Files
GhostEngine/Ghost.Editor/Components/LocalToWorldEditor.cs
Misaki 5ae4128baf Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
2025-07-02 21:30:10 +09:00

61 lines
2.4 KiB
C#

using Ghost.Editor.Core.Controls;
using Ghost.Editor.Core.Inspector;
using Ghost.Engine.Components;
using Ghost.Engine.Utilities;
using Microsoft.UI.Xaml.Controls;
namespace Ghost.Editor.Components;
[CustomEditor(typeof(LocalToWorld))]
internal class LocalToWorldEditor : ComponentEditor
{
private Vector3Field _translationField = null!;
private Vector3Field _rotationField = null!;
private Vector3Field _scaleField = null!;
public override void Create(StackPanel container)
{
_translationField = new Vector3Field();
_rotationField = new Vector3Field();
_scaleField = new Vector3Field();
_translationField.OnValueChanged += (s, e) =>
{
var data = ComponentObject.GetData<LocalToWorld>();
MatrixUtility.GetTRS(data.ValueRO.matrix, out var _, out var oldRotation, out var oldScale);
data.ValueRW.matrix = MatrixUtility.CreateTRS(e.NewValue, oldRotation, oldScale);
};
_rotationField.OnValueChanged += (s, e) =>
{
var data = ComponentObject.GetData<LocalToWorld>();
MatrixUtility.GetTRS(data.ValueRO.matrix, out var oldTranslation, out var _, out var oldScale);
data.ValueRW.matrix = MatrixUtility.CreateTRS(oldTranslation, e.NewValue.ToQuaternion(), oldScale);
};
_scaleField.OnValueChanged += (s, e) =>
{
var data = ComponentObject.GetData<LocalToWorld>();
MatrixUtility.GetTRS(data.ValueRO.matrix, out var oldTranslation, out var oldRotation, out var _);
data.ValueRW.matrix = MatrixUtility.CreateTRS(oldTranslation, oldRotation, e.NewValue);
};
container.Children.Add(new PropertyField() { Label = "Position", Content = _translationField });
container.Children.Add(new PropertyField() { Label = "Rotation", Content = _rotationField });
container.Children.Add(new PropertyField() { Label = "Scale", Content = _scaleField });
}
public override void Update()
{
var data = ComponentObject.GetData<LocalToWorld>();
MatrixUtility.GetTRS(data.ValueRO.matrix, out var translation, out var rotation, out var scale);
_translationField.Value = translation;
_rotationField.Value = VectorUtility.CreateFromQuaternion(rotation);
_scaleField.Value = scale;
}
public override void Destroy()
{
}
}