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DNF_DEV/source/EngineFrame/Component/AnimationManager.cpp
2025-10-23 15:21:12 +08:00

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#include "AnimationManager.h"
#include "EngineCore/Game.h"
AnimationManager::AnimationManager()
{
}
void AnimationManager::PreRender()
{
Actor::PreRender();
// 标记是否是第一个子对象用于初始化min/max值
bool isFirst = true;
float minX = 0.0f, minY = 0.0f; // 所有子对象的最小X、Y坐标
float maxX = 0.0f, maxY = 0.0f; // 所有子对象的最大X、Y坐标右下角
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
// 转换为Animation对象
Animation *ani = static_cast<Animation *>(child.Get());
float width = ani->CurrentFrame->_RenderGuidanceInfo.rect.w;
float height = ani->CurrentFrame->_RenderGuidanceInfo.rect.h;
float x = ani->CurrentFrame->_RenderGuidanceInfo.rect.x;
float y = ani->CurrentFrame->_RenderGuidanceInfo.rect.y;
// 计算子对象的右下角坐标(左上角 + 宽高)
float currentMaxX = x + width;
float currentMaxY = y + height;
// 初始化或更新min/max值
if (isFirst)
{
minX = x;
minY = y;
maxX = currentMaxX;
maxY = currentMaxY;
isFirst = false;
}
else
{
minX = std::min(minX, x);
minY = std::min(minY, y);
maxX = std::max(maxX, currentMaxX);
maxY = std::max(maxY, currentMaxY);
}
child = child->GetNext();
}
// 计算最终的包围盒矩形
if (!isFirst) // 至少有一个子对象时才计算
{
m_RenderRect.x = minX; // 矩形左上角X
m_RenderRect.y = minY; // 矩形左上角Y
m_RenderRect.w = maxX - minX; // 矩形宽度右下角X - 左上角X
m_RenderRect.h = maxY - minY; // 矩形高度右下角Y - 左上角Y
}
}
void AnimationManager::Render()
{
Actor::Render();
}
void AnimationManager::AddAnimation(RefPtr<Animation> ani)
{
this->AddChild(ani);
}
void AnimationManager::Clear()
{
this->RemoveAllChild();
}