88 lines
2.0 KiB
C++
88 lines
2.0 KiB
C++
#include "..\emanagers.h"
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#include "..\enodes.h"
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#include "..\eshape.h"
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// 形状集合
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static std::vector<e2d::Shape*> s_vShapes;
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// 碰撞触发状态
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static bool s_bCollisionEnable = false;
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void e2d::ShapeManager::setCollisionEnable(bool bEnable)
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{
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s_bCollisionEnable = bEnable;
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}
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void e2d::ShapeManager::__updateShape(e2d::Shape * pActiveShape)
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{
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// 判断碰撞触发是否打开
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if (!s_bCollisionEnable)
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return;
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Node* pActiveNode = pActiveShape->m_pParentNode;
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if (pActiveNode)
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{
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// 获取节点所在场景
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Scene* pCurrentScene = pActiveNode->getParentScene();
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// 判断与其他形状的交集情况
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for (size_t i = 0; i < s_vShapes.size(); i++)
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{
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auto pPassiveShape = s_vShapes[i];
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// 判断两个形状是否是同一个对象
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if (pActiveShape == pPassiveShape)
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return;
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// 判断两物体是否是相互冲突的物体
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if (pActiveShape->m_nCollisionBitmask & pPassiveShape->m_nCategoryBitmask)
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{
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// 获取被碰撞节点
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Node* pPassiveNode = pPassiveShape->m_pParentNode;
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// 判断两节点是否处于同一场景中
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if (pPassiveNode &&
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pPassiveNode->getParentScene() == pCurrentScene)
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{
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// 判断两形状交集情况
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int relation = pActiveShape->getRelationWith(pPassiveShape);
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// 忽略 UNKNOWN 和 DISJOINT 情况
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if (relation != Relation::UNKNOWN && relation != Relation::DISJOINT)
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{
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pActiveNode->onCollide(pPassiveNode, relation);
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pPassiveNode->onCollide(pActiveNode, pPassiveShape->getRelationWith(pActiveShape));
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pCurrentScene->onCollide(pActiveNode, pPassiveNode);
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}
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}
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}
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}
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}
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}
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void e2d::ShapeManager::__add(Shape * pShape)
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{
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if (pShape)
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{
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if (pShape->m_pParentNode)
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{
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WARN_IF(true, "ShapeManager::__add Failed! The shape is already added.");
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return;
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}
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pShape->retain();
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s_vShapes.push_back(pShape);
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}
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}
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void e2d::ShapeManager::__remove(Shape * pShape)
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{
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if (pShape)
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{
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for (size_t i = 0; i < s_vShapes.size(); i++)
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{
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if (s_vShapes[i] == pShape)
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{
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SafeRelease(&pShape);
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s_vShapes.erase(s_vShapes.begin() + i);
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return;
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}
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}
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}
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}
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