forked from Misaki/GhostEngine
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.
21 lines
505 B
C#
21 lines
505 B
C#
using Ghost.Engine.Utilities;
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using Ghost.Entities.Components;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Ghost.Engine.Components;
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[SkipLocalsInit]
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public struct LocalToWorld : IComponentData
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{
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public Matrix4x4 matrix;
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public static LocalToWorld Identity
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => new()
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{
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matrix = MatrixUtility.CreateTRS(Vector3.Zero, Quaternion.Identity, Vector3.One)
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};
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}
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} |