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 Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.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