refactor: monogame camera transform caching

This commit is contained in:
2025-10-30 23:14:16 +03:00
parent e9ba7867ac
commit 7e07cd30db
2 changed files with 6 additions and 19 deletions

View File

@@ -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<MonoGameCamera2D> OnMatrixTransformChanged { get; } = new();
public Event<MonoGameCamera2D> 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<MonoGameWindowContainer>().Window.Graphics;
Viewport = Graphics.GraphicsDevice.Viewport;
Transform = BehaviourController.GetRequiredBehaviour<ITransform2D>();
}
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<ITransform2D>();
protected sealed override void FinalizeInternal() => Transform = null!;
}

View File

@@ -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,