1036 lines
18 KiB
C++
1036 lines
18 KiB
C++
#include "..\e2dnode.h"
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#include "..\e2dmanager.h"
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#include "..\e2daction.h"
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#include "..\e2dcollider.h"
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#include <algorithm>
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// 默认中心点位置
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static float s_fDefaultPiovtX = 0;
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static float s_fDefaultPiovtY = 0;
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static bool s_fDefaultColliderEnabled = true;
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e2d::Node::Node()
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: _nOrder(0)
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, _fPosX(0)
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, _fPosY(0)
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, _fWidth(0)
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, _fHeight(0)
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, _fScaleX(1.0f)
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, _fScaleY(1.0f)
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, _fRotation(0)
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, _fSkewAngleX(0)
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, _fSkewAngleY(0)
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, _fDisplayOpacity(1.0f)
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, _fRealOpacity(1.0f)
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, _fPivotX(s_fDefaultPiovtX)
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, _fPivotY(s_fDefaultPiovtY)
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, _MatriInitial(D2D1::Matrix3x2F::Identity())
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, _MatriFinal(D2D1::Matrix3x2F::Identity())
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, _bVisiable(true)
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, _pCollider(nullptr)
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, _pParent(nullptr)
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, _pParentScene(nullptr)
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, _nHashName(0)
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, _bSortChildrenNeeded(false)
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, _bTransformNeeded(false)
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, _bAutoUpdate(true)
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, _bPositionFixed(false)
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{
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if (s_fDefaultColliderEnabled)
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{
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auto rect = new ColliderRect(this);
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this->setCollider(rect);
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}
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}
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e2d::Node::~Node()
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{
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}
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void e2d::Node::_update()
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{
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if (_bTransformNeeded)
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{
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_updateTransform();
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}
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if (!_vChildren.empty())
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{
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if (_bSortChildrenNeeded)
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{
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// 子节点排序
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auto sortFunc = [](Node * n1, Node * n2) {
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return n1->getOrder() < n2->getOrder();
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};
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std::sort(
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std::begin(_vChildren),
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std::end(_vChildren),
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sortFunc
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);
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_bSortChildrenNeeded = false;
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}
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// 遍历子节点
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size_t size = _vChildren.size();
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size_t i;
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for (i = 0; i < size; i++)
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{
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auto child = _vChildren[i];
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// 访问 Order 小于零的节点
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if (child->getOrder() < 0)
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{
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child->_update();
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}
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else
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{
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break;
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}
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}
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if (_bAutoUpdate)
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{
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if (!Game::isPaused())
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{
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this->onUpdate();
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}
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this->onFixedUpdate();
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}
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// 访问剩余节点
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for (; i < size; i++)
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_vChildren[i]->_update();
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}
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else
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{
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if (_bAutoUpdate)
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{
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if (!Game::isPaused())
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{
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this->onUpdate();
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}
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this->onFixedUpdate();
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}
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}
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}
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void e2d::Node::_render()
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{
