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72492a9f5a
...
be06575f91
Author | SHA1 | Date | |
---|---|---|---|
be06575f91 | |||
ed6975bf24 | |||
d9660c08b1 | |||
3902f1caca | |||
14e3337daa | |||
f729cdc0a8 | |||
c767e1e856 | |||
f96c58cbd4 | |||
fed288859f | |||
6e4c9b0ef8 | |||
b931abb735 |
@@ -1,11 +1,12 @@
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using System;
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using System.Collections.Generic;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Represents the transformation properties of an object such as position, scale, and rotation.
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/// </summary>
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public interface ITransform
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public interface ITransform : IAssignableGameObject, IEnumerable<ITransform>
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{
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/// <summary>
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/// Event triggered when the <see cref="Position"/> of the <see cref="ITransform"/> changes.
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@@ -23,17 +24,75 @@ public interface ITransform
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Action<ITransform>? OnRotationChanged { get; set; }
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/// <summary>
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/// The position of the <see cref="ITransform"/> in 2D space.
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/// Event triggered when the <see cref="Parent"/> of the <see cref="ITransform"/> changes. The second parameter is the old <see cref="ITransform"/>.
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/// </summary>
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Action<ITransform, ITransform?>? OnParentChanged { get; set; }
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/// <summary>
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/// Event triggered when a new <see cref="ITransform"/> is added to the <see cref="Children"/>.
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/// </summary>
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Action<ITransform, ITransform>? OnChildrenAdded { get; set; }
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/// <summary>
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/// Event triggered when an <see cref="ITransform"/> is removed from the <see cref="Children"/>.
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/// </summary>
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Action<ITransform, ITransform>? OnChildrenRemoved { get; set; }
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/// <summary>
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/// The world position of the <see cref="ITransform"/> in 2D space.
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/// </summary>
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Vector2D Position { get; set; }
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/// <summary>
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/// The scale of the <see cref="ITransform"/>.
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/// The world scale of the <see cref="ITransform"/>.
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/// </summary>
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Vector2D Scale { get; set; }
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/// <summary>
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/// The rotation of the <see cref="ITransform"/> in degrees.
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/// The world rotation of the <see cref="ITransform"/> in degrees.
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/// </summary>
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float Rotation { get; set; }
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/// <summary>
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/// The local position of the <see cref="ITransform"/> in 2D space.
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/// </summary>
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Vector2D LocalPosition { get; set; }
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/// <summary>
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/// The local scale of the <see cref="ITransform"/>.
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/// </summary>
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Vector2D LocalScale { get; set; }
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/// <summary>
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/// The local rotation of the <see cref="ITransform"/> in degrees.
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/// </summary>
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float LocalRotation { get; set; }
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/// <summary>
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/// The parent <see cref="ITransform"/> of the <see cref="ITransform"/>.
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/// </summary>
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ITransform? Parent { get; }
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/// <summary>
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/// The <see cref="ITransform"/>s that have this <see cref="ITransform"/> as their <see cref="Parent"/>.
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/// </summary>
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IReadOnlyList<ITransform> Children { get; }
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/// <summary>
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/// Sets the parent <see cref="ITransform"/> of this <see cref="ITransform"/>.
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/// </summary>
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/// <param name="transform">The parent <see cref="ITransform"/> to set.</param>
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void SetParent(ITransform? transform);
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/// <summary>
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/// Adds a child <see cref="ITransform"/> to this <see cref="ITransform"/>.
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/// </summary>
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/// <param name="transform">The child <see cref="ITransform"/> to add.</param>
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void AddChild(ITransform transform);
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/// <summary>
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/// Removes a child <see cref="ITransform"/> from this <see cref="ITransform"/>.
