93 lines
1.8 KiB
C++
93 lines
1.8 KiB
C++
#include "..\e2dmanager.h"
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#include "..\e2dnode.h"
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#include "..\e2dcollider.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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{
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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::__remove(Node * node)
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{
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if (node)
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{
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auto iter = std::find(_nodes.begin(), _nodes.end(), node);
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if (iter != _nodes.end())
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{
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_nodes.erase(iter);
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}
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}
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}
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void e2d::ColliderManager::updateCollider(Node * node)
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{
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if (node)
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{
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if (node->getCollider()->_type != Collider::Type::None)
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{
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node->getCollider()->_recreate();
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_nodes.insert(node);
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}
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}
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}
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void e2d::ColliderManager::update()
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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()->isPaused() ||
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!Game::getInstance()->getConfig()->isCollisionEnabled() ||
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SceneManager::getInstance()->isTransitioning())
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{
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_nodes.clear();
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return;
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}
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for (auto iter1 = _nodes.begin(); iter1 != _nodes.end(); iter1++)
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{
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auto node1 = (*iter1);
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// 判断与其他碰撞体的交集情况
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auto iter2 = iter1;
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iter2++;
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for (; iter2 != _nodes.end(); iter2++)
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{
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auto node2 = (*iter2);
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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(node1, node2))
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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 = node1->getCollider()->getRelationWith(node2->getCollider());
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// 忽略 UNKNOWN 和 DISJOIN 情况
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if (relation != Collider::Relation::Unknown &&
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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(node1, node2);
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}
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}
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}
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}
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_nodes.clear();
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}
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