Magic_Game/core/Manager/ShapeManager.cpp

73 lines
1.7 KiB
C++

#include "..\emanagers.h"
#include "..\enodes.h"
#include "..\eshape.h"
// 形状集合
std::vector<e2d::Shape*> s_vShapes;
void e2d::ShapeManager::__updateShape(e2d::Shape * pActiveShape)
{
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 (auto pPassiveShape : s_vShapes)
{
// 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 != pActiveNode &&
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::__addShape(Shape * pShape)
{
if (pShape)
{
if (pShape->m_pParentNode)
{
WARN_IF(true, "ShapeManager::__addShape Failed! The shape is already added.");
return;
}
pShape->retain();
s_vShapes.push_back(pShape);
}
}
void e2d::ShapeManager::__delShape(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;
}
}
}
}