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/// </summary>
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/// <param name="transform">The child <see cref="ITransform"/> to remove.</param>
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void RemoveChild(ITransform transform);
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}
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47
Engine.Core/Extensions/BehaviourControllerExtensions.cs
Normal file
47
Engine.Core/Extensions/BehaviourControllerExtensions.cs
Normal file
@@ -0,0 +1,47 @@
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using System.Diagnostics.CodeAnalysis;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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public static class BehaviourControllerExtensions
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{
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public static bool TryGetBehaviourInParent<T>(this IBehaviourController behaviourController, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
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{
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behaviour = GetBehaviourInParent<T>(behaviourController);
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return behaviour is not null;
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}
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public static T? GetBehaviourInParent<T>(this IBehaviourController behaviourController) where T : class
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{
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IBehaviourController? controller = behaviourController;
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while (controller is not null)
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{
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if (behaviourController.GetBehaviour<T>() is T behaviour)
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return behaviour;
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controller = controller.GameObject.Transform.Parent?.GameObject.BehaviourController;
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}
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return default;
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}
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public static bool TryGetBehaviourInChildren<T>(this IBehaviourController behaviourController, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
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{
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behaviour = GetBehaviourInChildren<T>(behaviourController);
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return behaviour is not null;
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}
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public static T? GetBehaviourInChildren<T>(this IBehaviourController behaviourController) where T : class
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{
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if (behaviourController.GetBehaviour<T>() is T localBehaviour)
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return localBehaviour;
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foreach (ITransform transform in behaviourController.GameObject.Transform)
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if (GetBehaviourInChildren<T>(transform.GameObject.BehaviourController) is T behaviour)
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return behaviour;
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return default;
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}
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}
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@@ -7,18 +7,22 @@ namespace Syntriax.Engine.Core;
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public static class BehaviourExtensions
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{
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public static bool TryFindBehaviour<T>(this IEnumerable<IGameObject> gameObjects, [NotNullWhen(returnValue: true)] out T? behaviour)
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public static T? FindBehaviour<T>(this IEnumerable<IGameObject> gameObjects) where T : class
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{
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behaviour = default;
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foreach (IGameObject gameObject in gameObjects)
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if (gameObject.BehaviourController.TryGetBehaviour(out behaviour))
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return true;
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if (gameObject.BehaviourController.TryGetBehaviour(out T? behaviour))
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return behaviour;
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return false;
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return default;
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}
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public static void FindBehaviours<T>(this IEnumerable<IGameObject> gameObjects, List<T> behaviours)
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public static bool TryFindBehaviour<T>(this IEnumerable<IGameObject> gameObjects, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
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{
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behaviour = FindBehaviour<T>(gameObjects);
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return behaviour is not null;
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}
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public static void FindBehaviours<T>(this IEnumerable<IGameObject> gameObjects, List<T> behaviours) where T : class
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{
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behaviours.Clear();
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List<T> cache = [];
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@@ -4,11 +4,16 @@ namespace Syntriax.Engine.Core;
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public static class TransformExtensions
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{
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public static ITransform SetTransform(this ITransform transform, Vector2D? position = null, float? rotation = null, Vector2D? scale = null)
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public static ITransform SetTransform(this ITransform transform,
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Vector2D? position = null, float? rotation = null, Vector2D? scale = null,
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Vector2D? localPosition = null, float? localRotation = null, Vector2D? localScale = null)
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{
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if (position.HasValue) transform.Position = position.Value;
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if (rotation.HasValue) transform.Rotation = rotation.Value;
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if (scale.HasValue) transform.Scale = scale.Value;
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if (localPosition.HasValue) transform.LocalPosition = localPosition.Value;
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if (localRotation.HasValue) transform.LocalRotation = localRotation.Value;
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if (localScale.HasValue) transform.LocalScale = localScale.Value;
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return transform;
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}
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}
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@@ -22,6 +22,9 @@ public class GameObjectFactory
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behaviourController ??= TypeFactory.Get<BehaviourController>();
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stateEnable ??= TypeFactory.Get<StateEnable>();
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if (!transform.Assign(gameObject))
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throw AssignException.From(transform, gameObject);
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if (!behaviourController.Assign(gameObject))
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throw AssignException.From(behaviourController, gameObject);
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if (!stateEnable.Assign(gameObject))
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@@ -1,20 +1,42 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("Position: {Position.ToString(), nq}, Scale: {Scale.ToString(), nq}, Rotation: {Rotation}")]
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[System.Diagnostics.DebuggerDisplay("Name: {GameObject.Name, nq} Position: {Position.ToString(), nq}, Scale: {Scale.ToString(), nq}, Rotation: {Rotation}")]
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public class Transform : ITransform
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{
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public Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<ITransform>? OnPositionChanged { get; set; } = null;
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public Action<ITransform>? OnScaleChanged { get; set; } = null;
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public Action<ITransform>? OnRotationChanged { get; set; } = null;