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if (!_bVisiable)
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{
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return;
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}
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if (!_vChildren.empty())
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{
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size_t size = _vChildren.size();
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size_t i;
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for (i = 0; i < size; i++)
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{
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auto child = _vChildren[i];
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// 访问 Order 小于零的节点
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if (child->getOrder() < 0)
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{
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child->_render();
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}
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else
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{
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break;
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}
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}
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// 转换渲染器的二维矩阵
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Renderer::getRenderTarget()->SetTransform(_MatriFinal);
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// 渲染自身
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this->onRender();
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// 访问剩余节点
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for (; i < size; i++)
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_vChildren[i]->_render();
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}
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else
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{
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// 转换渲染器的二维矩阵
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Renderer::getRenderTarget()->SetTransform(_MatriFinal);
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// 渲染自身
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this->onRender();
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}
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}
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void e2d::Node::_drawCollider()
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{
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// 绘制自身的几何碰撞体
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if (_pCollider && _pCollider->_bIsVisiable)
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{
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_pCollider->_render();
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}
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// 绘制所有子节点的几何碰撞体
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for (auto child : _vChildren)
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{
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child->_drawCollider();
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}
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}
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void e2d::Node::_updateSelfTransform()
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{
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// 计算中心点坐标
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D2D1_POINT_2F pivot = { _fWidth * _fPivotX, _fHeight * _fPivotY };
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// 变换 Initial 矩阵,子节点将根据这个矩阵进行变换
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_MatriInitial = D2D1::Matrix3x2F::Scale(
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_fScaleX,
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_fScaleY,
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pivot
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) * D2D1::Matrix3x2F::Skew(
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_fSkewAngleX,
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_fSkewAngleY,
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pivot
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) * D2D1::Matrix3x2F::Rotation(
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_fRotation,
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pivot
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) * D2D1::Matrix3x2F::Translation(
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_fPosX,
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_fPosY
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);
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// 根据自身中心点变换 Final 矩阵
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_MatriFinal = _MatriInitial * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y);
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// 和父节点矩阵相乘
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if (!_bPositionFixed && _pParent)
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{
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_MatriInitial = _MatriInitial * _pParent->_MatriInitial;
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_MatriFinal = _MatriFinal * _pParent->_MatriInitial;
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}
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}
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void e2d::Node::_updateTransform()
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{
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// 计算自身的转换矩阵
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_updateSelfTransform();
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// 绑定于自身的碰撞体也进行相应转换
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if (_pCollider)
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{
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_pCollider->_transform();
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}
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// 标志已执行过变换
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_bTransformNeeded = false;
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// 遍历子节点下的所有节点
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for (auto child : this->_vChildren)
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{
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child->_updateTransform();
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}
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}
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void e2d::Node::_updateOpacity()
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{
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if (_pParent)
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{
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_fDisplayOpacity = _fRealOpacity * _pParent->_fDisplayOpacity;
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}
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for (auto child : _vChildren)
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{
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child->_updateOpacity();
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}
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}
