Magic_Game/core/objects/Collider.cpp

202 lines
3.6 KiB
C++

#include "..\e2dutil.h"
#include "..\e2dimpl.h"
#include "..\e2dmodule.h"
#include "..\e2dmanager.h"
#include "..\e2dobject.h"
e2d::Collider::Collider(Node * parent)
: visible_(true)
, border_color_(Color::Blue, 0.6f)
, parent_node_(parent)
, geometry_(nullptr)
, enabled_(true)
, shape_(Collider::Shape::None)
, notify_(true)
{
}
e2d::Collider::~Collider()
{
SafeRelease(geometry_);
CollisionManager::GetInstance()->RemoveCollider(this);
}
const e2d::Color& e2d::Collider::GetBorderColor() const
{
return border_color_;
}
e2d::Collider::Shape e2d::Collider::GetShape() const
{
return shape_;
}
e2d::Node * e2d::Collider::GetNode() const
{
return parent_node_;
}
ID2D1Geometry * e2d::Collider::GetGeometry() const
{
return geometry_;
}
void e2d::Collider::SetShape(Shape shape)
{
if (shape_ == shape)
return;
shape_ = shape;
if (shape == Shape::None)
{
SafeRelease(geometry_);
CollisionManager::GetInstance()->RemoveCollider(this);
}
else
{
this->Recreate();
CollisionManager::GetInstance()->AddCollider(this);
}
}
void e2d::Collider::SetCollisionNotify(bool notify)
{
notify_ = notify;
}
void e2d::Collider::SetEnabled(bool enabled)
{
enabled_ = enabled;
}
void e2d::Collider::SetVisible(bool visible)
{
visible_ = visible;
}
void e2d::Collider::SetBorderColor(const Color& color)
{
border_color_ = color;
}
void e2d::Collider::Draw()
{
if (geometry_ && enabled_ && visible_)
{
auto graphics = Graphics::GetInstance();
// 获取纯色画刷
ID2D1SolidColorBrush * brush = graphics->GetSolidBrush();
// 设置画刷颜色和透明度
brush->SetColor((D2D1_COLOR_F)border_color_);
brush->SetOpacity(1.f);
// 绘制几何碰撞体
graphics->GetRenderTarget()->DrawGeometry(geometry_, brush, 1.5f);
}
}
e2d::Collider::Relation e2d::Collider::GetRelationWith(Collider * collider) const
{
if (geometry_ && collider->geometry_)
{
if (enabled_ && collider->enabled_)
{
D2D1_GEOMETRY_RELATION relation;
geometry_->CompareWithGeometry(
collider->geometry_,
D2D1::Matrix3x2F::Identity(),
&relation
);
return Relation(relation);
}
}
return Relation::Unknown;
}
bool e2d::Collider::IsEnabled() const
{
return enabled_;
}
bool e2d::Collider::IsVisible() const
{
return visible_;
}
bool e2d::Collider::IsCollisionNotify() const
{
return notify_;
}
void e2d::Collider::Recreate()
{
if (!enabled_ || shape_ == Shape::None)
return;
SafeRelease(geometry_);
auto factory = Graphics::GetFactory();
switch (shape_)
{
case Shape::Rect:
{
ID2D1RectangleGeometry* rectangle = nullptr;
factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, parent_node_->GetRealWidth(), parent_node_->GetRealHeight()),
&rectangle
);
geometry_ = rectangle;
}
break;
case Shape::Circle:
{
float minSide = std::min(parent_node_->GetRealWidth(), parent_node_->GetRealHeight());
ID2D1EllipseGeometry* circle = nullptr;
factory->CreateEllipseGeometry(
D2D1::Ellipse(
D2D1::Point2F(
parent_node_->GetRealWidth() / 2,
parent_node_->GetRealHeight() / 2
),
minSide / 2,
minSide / 2
),
&circle
);
geometry_ = circle;
}
break;
case Shape::Ellipse:
{
float halfWidth = parent_node_->GetWidth() / 2,
halfHeight = parent_node_->GetHeight() / 2;
ID2D1EllipseGeometry* ellipse = nullptr;
factory->CreateEllipseGeometry(
D2D1::Ellipse(
D2D1::Point2F(
halfWidth,
halfHeight),
halfWidth,
halfHeight),
&ellipse
);
geometry_ = ellipse;
}
break;
}
ID2D1TransformedGeometry * transformed;
factory->CreateTransformedGeometry(
geometry_,
parent_node_->final_matrix_,
&transformed
);
SafeRelease(geometry_);
geometry_ = transformed;
}