Magic_Game/core/Manager/ColliderManager.cpp

92 lines
1.8 KiB
C++

#include "..\e2dmanager.h"
#include "..\e2dnode.h"
#include "..\e2dcollider.h"
e2d::ColliderManager * e2d::ColliderManager::_instance = nullptr;
e2d::ColliderManager * e2d::ColliderManager::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) ColliderManager;
return _instance;
}
void e2d::ColliderManager::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
e2d::ColliderManager::ColliderManager()
{
}
e2d::ColliderManager::~ColliderManager()
{
}
void e2d::ColliderManager::__remove(Node * node)
{
if (node)
{
auto iter = std::find(_nodes.begin(), _nodes.end(), node);
if (iter != _nodes.end())
{
_nodes.erase(iter);
}
}
}
void e2d::ColliderManager::updateCollider(Node * node)
{
if (node)
{
if (node->getCollider()->_type != Collider::Type::None)
{
node->getCollider()->_transform();
_nodes.insert(node);
}
}
}
void e2d::ColliderManager::update()
{
// 判断碰撞监听是否打开
if (Game::getInstance()->isPaused() ||
!Game::getInstance()->getConfig()->isCollisionEnabled() ||
SceneManager::getInstance()->isTransitioning())
{
_nodes.clear();
return;
}
for (auto iter1 = _nodes.begin(); iter1 != _nodes.end(); iter1++)
{
auto node1 = (*iter1);
// 判断与其他碰撞体的交集情况
auto iter2 = iter1;
iter2++;
for (; iter2 != _nodes.end(); iter2++)
{
auto node2 = (*iter2);
// 判断两物体是否是相互冲突的物体
if (Collision::isCollidable(node1, node2))
{
// 判断两碰撞体交集情况
Collider::Relation relation = node1->getCollider()->getRelationWith(node2->getCollider());
// 忽略 UNKNOWN 和 DISJOIN 情况
if (relation != Collider::Relation::Unknown && relation != Collider::Relation::Disjoin)
{
// 更新碰撞监听器
Collision::__update(node1, node2);
}
}
}
}
_nodes.clear();
}