Magic_Game/core/Manager/ColliderManager.cpp

110 lines
2.2 KiB
C++

#include "..\e2dmanager.h"
#include "..\e2dnode.h"
#include "..\e2dcollider.h"
#include "..\e2dtool.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()
: _colliders()
{
}
e2d::ColliderManager::~ColliderManager()
{
}
void e2d::ColliderManager::clearAll()
{
for (auto collder : _colliders)
{
collder->release();
}
_colliders.clear();
}
void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
{
// 判断碰撞监听是否打开
if (!Game::getInstance()->getConfig().isCollisionEnabled())
return;
Node* pActiveNode = pActiveCollider->_parentNode;
if (pActiveNode)
{
// 获取节点所在场景
Scene* pCurrentScene = pActiveNode->getParentScene();
// 判断与其他碰撞体的交集情况
for (size_t i = 0; i < _colliders.size(); ++i)
{
auto pPassiveCollider = _colliders[i];
// 判断两个碰撞体是否是同一个对象
if (pActiveCollider == pPassiveCollider)
continue;
// 获取被碰撞节点
Node* pPassiveNode = pPassiveCollider->_parentNode;
// 判断两节点是否处于同一场景中
if (pPassiveNode &&
pPassiveNode->getParentScene() == pCurrentScene)
{
// 判断两物体是否是相互冲突的物体
if (Collision::isCollidable(pActiveNode, pPassiveNode))
{
// 判断两碰撞体交集情况
Collider::Relation relation = pActiveCollider->getRelationWith(pPassiveCollider);
// 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(pActiveNode, pPassiveNode);
}
}
}
}
}
}
void e2d::ColliderManager::__add(Collider * pCollider)
{
if (pCollider)
{
pCollider->retain();
_colliders.push_back(pCollider);
}
}
void e2d::ColliderManager::__remove(Collider * pCollider)
{
if (pCollider)
{
for (size_t i = 0; i < _colliders.size(); ++i)
{
if (_colliders[i] == pCollider)
{
GC::safeRelease(pCollider);
_colliders.erase(_colliders.begin() + i);
return;
}
}
}
}