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bool e2d::Node::isVisiable() const
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{
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return _bVisiable;
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}
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e2d::String e2d::Node::getName() const
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{
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return _name;
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}
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unsigned int e2d::Node::getHashName() const
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{
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return _nHashName;
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}
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double e2d::Node::getPosX() const
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{
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return _fPosX;
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}
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double e2d::Node::getPosY() const
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{
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return _fPosY;
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}
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e2d::Point e2d::Node::getPos() const
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{
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return Point(_fPosX, _fPosY);
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}
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double e2d::Node::getWidth() const
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{
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return _fWidth * _fScaleX;
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}
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double e2d::Node::getHeight() const
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{
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return _fHeight * _fScaleY;
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}
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double e2d::Node::getRealWidth() const
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{
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return _fWidth;
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}
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double e2d::Node::getRealHeight() const
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{
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return _fHeight;
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}
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e2d::Size e2d::Node::getRealSize() const
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{
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return Size(_fWidth, _fHeight);
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}
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double e2d::Node::getPivotX() const
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{
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return _fPivotX;
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}
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double e2d::Node::getPivotY() const
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{
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return _fPivotY;
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}
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e2d::Size e2d::Node::getSize() const
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{
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return Size(getWidth(), getHeight());
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}
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double e2d::Node::getScaleX() const
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{
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return _fScaleX;
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}
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double e2d::Node::getScaleY() const
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{
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return _fScaleY;
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}
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double e2d::Node::getSkewX() const
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{
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return _fSkewAngleX;
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}
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double e2d::Node::getSkewY() const
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{
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return _fSkewAngleY;
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}
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double e2d::Node::getRotation() const
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{
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return _fRotation;
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}
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double e2d::Node::getOpacity() const
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{
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return _fRealOpacity;
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}
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e2d::NodeProperty e2d::Node::getProperty() const
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{
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NodeProperty prop;
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prop.visable = _bVisiable;
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prop.posX = _fPosX;
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prop.posY = _fPosY;
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prop.width = _fWidth;
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prop.height = _fHeight;
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prop.opacity = _fRealOpacity;
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prop.pivotX = _fPivotX;
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prop.pivotY = _fPivotY;
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prop.scaleX = _fScaleX;
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prop.scaleY = _fScaleY;
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prop.rotation = _fRotation;
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prop.skewAngleX = _fSkewAngleX;
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prop.skewAngleY = _fSkewAngleY;
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return prop;
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}
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e2d::Collider * e2d::Node::getCollider() const
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{
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return _pCollider;
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}
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int e2d::Node::getOrder() const
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{
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return _nOrder;
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}
