Magic_Game/core/Manager/CollisionManager.cpp

124 lines
3.0 KiB
C++

#include "..\e2dmanager.h"
#include "..\e2dnode.h"
#include "..\e2dtool.h"
e2d::CollisionManager * e2d::CollisionManager::_instance = nullptr;
e2d::CollisionManager * e2d::CollisionManager::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) CollisionManager;
return _instance;
}
void e2d::CollisionManager::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
e2d::CollisionManager::CollisionManager()
{
}
e2d::CollisionManager::~CollisionManager()
{
}
void e2d::CollisionManager::__addCollider(Collider * collider)
{
_colliders.push_back(collider);
}
void e2d::CollisionManager::__removeCollider(Collider * collider)
{
auto iter = std::find(_colliders.begin(), _colliders.end(), collider);
if (iter != _colliders.end())
{
_colliders.erase(iter);
}
}
void e2d::CollisionManager::__updateCollider(Collider* collider)
{
if (Game::getInstance()->isPaused() ||
!Game::getInstance()->getConfig().isCollisionEnabled() ||
SceneManager::getInstance()->isTransitioning())
return;
for (size_t i = 0; i < _colliders.size(); i++)
{
// 判断与其他碰撞体的交集情况
auto active = collider->getNode();
auto passive = _colliders[i]->getNode();
// 判断两物体是否是相互冲突的物体
if (active == passive ||
!passive->isVisible() ||
active->getParentScene() != passive->getParentScene() ||
!CollisionManager::isCollidable(active, passive))
{
continue;
}
// 判断两碰撞体交集情况
Collider::Relation relation = active->getCollider()->getRelationWith(passive->getCollider());
// 忽略 UNKNOWN 和 DISJOIN 情况
if (relation != Collider::Relation::Unknown &&
relation != Collider::Relation::Disjoin)
{
// 触发两次碰撞事件
Collision activeCollision(passive, relation);
active->getParentScene()->onCollision(activeCollision);
active->onCollision(activeCollision);
Collision passiveCollision(active, passive->getCollider()->getRelationWith(active->getCollider()));
passive->getParentScene()->onCollision(passiveCollision);
passive->onCollision(passiveCollision);
}
}
}
void e2d::CollisionManager::addName(const String & name1, const String & name2)
{
if (!name1.isEmpty() && !name2.isEmpty())
{
_collisionList.insert(std::make_pair(name1.getHashCode(), name2.getHashCode()));
}
}
void e2d::CollisionManager::addName(const std::vector<std::pair<String, String> >& names)
{
for (auto& name : names)
{
if (!name.first.isEmpty() && !name.second.isEmpty())
{
_collisionList.insert(std::make_pair(name.first.getHashCode(), name.second.getHashCode()));
}
}
}
bool e2d::CollisionManager::isCollidable(Node * node1, Node * node2)
{
return CollisionManager::isCollidable(node1->getName(), node2->getName());
}
bool e2d::CollisionManager::isCollidable(const String & name1, const String & name2)
{
size_t hashName1 = name1.getHashCode(),
hashName2 = name2.getHashCode();
auto pair1 = std::make_pair(hashName1, hashName2),
pair2 = std::make_pair(hashName2, hashName1);
for (auto& pair : _collisionList)
{
if (pair == pair1 || pair == pair2)
{
return true;
}
}
return false;
}