Files

189 lines
5.6 KiB
C++

#pragma once
#include <array>
#include <cstddef>
#include <functional>
#include <memory>
#include <mutex>
#include <string>
#include <vector>
#include <game.hpp>
#include <mesh.hpp>
namespace boundard::render {
class InputMap;
}
namespace boundard {
class Actor : public std::enable_shared_from_this<Actor> {
private:
size_t id;
std::string nickName_;
mutable std::mutex transform_mutex_;
std::array<float, 2> position_{0.0F, 0.0F};
std::array<float, 2> facing_{1.0F, 0.0F};
mutable std::mutex tree_mutex_;
std::weak_ptr<Actor> parent_;
std::vector<std::shared_ptr<Actor>> children_;
float age_ = 0.0F;
bool initialized_ = false;
std::function<void(Actor&)> init_handler_;
std::function<void(Actor&, float, const render::InputMap&)> tick_handler_;
public:
Actor() noexcept = default;
virtual ~Actor() = default;
Actor(const Actor&) = delete;
Actor& operator=(const Actor&) = delete;
Actor(Actor&&) noexcept = delete;
Actor& operator=(Actor&&) noexcept = delete;
Actor(std::string nickName, Game& game) {
id = game.new_id();
nickName_ = std::move(nickName);
}
static Actor& getInstance() {
static Actor instance;
return instance;
}
const std::string& name() const { return nickName_; }
float age() const { return age_; }
void set_init_handler(std::function<void(Actor&)> handler) {
init_handler_ = std::move(handler);
}
void set_tick_handler(
std::function<void(Actor&, float, const render::InputMap&)> handler) {
tick_handler_ = std::move(handler);
}
// 类似 Godot 的 _ready()。
void initialize() {
if (initialized_) {
return;
}
initialized_ = true;
if (init_handler_) {
init_handler_(*this);
}
for (const std::shared_ptr<Actor>& child : children()) {
child->initialize();
}
}
// 类似 Godot 的 _process(delta)。
void process(float dt, const render::InputMap& input) {
age_ += dt;
if (tick_handler_) {
tick_handler_(*this, dt, input);
}
for (const std::shared_ptr<Actor>& child : children()) {
child->process(dt, input);
}
}
std::array<float, 2> position() const {
std::lock_guard<std::mutex> lock(transform_mutex_);
return position_;
}
void set_position(std::array<float, 2> position) {
std::lock_guard<std::mutex> lock(transform_mutex_);
position_ = position;
}
std::array<float, 2> global_position() const {
const std::array<float, 2> local_position = position();
const std::shared_ptr<Actor> parent = this->parent();
if (parent == nullptr) return local_position;
const std::array<float, 2> parent_position = parent->global_position();
const std::array<float, 2> parent_facing = parent->global_facing();
return {parent_position[0] + parent_facing[0] * local_position[0] -
parent_facing[1] * local_position[1],
parent_position[1] + parent_facing[1] * local_position[0] +
parent_facing[0] * local_position[1]};
}
std::array<float, 2> facing() const {
std::lock_guard<std::mutex> lock(transform_mutex_);
return facing_;
}
void set_facing(std::array<float, 2> facing) {
std::lock_guard<std::mutex> lock(transform_mutex_);
facing_ = facing;
}
std::array<float, 2> global_facing() const {
std::array<float, 2> local_facing = facing();
const std::shared_ptr<Actor> parent = this->parent();
if (parent == nullptr) return local_facing;
const std::array<float, 2> parent_facing = parent->global_facing();
return {parent_facing[0] * local_facing[0] - parent_facing[1] * local_facing[1],
parent_facing[1] * local_facing[0] + parent_facing[0] * local_facing[1]};
}
virtual const std::shared_ptr<Mesh>& mesh() const {
static const std::shared_ptr<Mesh> no_mesh;
return no_mesh;
}
virtual void set_mesh(std::shared_ptr<Mesh>) {}
std::shared_ptr<Actor> parent() const {
std::lock_guard<std::mutex> lock(tree_mutex_);
return parent_.lock();
}
std::vector<std::shared_ptr<Actor>> children() const {
std::lock_guard<std::mutex> lock(tree_mutex_);
return children_;
}
bool add_child(const std::shared_ptr<Actor>& child) {
if (child == nullptr) return false;
const std::shared_ptr<Actor> self = shared_from_this();
if (child == self) return false;
for (std::shared_ptr<Actor> ancestor = self; ancestor != nullptr;
ancestor = ancestor->parent()) {
if (ancestor == child) return false;
}
if (const std::shared_ptr<Actor> old_parent = child->parent()) {
old_parent->remove_child(child);
}
{
std::lock_guard<std::mutex> lock(tree_mutex_);
children_.push_back(child);
}
{
std::lock_guard<std::mutex> lock(child->tree_mutex_);
child->parent_ = self;
}
return true;
}
bool remove_child(const std::shared_ptr<Actor>& child) {
if (child == nullptr) return false;
std::lock_guard<std::mutex> lock(tree_mutex_);
for (auto it = children_.begin(); it != children_.end(); ++it) {
if (*it != child) continue;
children_.erase(it);
std::lock_guard<std::mutex> child_lock(child->tree_mutex_);
child->parent_.reset();
return true;
}
return false;
}
};
} // namespace boundard