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void e2d::Node::setOrder(int order)
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{
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_nOrder = order;
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}
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void e2d::Node::setPosX(double x)
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{
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this->setPos(x, _fPosY);
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}
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void e2d::Node::setPosY(double y)
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{
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this->setPos(_fPosX, y);
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}
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void e2d::Node::setPos(const Point & p)
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{
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this->setPos(p.x, p.y);
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}
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void e2d::Node::setPos(double x, double y)
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{
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if (_fPosX == x && _fPosY == y)
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return;
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_fPosX = static_cast<float>(x);
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_fPosY = static_cast<float>(y);
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_bTransformNeeded = true;
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}
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void e2d::Node::setPosFixed(bool fixed)
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{
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if (_bPositionFixed == fixed)
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return;
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_bPositionFixed = fixed;
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_bTransformNeeded = true;
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}
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void e2d::Node::movePosX(double x)
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{
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this->movePos(x, 0);
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}
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void e2d::Node::movePosY(double y)
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{
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this->movePos(0, y);
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}
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void e2d::Node::movePos(double x, double y)
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{
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this->setPos(_fPosX + x, _fPosY + y);
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}
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void e2d::Node::movePos(const Vector & v)
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{
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this->movePos(v.x, v.y);
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}
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void e2d::Node::setScaleX(double scaleX)
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{
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this->setScale(scaleX, _fScaleY);
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}
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void e2d::Node::setScaleY(double scaleY)
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{
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this->setScale(_fScaleX, scaleY);
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}
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void e2d::Node::setScale(double scale)
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{
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this->setScale(scale, scale);
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}
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void e2d::Node::setScale(double scaleX, double scaleY)
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{
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if (_fScaleX == scaleX && _fScaleY == scaleY)
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return;
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_fScaleX = static_cast<float>(scaleX);
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_fScaleY = static_cast<float>(scaleY);
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_bTransformNeeded = true;
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}
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void e2d::Node::setSkewX(double angleX)
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{
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this->setSkew(angleX, _fSkewAngleY);
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}
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void e2d::Node::setSkewY(double angleY)
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{
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this->setSkew(_fSkewAngleX, angleY);
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}
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void e2d::Node::setSkew(double angleX, double angleY)
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{
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if (_fSkewAngleX == angleX && _fSkewAngleY == angleY)
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return;
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_fSkewAngleX = static_cast<float>(angleX);
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_fSkewAngleY = static_cast<float>(angleY);
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_bTransformNeeded = true;
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}
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void e2d::Node::setRotation(double angle)
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{
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if (_fRotation == angle)
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return;
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_fRotation = static_cast<float>(angle);
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_bTransformNeeded = true;
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}
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void e2d::Node::setOpacity(double opacity)
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{
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if (_fRealOpacity == opacity)
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return;
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_fDisplayOpacity = _fRealOpacity = min(max(static_cast<float>(opacity), 0), 1);
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// 更新节点透明度
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_updateOpacity();
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}
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void e2d::Node::setPivotX(double pivotX)
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{
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this->setPivot(pivotX, _fPivotY);
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}
