diff --git a/Engine.Integration/Engine.Integration.MonoGame/Behaviours/MonoGameCamera2D.cs b/Engine.Integration/Engine.Integration.MonoGame/Behaviours/MonoGameCamera2D.cs index 911a7af..e8827be 100644 --- a/Engine.Integration/Engine.Integration.MonoGame/Behaviours/MonoGameCamera2D.cs +++ b/Engine.Integration/Engine.Integration.MonoGame/Behaviours/MonoGameCamera2D.cs @@ -5,7 +5,7 @@ using Engine.Core; namespace Engine.Integration.MonoGame; -public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, IPreDraw +public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, ILastFrameUpdate, IPreDraw { public Event OnMatrixTransformChanged { get; } = new(); public Event OnViewportChanged { get; } = new(); @@ -56,7 +56,7 @@ public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, IPreDra get => _zoom; set { - float newValue = Engine.Core.Math.Max(0.1f, value); + float newValue = Math.Max(0.1f, value); if (_zoom == newValue) return; @@ -84,22 +84,21 @@ public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, IPreDra return screenPosition.Scale(EngineConverterExtensions.screenScale); } + public void LastActiveFrame() => Transform = null!; public void FirstActiveFrame() { Graphics = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour().Window.Graphics; Viewport = Graphics.GraphicsDevice.Viewport; + Transform = BehaviourController.GetRequiredBehaviour(); } public void PreDraw() { MatrixTransform = Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) * - Matrix.CreateRotationZ(Rotation * Engine.Core.Math.DegreeToRadian) * + Matrix.CreateRotationZ(Rotation * Math.DegreeToRadian) * Matrix.CreateScale(Transform.Scale.X.Max(Transform.Scale.Y)) * Matrix.CreateScale(Zoom) * Matrix.CreateTranslation(new Vector3(_viewport.Width * .5f, _viewport.Height * .5f, 0f)); } - - protected sealed override void InitializeInternal() => Transform = BehaviourController.GetRequiredBehaviour(); - protected sealed override void FinalizeInternal() => Transform = null!; } diff --git a/Engine.Integration/Engine.Integration.MonoGame/Behaviours/MonoGameCamera3D.cs b/Engine.Integration/Engine.Integration.MonoGame/Behaviours/MonoGameCamera3D.cs index 640ad4b..1bf3468 100644 --- a/Engine.Integration/Engine.Integration.MonoGame/Behaviours/MonoGameCamera3D.cs +++ b/Engine.Integration/Engine.Integration.MonoGame/Behaviours/MonoGameCamera3D.cs @@ -53,12 +53,6 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr } } - public Vector3D Position - { - get => Transform.Position; - set => Transform.Position = value; - } - public Viewport Viewport { get => _viewport; @@ -115,12 +109,6 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr } } - public Core.Quaternion Rotation - { - get => Transform.Rotation; - set => Transform.Rotation = value; - } - // TODO This causes delay since OnPreDraw calls assuming this is called in in Update public Ray3D ScreenToWorldRay(Vector2D screenPosition) { @@ -164,7 +152,7 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr Vector3 forward = Vector3.Normalize(Transform.Forward.ToVector3()); Vector3 up = Vector3.Normalize(Transform.Up.ToVector3()); Vector3 right = Vector3.Normalize(Transform.Right.ToVector3()); - Vector3 position = Position.ToVector3(); + Vector3 position = Transform.Position.ToVector3(); View = new Matrix( right.X, up.X, forward.X, 0,