Magic_Game/core/Manager/ShapeManager.cpp

88 lines
2.0 KiB
C++

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