示例#1
0
	void ArrangeSpriteOP<TBase>::RotateVisitor::
		visit(ICloneable* object, bool& bFetchNext)
	{
		ISprite* sprite = static_cast<ISprite*>(object);

		float angle = Math::getAngleInDirection(sprite->getPosition(), m_start, m_end);
		sprite->rotate(angle);

		bFetchNext = false;
	}
示例#2
0
	void ArrangeSpriteOP<TBase>::autoAlign(const std::vector<ISprite*>& sprites)
	{
		m_autoAlignHor[0].set(0, 0);
		m_autoAlignHor[1].set(0, 0);
		m_autoAlignVer[0].set(0, 0);
		m_autoAlignVer[1].set(0, 0);

		std::vector<ISprite*> sources;
		m_spritesImpl->traverseSprites(FetchAllVisitor<ISprite>(sources));

		// not support multi src now
		if (sprites.size() > 1)
			return;

		const float DIS = 5;

		ISprite *horNearest = NULL, *verNearest = NULL;
		float disHor = DIS, disVer = DIS;
		// hor
		for (size_t i = 0, n = sources.size(); i < n; ++i)
		{
			ISprite *dst = sprites[0], *src = sources[i];

			if (src == dst) continue;

			const float srcHalfHeight = src->getBounding()->height() * 0.5f;
			const float dstHalfHeight = dst->getBounding()->height() * 0.5f;

			float srcDown = src->getPosition().y - srcHalfHeight;
			float srcUp = src->getPosition().y + srcHalfHeight;

			float dstDown = dst->getPosition().y - dstHalfHeight;
			float dstUp = dst->getPosition().y + dstHalfHeight;

			// up
			if (float dis = fabs(dstUp - srcUp) < disHor)
			{
				disHor = dis;
				horNearest = src;
			}
			else if (float dis = fabs(dstUp - srcDown) < disHor)
			{
				disHor = dis;
				horNearest = src;
			}
			// down
			if (float dis = fabs(dstDown - srcUp) < disHor)
			{
				disHor = dis;
				horNearest = src;
			}
			else if (float dis = fabs(dstDown - srcDown) < disHor)
			{
				disHor = dis;
				horNearest = src;
			}	
		}
		// ver
		for (size_t i = 0, n = sources.size(); i < n; ++i)
		{
			ISprite *dst = sprites[0], *src = sources[i];

			if (src == dst) continue;

			const float srcHalfWidth = src->getBounding()->width() * 0.5f;
			const float dstHalfWidth = dst->getBounding()->width() * 0.5f;

			float srcLeft = src->getPosition().x - srcHalfWidth;
			float srcRight = src->getPosition().x + srcHalfWidth;

			float dstLeft = dst->getPosition().x - dstHalfWidth;
			float dstRight = dst->getPosition().x + dstHalfWidth;

			// left
			if (float dis = fabs(dstLeft - srcLeft) < disVer)
			{
				disVer = dis;
				verNearest = src;
			}
			else if (float dis = fabs(dstLeft - srcRight) < disVer)
			{
				disVer = dis;
				verNearest = src;
			}
			// right
			if (float dis = fabs(dstRight - srcLeft) < disVer)
			{
				disVer = dis;
				verNearest = src;
			}
			else if (float dis = fabs(dstRight - srcRight) < disVer)
			{
				disVer = dis;
				verNearest = src;
			}
		}

		//////////////////////////////////////////////////////////////////////////

		if (horNearest)
			autoAlign(horNearest, sprites[0]);
		if (verNearest && verNearest != horNearest)
			autoAlign(verNearest, sprites[0]);

		//////////////////////////////////////////////////////////////////////////

// 		for (size_t i = 0, n = sprites.size(); i < n; ++i)
// 		{
// 			for (size_t j = 0, m = sources.size(); j < m; ++j)
// 			{
// 				if (sprites[i] != sources[j])
// 					autoAlign(sources[j], sprites[i]);
// 			}
// 		}
	}