelease(pCollider);
if ((relation != D2D1_GEOMETRY_RELATION_UNKNOWN) &&
(relation != D2D1_GEOMETRY_RELATION_DISJOINT))
{
return true;
}
}
return false;
}
void e2d::Node::setAutoUpdate(bool bAutoUpdate)
{
_autoUpdate = bAutoUpdate;
}
void e2d::Node::setDefaultPiovt(double defaultPiovtX, double defaultPiovtY)
{
s_fDefaultPiovtX = min(max(float(defaultPiovtX), 0), 1);
s_fDefaultPiovtY = min(max(float(defaultPiovtY), 0), 1);
}
void e2d::Node::setDefaultCollider(Collider::Type type)
{
s_fDefaultColliderType = type;
}
void e2d::Node::onDestroy()
{
ActionManager::__clearAllBindedWith(this);
ColliderManager::__removeCollider(_collider);
for (auto child : _children)
{
GC::release(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)
{
_visiable = value;
}
void e2d::Node::setName(const String& name)
{
WARN_IF(name.isEmpty(), "Invalid Node name.");
if (!name.isEmpty() && _name != name)
{
// 保存节点名
_name = name;
// 保存节点 Hash 名
_hashName = name.getHashCode();
}
}
void e2d::Node::_setParentScene(Scene * scene)
{
_parentScene = scene;
for (auto child : _children)
{
child->_setParentScene(scene);
}
}