Magic_Game/core/Collider/Collider.cpp

105 lines
1.9 KiB
C++

#include "..\e2dcollider.h"
#include "..\e2dmanager.h"
#include "..\e2dnode.h"
e2d::Collider::Collider()
: _bIsVisiable(true)
, _nColor(Color::RED, 0.7f)
, _pParentNode(nullptr)
, _pTransformedGeometry(nullptr)
, _bEnable(true)
, _bAutoResize(true)
{
}
e2d::Collider::~Collider()
{
SafeReleaseInterface(&_pTransformedGeometry);
}
e2d::Node * e2d::Collider::getParentNode() const
{
return _pParentNode;
}
e2d::Color e2d::Collider::getColor() const
{
return _nColor;
}
void e2d::Collider::setEnable(bool enable)
{
_bEnable = enable;
}
void e2d::Collider::setVisiable(bool bVisiable)
{
_bIsVisiable = bVisiable;
}
void e2d::Collider::setColor(Color color)
{
_nColor = color;
}
void e2d::Collider::setAutoResize(bool enable)
{
_bAutoResize = enable;
}
void e2d::Collider::_render()
{
if (_pTransformedGeometry && _bEnable)
{
// 获取纯色画刷
ID2D1SolidColorBrush * pBrush = Renderer::getSolidColorBrush();
// 设置画刷颜色和透明度
pBrush->SetColor(_nColor.toColorF());
// 绘制几何碰撞体
Renderer::getRenderTarget()->DrawGeometry(_pTransformedGeometry, pBrush);
}
}
e2d::Relation e2d::Collider::getRelationWith(Collider * pCollider) const
{
if (_pTransformedGeometry && pCollider->_pTransformedGeometry)
{
if (_bEnable && pCollider->_bEnable)
{
D2D1_GEOMETRY_RELATION relation;
_pTransformedGeometry->CompareWithGeometry(
pCollider->_pTransformedGeometry,
D2D1::Matrix3x2F::Identity(),
&relation
);
return Relation(relation);
}
}
return Relation::UNKNOWN;
}
void e2d::Collider::_transform()
{
if (_pParentNode && _bEnable)
{
if (_bAutoResize)
{
this->_resize();
}
// 释放原碰撞体
SafeReleaseInterface(&_pTransformedGeometry);
// 根据父节点转换几何图形
Renderer::getID2D1Factory()->CreateTransformedGeometry(
getD2dGeometry(),
_pParentNode->_MatriFinal,
&_pTransformedGeometry
);
ColliderManager::__updateCollider(this);
}
}