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.
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@@ -1,11 +1,62 @@
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using Ghost.Engine.Models;
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using Ghost.Engine.Helpers;
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using System.Numerics;
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namespace Ghost.Engine.Components;
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public class Transform : Component
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{
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public Vector3 position = Vector3.Zero;
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public Quaternion rotation = Quaternion.Identity;
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public Vector3 scale = Vector3.One;
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private Vector3 _position = Vector3.Zero;
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public Vector3 position
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{
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get => _position;
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set
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{
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_position = value;
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hasChanged = true;
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UpdateMatrices();
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}
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}
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private Quaternion _rotation = Quaternion.Identity;
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public Quaternion Rotation
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{
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get => _rotation;
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set
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{
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_rotation = value;
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hasChanged = true;
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UpdateMatrices();
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}
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}
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private Vector3 _scale = Vector3.One;
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public Vector3 Scale
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{
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get => _scale;
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set
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{
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_scale = value;
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hasChanged = true;
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UpdateMatrices();
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}
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}
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public bool hasChanged = true;
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private Matrix4x4 _localToWorldMatrix = Matrix4x4.Identity;
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private Matrix4x4 _worldToLocalMatrix = Matrix4x4.Identity;
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public Matrix4x4 LocalToWorldMatrix => _localToWorldMatrix;
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public Matrix4x4 WorldToLocalMatrix => _worldToLocalMatrix;
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private void UpdateMatrices()
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{
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_localToWorldMatrix = MatrixHelpers.CreateTRS(_position, _rotation, _scale);
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Matrix4x4.Invert(_localToWorldMatrix, out _worldToLocalMatrix);
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}
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public override void Start()
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{
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UpdateMatrices();
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}
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}
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