124 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\e2dmanager.h"
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| #include "..\e2dnode.h"
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| #include "..\e2dtool.h"
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| 
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| 
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| e2d::CollisionManager * e2d::CollisionManager::_instance = nullptr;
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| 
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| e2d::CollisionManager * e2d::CollisionManager::getInstance()
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| {
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| 	if (!_instance)
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| 		_instance = new (std::nothrow) CollisionManager;
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| 	return _instance;
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| }
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| 
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| void e2d::CollisionManager::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::CollisionManager::CollisionManager()
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| {
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| }
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| 
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| e2d::CollisionManager::~CollisionManager()
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| {
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| }
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| 
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| void e2d::CollisionManager::__addCollider(Collider * collider)
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| {
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| 	_colliders.push_back(collider);
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| }
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| 
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| void e2d::CollisionManager::__removeCollider(Collider * collider)
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| {
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| 	auto iter = std::find(_colliders.begin(), _colliders.end(), collider);
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| 	if (iter != _colliders.end())
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| 	{
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| 		_colliders.erase(iter);
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| 	}
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| }
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| 
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| void e2d::CollisionManager::__updateCollider(Collider* collider)
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| {
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| 	if (Game::getInstance()->isPaused() ||
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| 		!Game::getInstance()->getConfig()->isCollisionEnabled() ||
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| 		SceneManager::getInstance()->isTransitioning() ||
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| 		!collider->isCollisionNotify())
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| 		return;
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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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| 		// 判断与其他碰撞体的交集情况
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| 		auto active = collider->getNode();
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| 		auto passive = _colliders[i]->getNode();
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| 		// 判断两物体是否是相互冲突的物体
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| 		if (active == passive ||
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| 			active->getParentScene() != passive->getParentScene() ||
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| 			!CollisionManager::isCollidable(active, passive))
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| 		{
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| 			continue;
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| 		}
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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 = active->getCollider()->getRelationWith(passive->getCollider());
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| 		// 忽略 UNKNOWN 和 DISJOIN 情况
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| 		if (relation != Collider::Relation::Unknown &&
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| 			relation != Collider::Relation::Disjoin)
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| 		{
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| 			// 触发两次碰撞事件
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| 			Collision activeCollision(passive, relation);
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| 			active->getParentScene()->onCollision(activeCollision);
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| 			active->onCollision(activeCollision);
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| 
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| 			Collision passiveCollision(active, passive->getCollider()->getRelationWith(active->getCollider()));
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| 			passive->getParentScene()->onCollision(passiveCollision);
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| 			passive->onCollision(passiveCollision);
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| 		}
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| 	}
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| }
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| 
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| void e2d::CollisionManager::addName(const String & name1, const String & name2)
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| {
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| 	if (!name1.isEmpty() && !name2.isEmpty())
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| 	{
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| 		_collisionList.insert(std::make_pair(name1.getHashCode(), name2.getHashCode()));
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| 	}
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| }
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| 
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| void e2d::CollisionManager::addName(const std::vector<std::pair<String, String> >& names)
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| {
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| 	for (auto& name : names)
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| 	{
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| 		if (!name.first.isEmpty() && !name.second.isEmpty())
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| 		{
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| 			_collisionList.insert(std::make_pair(name.first.getHashCode(), name.second.getHashCode()));
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| 		}
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| 	}
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| }
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| 
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| bool e2d::CollisionManager::isCollidable(Node * node1, Node * node2)
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| {
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| 	return CollisionManager::isCollidable(node1->getName(), node2->getName());
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| }
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| 
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| bool e2d::CollisionManager::isCollidable(const String & name1, const String & name2)
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| {
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| 	size_t hashName1 = name1.getHashCode(), 
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| 		hashName2 = name2.getHashCode();
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| 	auto pair1 = std::make_pair(hashName1, hashName2), 
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| 		pair2 = std::make_pair(hashName2, hashName1);
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| 	for (auto& pair : _collisionList)
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| 	{
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| 		if (pair == pair1 || pair == pair2)
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| 		{
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| 			return true;
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| 		}
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| 	}
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| 	return false;
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| }
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