110 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\e2dmanager.h"
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| #include "..\e2dnode.h"
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| #include "..\e2dcollider.h"
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| #include "..\e2dtool.h"
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| 
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| 
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| e2d::ColliderManager * e2d::ColliderManager::_instance = nullptr;
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| 
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| e2d::ColliderManager * e2d::ColliderManager::getInstance()
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| {
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| 	if (!_instance)
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| 		_instance = new (std::nothrow) ColliderManager;
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| 	return _instance;
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| }
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| 
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| void e2d::ColliderManager::destroyInstance()
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| {
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| 	if (_instance)
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| 	{
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| 		delete _instance;
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| 		_instance = nullptr;
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| 	}
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| }
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| 
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| e2d::ColliderManager::ColliderManager()
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| 	: _colliders()
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| {
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| }
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| 
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| e2d::ColliderManager::~ColliderManager()
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| {
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| }
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| 
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| void e2d::ColliderManager::clearAll()
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| {
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| 	for (auto collder : _colliders)
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| 	{
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| 		collder->release();
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| 	}
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| 	_colliders.clear();
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| }
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| 
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| void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
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| {
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| 	// 判断碰撞监听是否打开
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| 	if (!Game::getInstance()->getConfig().isCollisionEnabled())
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| 		return;
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| 
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| 	Node* pActiveNode = pActiveCollider->_parentNode;
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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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| 
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| 		// 判断与其他碰撞体的交集情况
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| 		for (size_t i = 0; i < _colliders.size(); ++i)
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| 		{
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| 			auto pPassiveCollider = _colliders[i];
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| 			// 判断两个碰撞体是否是同一个对象
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| 			if (pActiveCollider == pPassiveCollider)
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| 				continue;
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| 
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| 			// 获取被碰撞节点
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| 			Node* pPassiveNode = pPassiveCollider->_parentNode;
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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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| 				// 判断两物体是否是相互冲突的物体
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| 				if (Collision::isCollidable(pActiveNode, pPassiveNode))
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| 				{
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| 					// 判断两碰撞体交集情况
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| 					Collider::Relation relation = pActiveCollider->getRelationWith(pPassiveCollider);
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| 					// 忽略 UNKNOWN 和 DISJOIN 情况
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| 					if (relation != Collider::Relation::Unknown && relation != Collider::Relation::Disjoin)
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| 					{
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| 						// 更新碰撞监听器
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| 						Collision::__update(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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| 
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| void e2d::ColliderManager::__add(Collider * pCollider)
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| {
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| 	if (pCollider)
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| 	{
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| 		pCollider->retain();
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| 		_colliders.push_back(pCollider);
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| 	}
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| }
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| 
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| void e2d::ColliderManager::__remove(Collider * pCollider)
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| {
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| 	if (pCollider)
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| 	{
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| 		for (size_t i = 0; i < _colliders.size(); ++i)
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| 		{
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| 			if (_colliders[i] == pCollider)
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| 			{
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| 				GC::safeRelease(pCollider);
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| 				_colliders.erase(_colliders.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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