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void e2d::Node::setPivotY(double pivotY)
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{
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this->setPivot(_fPivotX, pivotY);
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}
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void e2d::Node::setPivot(double pivotX, double pivotY)
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{
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if (_fPivotX == pivotX && _fPivotY == pivotY)
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return;
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_fPivotX = min(max(static_cast<float>(pivotX), 0), 1);
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_fPivotY = min(max(static_cast<float>(pivotY), 0), 1);
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_bTransformNeeded = true;
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}
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void e2d::Node::setWidth(double width)
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{
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this->setSize(width, _fHeight);
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}
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void e2d::Node::setHeight(double height)
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{
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this->setSize(_fWidth, height);
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}
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void e2d::Node::setSize(double width, double height)
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{
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if (_fWidth == width && _fHeight == height)
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return;
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_fWidth = static_cast<float>(width);
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_fHeight = static_cast<float>(height);
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_bTransformNeeded = true;
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}
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void e2d::Node::setSize(Size size)
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{
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this->setSize(size.width, size.height);
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}
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void e2d::Node::setProperty(NodeProperty prop)
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{
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this->setVisiable(prop.visable);
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this->setPos(prop.posX, prop.posY);
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this->setSize(prop.width, prop.height);
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this->setOpacity(prop.opacity);
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this->setPivot(prop.pivotX, prop.pivotY);
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this->setScale(prop.scaleX, prop.scaleY);
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this->setRotation(prop.rotation);
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this->setSkew(prop.skewAngleX, prop.skewAngleY);
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}
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void e2d::Node::setCollider(ColliderType nColliderType)
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{
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switch (nColliderType)
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{
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case ColliderType::RECT:
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{
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auto rect = new ColliderRect(this);
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this->setCollider(rect);
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break;
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}
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case ColliderType::CIRCLE:
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{
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auto rect = new ColliderCircle(this);
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this->setCollider(rect);
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break;
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}
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case ColliderType::ELLIPSE:
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{
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auto rect = new ColliderEllipse(this);
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this->setCollider(rect);
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break;
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}
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default:
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break;
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}
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}
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void e2d::Node::setCollider(Collider * pCollider)
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{
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// 删除旧的碰撞体
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ColliderManager::__removeCollider(_pCollider);
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// 添加新的碰撞体
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ColliderManager::__addCollider(pCollider);
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if (pCollider)
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{
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// 双向绑定
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this->_pCollider = pCollider;
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pCollider->_pParentNode = this;
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}
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else
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{
|
|
this->_pCollider = nullptr;
|
|
}
|
|
}
|
|
|
|
void e2d::Node::addColliableName(const String& collliderName)
|
|
{
|
|
unsigned int hash = collliderName.getHashCode();
|
|
_vColliders.insert(hash);
|
|
}
|
|
|
|
#ifdef HIGHER_THAN_VS2012
|
|
void e2d::Node::addColliableName(const std::initializer_list<String>& vCollliderName)
|
|
{
|
|
for (const auto &name : vCollliderName)
|
|
{
|
|
this->addColliableName(name);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void e2d::Node::removeColliableName(const String& collliderName)
|
|
{
|
|
unsigned int hash = collliderName.getHashCode();
|
|
_vColliders.erase(hash);
|
|
}
|
|
|
|
void e2d::Node::addChild(Node * child, int order /* = 0 */)
|
|
{
|
|
WARN_IF(child == nullptr, "Node::addChild NULL pointer exception.");
|
|
|
|
if (child)
|
|
{
|
|
ASSERT(child->_pParent == nullptr, "Node already added. It can't be added again!");
|
|
|
|
for (Node * parent = this; parent != nullptr; parent = parent->getParent())
|
|
{
|
|
ASSERT(child != parent, "A Node cannot be the child of his own children!");
|
|
}
|
|
|
|
_vChildren.push_back(child);
|
|
|
|
child->setOrder(order);
|
|
|
|
child->retain();
|
|
|
|
child->_pParent = this;
|
|
|
|
if (this->_pParentScene)
|
|
{
|
|
