Files
GhostEngine/Ghost.Engine/Components/Transform.cs
Misaki 7cd881b7d4 Refactor project management and enhance architecture
Added a new static class `AssetsPath` for asset management.
Added a new icon file (`icon-256.ico`) for UI representation.
Added new package references to enhance functionality.
Added internals visibility attributes for better testing.
Added a new `EngineEditorViewModel` class for MVVM support.
Added a new `GameObject` class for component management.
Added a new `BitSet` class for efficient bit manipulation.
Added various utility classes to support the new entity system.

Changed the `ID` property in `ProjectInfo` to internal.
Changed the `AddProjectAsync` method to return the created `ProjectInfo`.
Changed the connection string retrieval method to use the new `Command` constant.
Changed the `DataPath` class to use `readonly` fields for folder paths.
Changed the `ActivationHandler` class to use new `DataPath` constants.
Changed the `OpenProjectPage` layout and interaction for better UI.

Updated the target framework to a newer version for compatibility.
Updated the `ProjectService` to use new constants from `DataPath`.
Updated the `World` class to improve entity management.

Refactored the `ProjectRepository` class to encapsulate SQL commands.
Refactored the `Transform` class to use properties for better encapsulation.
2025-04-05 16:07:53 +09:00

62 lines
1.4 KiB
C#

using Ghost.Engine.Helpers;
using System.Numerics;
namespace Ghost.Engine.Components;
public class Transform : Component
{
private Vector3 _position = Vector3.Zero;
public Vector3 position
{
get => _position;
set
{
_position = value;
hasChanged = true;
UpdateMatrices();
}
}
private Quaternion _rotation = Quaternion.Identity;
public Quaternion Rotation
{
get => _rotation;
set
{
_rotation = value;
hasChanged = true;
UpdateMatrices();
}
}
private Vector3 _scale = Vector3.One;
public Vector3 Scale
{
get => _scale;
set
{
_scale = value;
hasChanged = true;
UpdateMatrices();
}
}
public bool hasChanged = true;
private Matrix4x4 _localToWorldMatrix = Matrix4x4.Identity;
private Matrix4x4 _worldToLocalMatrix = Matrix4x4.Identity;
public Matrix4x4 LocalToWorldMatrix => _localToWorldMatrix;
public Matrix4x4 WorldToLocalMatrix => _worldToLocalMatrix;
private void UpdateMatrices()
{
_localToWorldMatrix = MatrixHelpers.CreateTRS(_position, _rotation, _scale);
Matrix4x4.Invert(_localToWorldMatrix, out _worldToLocalMatrix);
}
public override void Start()
{
UpdateMatrices();
}
}