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public Action<ITransform, ITransform?>? OnParentChanged { get; set; } = null;
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public Action<ITransform, ITransform>? OnChildrenAdded { get; set; } = null;
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public Action<ITransform, ITransform>? OnChildrenRemoved { get; set; } = null;
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private Vector2D _position = Vector2D.Zero;
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private Vector2D _scale = Vector2D.One;
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private float _rotation = 0f;
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private Vector2D _localPosition = Vector2D.Zero;
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private Vector2D _localScale = Vector2D.One;
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private float _localRotation = 0f;
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private readonly List<ITransform> _children = [];
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public IGameObject GameObject { get; private set; } = null!;
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public ITransform? Parent { get; private set; } = null;
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public IReadOnlyList<ITransform> Children => _children;
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public Vector2D Position
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{
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get => _position;
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@@ -24,6 +46,7 @@ public class Transform : ITransform
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return;
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_position = value;
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UpdateLocalPosition();
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OnPositionChanged?.Invoke(this);
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}
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}
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@@ -37,6 +60,7 @@ public class Transform : ITransform
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return;
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_scale = value;
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UpdateLocalScale();
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OnScaleChanged?.Invoke(this);
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}
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}
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@@ -50,7 +74,210 @@ public class Transform : ITransform
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return;
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_rotation = value;
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UpdateLocalPosition();
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OnRotationChanged?.Invoke(this);
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}
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}
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public Vector2D LocalPosition
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{
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get => _localPosition;
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set
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{
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if (value == _localPosition)
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return;
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_localPosition = value;
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UpdatePosition();
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OnPositionChanged?.Invoke(this);
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}
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}
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public Vector2D LocalScale
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{
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get => _localScale;
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set
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{
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if (value == _localScale)
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return;
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_localScale = value;
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UpdateScale();
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OnScaleChanged?.Invoke(this);
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}
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}
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public float LocalRotation
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{
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get => _localRotation;
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set
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{
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if (value == _localRotation)
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return;
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_localRotation = value;
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UpdateRotation();
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OnRotationChanged?.Invoke(this);
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}
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}
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public void SetParent(ITransform? transform)
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{
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if (transform == this || Parent == transform)
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return;
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ITransform? previousParent = Parent;
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if (previousParent is not null)
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{
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previousParent.RemoveChild(this);
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previousParent.OnPositionChanged -= RecalculatePosition;
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previousParent.OnScaleChanged -= RecalculateScale;
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previousParent.OnRotationChanged -= RecalculateRotation;
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previousParent.OnParentChanged -= NotifyChildrenOnParentChange;
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}
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Parent = transform;
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if (transform is not null)
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{
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transform.AddChild(this);
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transform.OnPositionChanged += RecalculatePosition;
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transform.OnScaleChanged += RecalculateScale;
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transform.OnRotationChanged += RecalculateRotation;
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transform.OnParentChanged += NotifyChildrenOnParentChange;
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}
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UpdateLocalPosition();
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UpdateLocalScale();
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UpdateLocalRotation();
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OnParentChanged?.Invoke(this, previousParent);
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}
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public void AddChild(ITransform transform)
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{
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if (_children.Contains(transform))
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return;
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_children.Add(transform);
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transform.SetParent(this);
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OnChildrenAdded?.Invoke(this, transform);
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}
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public void RemoveChild(ITransform transform)
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{
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if (!_children.Remove(transform))
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return;
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|
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transform.SetParent(null);
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OnChildrenRemoved?.Invoke(this, transform);
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}
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|
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public IEnumerator<ITransform> GetEnumerator() => _children.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => _children.GetEnumerator();
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private void NotifyChildrenOnParentChange(ITransform transform, ITransform? previousParent)
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{
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// TODO No idea how logical this is to propagate this to the children the way I'm doing right now.
