forked from Misaki/GhostEngine
Add component editors and UI controls
Added the `HierarchyEditor` and `LocalToWorldEditor` classes to implement custom component editing functionality. Added the `Vector3Field` control for 3D vector manipulation and its corresponding XAML definition. Added the `ComponentDataView` and `ComponentObject` classes to manage component data display and access. Added the `CustomEditorAttribute` to mark classes as custom editors for specific components. Changed the `IInspectable` interface to use properties for `Icon`, `HeaderContent`, and `InspectorContent`. Changed the `PropertyField` class to enhance UI control binding capabilities. Changed the `EditorWorldManager` to improve world data loading and deserialization processes. Changed the `EntityNode` and `WorldNode` classes to update entity construction and component querying. Changed the `StaticResource` class to include new binding flags for component properties. Changed the `InspectorService` to remove old contract references and adopt new interfaces. Changed the `QueryEnumerable` and related files to update generic constraints for improved type safety. Changed the `QueryItem` class to reflect new generic constraints and enhance deconstruction. Changed the `World.Query` methods to utilize the updated generic constraints. Updated the `SerializationTest` to align with new entity creation and management practices.
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45
Ghost.Engine/Utilities/VectorUtility.cs
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45
Ghost.Engine/Utilities/VectorUtility.cs
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Ghost.Engine.Utilities;
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public static class VectorUtility
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{
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/// <summary>
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/// Converts a Vector3 representing Euler angles (in degrees) to a Quaternion.
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/// </summary>
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/// <param name="v">The Vector3 containing Euler angles (X: Pitch, Y: Yaw, Z: Roll) in degrees.</param>
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/// <returns>A Quaternion representing the rotation defined by the Euler angles.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Quaternion ToQuaternion(this Vector3 v)
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{
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return Quaternion.CreateFromYawPitchRoll(MathUtility.DegToRad(v.Y), MathUtility.DegToRad(v.X), MathUtility.DegToRad(v.Z));
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}
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public static Vector3 CreateFromQuaternion(Quaternion quaternion)
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{
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// Convert quaternion to Euler angles (Yaw, Pitch, Roll)
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quaternion = Quaternion.Normalize(quaternion);
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// Extract pitch (X), yaw (Y), roll (Z)
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var ysqr = quaternion.Y * quaternion.Y;
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// Pitch (X-axis rotation)
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var t0 = +2.0 * (quaternion.W * quaternion.X + quaternion.Y * quaternion.Z);
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var t1 = +1.0 - 2.0 * (quaternion.X * quaternion.X + ysqr);
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var pitch = Math.Atan2(t0, t1);
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// Yaw (Y-axis rotation)
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var t2 = +2.0 * (quaternion.W * quaternion.Y - quaternion.Z * quaternion.X);
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t2 = Math.Clamp(t2, -1.0, 1.0);
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var yaw = Math.Asin(t2);
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// Roll (Z-axis rotation)
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var t3 = +2.0 * (quaternion.W * quaternion.Z + quaternion.X * quaternion.Y);
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var t4 = +1.0 - 2.0 * (ysqr + quaternion.Z * quaternion.Z);
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var roll = Math.Atan2(t3, t4);
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const float radToDeg = 180f / MathF.PI;
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return new Vector3((float)pitch, (float)yaw, (float)roll) * radToDeg;
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}
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}
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