197 lines
3.5 KiB
C++
197 lines
3.5 KiB
C++
#include "..\e2dcommon.h"
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#include "..\e2dmanager.h"
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#include "..\e2dnode.h"
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e2d::Collider::Collider(Node * parent)
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: _visible(true)
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, _color(Color::Blue, 0.6f)
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, _parentNode(parent)
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, _geometry(nullptr)
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, _enabled(true)
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, _shape(Collider::Shape::None)
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, _notify(true)
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{
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}
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e2d::Collider::~Collider()
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{
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SafeRelease(_geometry);
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}
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e2d::Color e2d::Collider::getColor() const
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{
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return _color;
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}
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e2d::Collider::Shape e2d::Collider::getShape() const
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{
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return _shape;
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}
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e2d::Node * e2d::Collider::getNode() const
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{
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return _parentNode;
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}
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ID2D1Geometry * e2d::Collider::getGeometry() const
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{
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return _geometry;
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}
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void e2d::Collider::setShape(Shape shape)
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{
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if (_shape == shape)
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return;
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_shape = shape;
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if (shape == Shape::None)
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{
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SafeRelease(_geometry);
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CollisionManager::getInstance()->__removeCollider(this);
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}
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else
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{
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this->recreate();
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CollisionManager::getInstance()->__addCollider(this);
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}
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}
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void e2d::Collider::setCollisionNotify(bool notify)
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{
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_notify = notify;
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}
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void e2d::Collider::setEnabled(bool enabled)
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{
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_enabled = enabled;
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}
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void e2d::Collider::setVisible(bool visible)
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{
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_visible = visible;
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}
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void e2d::Collider::setColor(Color color)
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{
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_color = color;
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}
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void e2d::Collider::render()
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{
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if (_geometry && _enabled && _visible)
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{
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auto renderer = Renderer::getInstance();
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// 获取纯色画刷
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ID2D1SolidColorBrush * brush = renderer->getSolidColorBrush();
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// 设置画刷颜色和透明度
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brush->SetColor(_color.toD2DColorF());
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brush->SetOpacity(1.f);
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// 绘制几何碰撞体
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renderer->getRenderTarget()->DrawGeometry(_geometry, brush, 1.5f);
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}
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}
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e2d::Collider::Relation e2d::Collider::getRelationWith(Collider * collider) const
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{
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if (_geometry && collider->_geometry)
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{
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if (_enabled && collider->_enabled)
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{
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D2D1_GEOMETRY_RELATION relation;
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_geometry->CompareWithGeometry(
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collider->_geometry,
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D2D1::Matrix3x2F::Identity(),
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&relation
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);
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return Relation(relation);
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}
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}
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return Relation::Unknown;
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}
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bool e2d::Collider::isEnabled() const
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{
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return _enabled;
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}
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bool e2d::Collider::isVisible() const
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{
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return _visible;
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}
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bool e2d::Collider::isCollisionNotify() const
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{
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return _notify;
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}
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void e2d::Collider::recreate()
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{
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if (!_enabled || _shape == Shape::None)
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return;
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SafeRelease(_geometry);
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switch (_shape)
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{
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case Shape::Rect:
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{
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ID2D1RectangleGeometry* rectangle = nullptr;
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Renderer::getFactory()->CreateRectangleGeometry(
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D2D1::RectF(0, 0, _parentNode->getRealWidth(), _parentNode->getRealHeight()),
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&rectangle
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);
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_geometry = rectangle;
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}
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break;
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case Shape::Circle:
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{
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float minSide = std::min(_parentNode->getRealWidth(), _parentNode->getRealHeight());
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ID2D1EllipseGeometry* circle = nullptr;
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Renderer::getFactory()->CreateEllipseGeometry(
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D2D1::Ellipse(
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D2D1::Point2F(
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_parentNode->getRealWidth() / 2,
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_parentNode->getRealHeight() / 2
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),
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minSide / 2,
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minSide / 2
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),
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&circle
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);
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_geometry = circle;
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}
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break;
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case Shape::Ellipse:
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{
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float halfWidth = _parentNode->getWidth() / 2,
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halfHeight = _parentNode->getHeight() / 2;
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ID2D1EllipseGeometry* ellipse = nullptr;
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Renderer::getFactory()->CreateEllipseGeometry(
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D2D1::Ellipse(
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D2D1::Point2F(
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halfWidth,
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halfHeight),
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halfWidth,
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halfHeight),
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&ellipse
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);
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_geometry = ellipse;
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}
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break;
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}
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ID2D1TransformedGeometry * _transformed;
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Renderer::getFactory()->CreateTransformedGeometry(
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_geometry,
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_parentNode->_finalMatri,
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&_transformed
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);
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SafeRelease(_geometry);
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_geometry = _transformed;
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}
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