child->_setParentScene(this->_pParentScene);
|
|
}
|
|
|
|
// 更新子节点透明度
|
|
child->_updateOpacity();
|
|
// 更新节点转换
|
|
child->_bTransformNeeded = true;
|
|
// 更新子节点排序
|
|
_bSortChildrenNeeded = true;
|
|
}
|
|
}
|
|
|
|
#ifdef HIGHER_THAN_VS2012
|
|
void e2d::Node::addChild(const std::initializer_list<Node*>& vNodes, int order)
|
|
{
|
|
for (const auto &node : vNodes)
|
|
{
|
|
this->addChild(node, order);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
e2d::Node * e2d::Node::getParent() const
|
|
{
|
|
return _pParent;
|
|
}
|
|
|
|
e2d::Scene * e2d::Node::getParentScene() const
|
|
{
|
|
return _pParentScene;
|
|
}
|
|
|
|
std::vector<e2d::Node*> e2d::Node::getChildren(const String& name) const
|
|
{
|
|
std::vector<Node*> vChildren;
|
|
unsigned int hash = name.getHashCode();
|
|
|
|
for (auto child : _vChildren)
|
|
{
|
|
// 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->_nHashName == 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 : _vChildren)
|
|
{
|
|
// 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->_nHashName == hash && child->_name == name)
|
|
{
|
|
return child;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
std::vector<e2d::Node*> e2d::Node::getAllChildren() const
|
|
{
|
|
return _vChildren;
|
|
}
|
|
|
|
int e2d::Node::getChildrenCount() const
|
|
{
|
|
return static_cast<int>(_vChildren.size());
|
|
}
|
|
|
|
void e2d::Node::removeFromParent()
|
|
{
|
|
if (_pParent)
|
|
{
|
|
_pParent->removeChild(this);
|
|
}
|
|
}
|
|
|
|
bool e2d::Node::removeChild(Node * child)
|
|
{
|
|
WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception.");
|
|
|
|
if (_vChildren.empty())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (child)
|
|
{
|
|
size_t size = _vChildren.size();
|
|
for (size_t i = 0; i < size; i++)
|
|
{
|
|
if (_vChildren[i] == child)
|
|
{
|
|
_vChildren.erase(_vChildren.begin() + i);
|
|
child->_pParent = nullptr;
|
|
|
|
if (child->_pParentScene)
|
|
{
|
|
child->_setParentScene(nullptr);
|
|
}
|
|
|
|
child->release();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void e2d::Node::removeChildren(const String& childName)
|
|
{
|
|
WARN_IF(childName.isEmpty(), "Invalid Node name.");
|
|
|
|
if (_vChildren.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// 计算名称 Hash 值
|
|
unsigned int hash = childName.getHashCode();
|
|
|
|
size_t size = _vChildren.size();
|
|
for (size_t i = 0; i < size; i++)
|
|
{
|
|
auto child = _vChildren[i];
|
|
if (child->_nHashName == hash && child->_name == childName)
|
|
{
|
|
_vChildren.erase(_vChildren.begin() + i);
|
|
child->_pParent = nullptr;
|
|
if (child->_pParentScene)
|
|
{
|
|
child->_setParentScene(nullptr);
|
|
}
|
|
child->release();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::clearAllChildren()
|
|
{
|
|
// 所有节点的引用计数减一
|
|
for (auto child : _vChildren)
|
|
{
|
|
child->release();
|
|
}
|
|
// 清空储存节点的容器
|
|
_vChildren.clear();
|
|
}
|
|
|
|
void e2d::Node::runAction(Action * action)
|
|
{
|
|
if (this != action->getTarget())
|
|
{
|
|
ASSERT(action->getTarget() == nullptr, "The action has already got a target!");
|
|
ActionManager::start(action, this, false);
|
|
}
|
|
else
|
|
{
|
|
action->reset();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::resumeAction(const String& strActionName)
|
|
{
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (auto action : actions)
|
|
{
|
|
if (action->getTarget() == this)
|
|
{
|
|
action->resume();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::pauseAction(const String& strActionName)
|
|
{
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (auto action : actions)
|
|
{
|
|
if (action->getTarget() == this)
|
|
{
|
|
action->pause();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::stopAction(const String& strActionName)
|
|
{
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (auto action : actions)
|
|
{
|
|
if (action->getTarget() == this)
|
|
{
|
|
action->stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
e2d::Action * e2d::Node::getAction(const String& strActionName)
|
|
{
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (auto action : actions)
|
|
{
|
|
if (action->getTarget() == this)
|
|
{
|
|
return action;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
std::vector<e2d::Action*> e2d::Node::getActions(const String& strActionName)
|
|
{
|
|
std::vector<Action*>::iterator iter;
|
|
auto actions = ActionManager::get(strActionName);
|
|
for (iter = actions.begin(); iter != actions.end();)
|
|
{
|
|
if ((*iter)->getTarget() != this)
|
|
{
|
|
iter = actions.erase(iter);
|
|
}
|
|
else
|
|
{
|
|
iter++;
|
|
}
|
|
}
|
|
return std::move(actions);
|
|
}
|
|
|
|
bool e2d::Node::isPointIn(Point point) const
|
|
{
|
|
BOOL ret = 0;
|
|
// 如果存在碰撞体,用碰撞体判断
|
|
if (_pCollider)
|
|
{
|
|
_pCollider->getD2dGeometry()->FillContainsPoint(
|
|
D2D1::Point2F(
|
|
static_cast<float>(point.x),
|
|
static_cast<float>(point.y)),
|
|
_MatriFinal,
|
|
&ret
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// 为节点创建一个临时碰撞体
|
|
ID2D1RectangleGeometry * rect;
|
|
Renderer::getID2D1Factory()->CreateRectangleGeometry(
|
|
D2D1::RectF(0, 0, _fWidth, _fHeight),
|
|
&rect
|
|
);
|
|
// 判断点是否在碰撞体内
|
|
rect->FillContainsPoint(
|
|
D2D1::Point2F(
|
|
static_cast<float>(point.x),
|
|
static_cast<float>(point.y)),
|
|
_MatriFinal,
|
|
&ret
|
|
);
|
|
// 删除临时创建的碰撞体
|
|
SafeReleaseInterface(&rect);
|
|
}
|
|
|
|
if (ret)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool e2d::Node::isIntersectWith(const Node * node) const
|
|
{
|
|
// 如果存在碰撞体,用碰撞体判断
|
|
if (this->_pCollider && node->_pCollider)
|
|
{
|
|
Relation relation = this->_pCollider->getRelationWith(node->_pCollider);
|
|
if ((relation != Relation::UNKNOWN) &&
|
|
(relation != Relation::DISJOINT))
|
|
{
|
|
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, _fWidth, _fHeight),
|
|
&pRect1
|
|
);
|
|
// 根据二维矩阵进行转换
|
|
Renderer::getID2D1Factory()->CreateTransformedGeometry(
|
|
pRect1,
|
|
_MatriFinal,
|
|
&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->_fWidth, node->_fHeight),
|
|
&pRect2
|
|
);
|
|
// 获取相交状态
|
|
pCollider->CompareWithGeometry(
|
|
pRect2,
|
|
node->_MatriFinal,
|
|
&relation
|
|
);
|
|
// 删除临时创建的碰撞体
|
|
SafeReleaseInterface(&pRect1);
|
|
SafeReleaseInterface(&pRect2);
|
|
SafeReleaseInterface(&pCollider);
|
|
if ((relation != D2D1_GEOMETRY_RELATION_UNKNOWN) &&
|
|
(relation != D2D1_GEOMETRY_RELATION_DISJOINT))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void e2d::Node::setAutoUpdate(bool bAutoUpdate)
|
|
{
|
|
_bAutoUpdate = bAutoUpdate;
|
|
}
|
|
|
|
void e2d::Node::setDefaultPiovt(double defaultPiovtX, double defaultPiovtY)
|
|
{
|
|
s_fDefaultPiovtX = min(max(static_cast<float>(defaultPiovtX), 0), 1);
|
|
s_fDefaultPiovtY = min(max(static_cast<float>(defaultPiovtY), 0), 1);
|
|
}
|
|
|
|
void e2d::Node::setDefaultColliderEnable(bool enable)
|
|
{
|
|
s_fDefaultColliderEnabled = enable;
|
|
}
|
|
|
|
void e2d::Node::onDestroy()
|
|
{
|
|
ActionManager::__clearAllBindedWith(this);
|
|
ColliderManager::__removeCollider(_pCollider);
|
|
for (auto child : _vChildren)
|
|
{
|
|
SafeRelease(&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)
|
|
{
|
|
_bVisiable = 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
|
|
_nHashName = name.getHashCode();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::_setParentScene(Scene * scene)
|
|
{
|
|
_pParentScene = scene;
|
|
for (auto child : _vChildren)
|
|
{
|
|
child->_setParentScene(scene);
|
|
}
|
|
} |