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.
This commit is contained in:
31
Ghost.Engine/Utilities/MathUtility.cs
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31
Ghost.Engine/Utilities/MathUtility.cs
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using System.Runtime.CompilerServices;
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namespace Ghost.Engine.Utilities;
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public static class MathUtility
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{
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public const float RAD_TO_DEG = 180f / MathF.PI;
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public const float DEG_TO_RAD = MathF.PI / 180f;
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/// <summary>
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/// Converts radians to degrees.
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/// </summary>
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/// <param name="radians">The angle in radians to convert.</param>
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/// <returns>The angle in degrees.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float RadToDeg(float radians)
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{
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return radians * RAD_TO_DEG;
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}
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/// <summary>
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/// Converts degrees to radians.
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/// </summary>
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/// <param name="degrees">The angle in degrees to convert.</param>
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/// <returns>The angle in radians.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DegToRad(float degrees)
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{
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return degrees * DEG_TO_RAD;
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}
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}
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@@ -1,20 +0,0 @@
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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 MatrixUtilities
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{
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/// <summary>
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/// Generates a transformation matrix from position, rotation, and scale vectors.
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/// </summary>
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/// <param name="position">Defines the translation component of the transformation matrix.</param>
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/// <param name="rotation">Specifies the orientation of the object in 3D space.</param>
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/// <param name="scale">Determines the size of the object along each axis.</param>
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/// <returns>Returns a transformation matrix that combines the specified position, rotation, and scale.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix4x4 CreateTRS(Vector3 position, Quaternion rotation, Vector3 scale)
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{
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return Matrix4x4.CreateScale(scale) * Matrix4x4.CreateFromQuaternion(rotation) * Matrix4x4.CreateTranslation(position);
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}
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}
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49
Ghost.Engine/Utilities/MatrixUtility.cs
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49
Ghost.Engine/Utilities/MatrixUtility.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 MatrixUtility
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{
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/// <summary>
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/// Generates a transformation matrix from position, rotation, and scale vectors.
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/// </summary>
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/// <param name="position">Defines the translation component of the transformation matrix.</param>
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/// <param name="rotation">Specifies the orientation of the object in 3D space.</param>
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/// <param name="scale">Determines the size of the object along each axis.</param>
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/// <returns>Returns a transformation matrix that combines the specified position, rotation, and scale.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix4x4 CreateTRS(Vector3 position, Quaternion rotation, Vector3 scale)
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{
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return Matrix4x4.CreateScale(scale) * Matrix4x4.CreateFromQuaternion(rotation) * Matrix4x4.CreateTranslation(position);
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}
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/// <summary>
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/// Decomposes a transformation matrix into its position, rotation, and scale components.
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/// </summary>
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/// <remarks>This method assumes the input matrix represents a valid affine transformation, including
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/// translation, rotation, and scaling. If the matrix contains skew or other non-standard transformations, the
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/// results may be undefined.</remarks>
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/// <param name="matrix">The <see cref="Matrix4x4"/> to decompose. Must represent a valid transformation matrix.</param>
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/// <param name="position">When the method returns, contains the position component extracted from the matrix.</param>
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/// <param name="rotation">When the method returns, contains the rotation component extracted from the matrix as a <see
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/// cref="Quaternion"/>.</param>
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/// <param name="scale">When the method returns, contains the scale component extracted from the matrix.</param>
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public static void GetTRS(Matrix4x4 matrix, out Vector3 position, out Quaternion rotation, out Vector3 scale)
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{
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position = new(matrix.M41, matrix.M42, matrix.M43);
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var scaleX = new Vector3(matrix.M11, matrix.M12, matrix.M13).Length();
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var scaleY = new Vector3(matrix.M21, matrix.M22, matrix.M23).Length();
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var scaleZ = new Vector3(matrix.M31, matrix.M32, matrix.M33).Length();
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scale = new(scaleX, scaleY, scaleZ);
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Matrix4x4 rotationMatrix = new(
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matrix.M11 / scale.X, matrix.M12 / scale.X, matrix.M13 / scale.X, 0,
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matrix.M21 / scale.Y, matrix.M22 / scale.Y, matrix.M23 / scale.Y, 0,
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matrix.M31 / scale.Z, matrix.M32 / scale.Z, matrix.M33 / scale.Z, 0,
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0, 0, 0, 1);
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rotation = Quaternion.CreateFromRotationMatrix(rotationMatrix);
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}
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}
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@@ -2,7 +2,7 @@
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namespace Ghost.Engine.Utilities;
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public static class Utf8JsonWriterExtensions
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public static class Utf8JsonWriterExtension
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{
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public static void WriteArray<T>(this Utf8JsonWriter writer, ReadOnlySpan<char> name, IEnumerable<T> source, Action<T> writeAction)
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{
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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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