Magic_Game/core/managers/CollisionManager.cpp

127 lines
3.2 KiB
C++

#include "..\e2dmanager.h"
#include "..\e2dobject.h"
#include "..\e2dtool.h"
#include "..\e2dmodule.h"
e2d::CollisionManager * e2d::CollisionManager::GetInstance()
{
static CollisionManager instance;
return &instance;
}
e2d::CollisionManager::CollisionManager()
: collision_enabled_(false)
{
}
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* active)
{
if (!collision_enabled_ ||
Game::Get()->IsTransitioning())
return;
auto currScene = Game::Get()->GetCurrentScene();
if (active->GetNode()->GetParentScene() != currScene)
return;
std::vector<Collider*> currColliders;
currColliders.reserve(colliders_.size());
std::copy_if(
colliders_.begin(),
colliders_.end(),
std::back_inserter(currColliders),
[this, active, currScene](Collider* passive) -> bool
{
return active != passive &&
passive->GetNode()->IsVisible() &&
passive->GetNode()->GetParentScene() == currScene &&
this->IsCollidable(active->GetNode(), passive->GetNode());
}
);
for (const auto& passive : currColliders)
{
// 判断两碰撞体交集情况
Collider::Relation relation = active->GetRelationWith(passive);
// 忽略 UNKNOWN 和 DISJOIN 情况
if (relation != Collider::Relation::Unknown &&
relation != Collider::Relation::Disjoin)
{
auto activeNode = active->GetNode();
auto passiveNode = passive->GetNode();
// 触发两次碰撞事件
Collision activeCollision(passiveNode, relation);
if (dynamic_cast<CollisionHandler*>(activeNode))
dynamic_cast<CollisionHandler*>(activeNode)->Handle(activeCollision);
Collision passiveCollision(activeNode, passive->GetRelationWith(active));
if (dynamic_cast<CollisionHandler*>(passiveNode))
dynamic_cast<CollisionHandler*>(passiveNode)->Handle(passiveCollision);
}
}
}
void e2d::CollisionManager::SetCollisionEnabled(bool enabled)
{
collision_enabled_ = enabled;
}
void e2d::CollisionManager::AddName(const String & name1, const String & name2)
{
if (!name1.IsEmpty() && !name2.IsEmpty())
{
collision_list_.insert(std::make_pair(name1.GetHash(), name2.GetHash()));
}
}
void e2d::CollisionManager::AddName(const std::vector<std::pair<String, String> >& names)
{
for (const auto& name : names)
{
if (!name.first.IsEmpty() && !name.second.IsEmpty())
{
collision_list_.insert(std::make_pair(name.first.GetHash(), name.second.GetHash()));
}
}
}
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.GetHash(),
hashName2 = name2.GetHash();
auto pair1 = std::make_pair(hashName1, hashName2),
pair2 = std::make_pair(hashName2, hashName1);
for (const auto& pair : collision_list_)
{
if (pair == pair1 || pair == pair2)
{
return true;
}
}
return false;
}