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// I was originally gonna just call `child.OnParentChanged?.Invoke(child, child.Parent);` but seems an unnecessary call too?
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foreach (var child in Children)
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child.OnParentChanged?.Invoke(transform, previousParent);
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}
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private void RecalculatePosition(ITransform _)
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{
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if (Parent is null)
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return;
|
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|
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UpdatePosition();
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OnPositionChanged?.Invoke(this);
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}
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|
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private void RecalculateScale(ITransform _)
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{
|
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if (Parent is null)
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return;
|
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|
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UpdateScale();
|
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OnScaleChanged?.Invoke(this);
|
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}
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|
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private void RecalculateRotation(ITransform _)
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{
|
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if (Parent is null)
|
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return;
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|
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UpdatePosition();
|
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UpdateRotation();
|
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OnPositionChanged?.Invoke(this);
|
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OnRotationChanged?.Invoke(this);
|
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}
|
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|
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private void UpdateLocalPosition()
|
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{
|
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if (Parent is null)
|
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_localPosition = Position;
|
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else
|
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_localPosition = Parent.Position.FromTo(Position).Scale(Parent.Scale);
|
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}
|
||||
|
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private void UpdateLocalScale()
|
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{
|
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if (Parent is null)
|
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_localScale = Scale;
|
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else
|
||||
_localScale = Scale.Scale(new(1f / Parent.Scale.X, 1f / Parent.Scale.Y));
|
||||
}
|
||||
|
||||
private void UpdateLocalRotation()
|
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{
|
||||
if (Parent is null)
|
||||
_localRotation = Rotation;
|
||||
else
|
||||
_localRotation = Rotation - Parent.Rotation;
|
||||
}
|
||||
|
||||
private void UpdatePosition()
|
||||
{
|
||||
if (Parent is null)
|
||||
_position = LocalPosition.Scale(Vector2D.One).Rotate(0f * Math.DegreeToRadian);
|
||||
else
|
||||
_position = Parent.Position + LocalPosition.Scale(new(1f / Parent.Scale.X, 1f / Parent.Scale.Y)).Rotate(Parent.Rotation * Math.DegreeToRadian);
|
||||
}
|
||||
|
||||
private void UpdateScale()
|
||||
{
|
||||
if (Parent is null)
|
||||
_scale = LocalScale;
|
||||
else
|
||||
_scale = Vector2D.Scale(Parent.Scale, LocalScale);
|
||||
}
|
||||
|
||||
private void UpdateRotation()
|
||||
{
|
||||
if (Parent is null)
|
||||
_rotation = LocalRotation;
|
||||
else
|
||||
_rotation = Parent.Rotation + LocalRotation;
|
||||
}
|
||||
|
||||
public bool Assign(IGameObject gameObject)
|
||||
{
|
||||
if (GameObject is not null && GameObject.Initialized)
|
||||
return false;
|
||||
|
||||
GameObject = gameObject;
|
||||
OnGameObjectAssigned?.Invoke(this);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Unassign()
|
||||
{
|
||||
if (GameObject is not null && GameObject.Initialized)
|
||||
return false;
|
||||
|
||||
GameObject = null!;
|
||||
OnUnassigned?.Invoke(this);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@@ -37,7 +37,7 @@ public abstract class Collider2DBehaviourBase : BehaviourOverride, ICollider2D
|
||||
|
||||
protected override void OnInitialize()
|
||||
{
|
||||
BehaviourController.TryGetBehaviour(out _rigidBody2D);
|
||||
BehaviourController.TryGetBehaviourInParent(out _rigidBody2D);
|
||||
|
||||
BehaviourController.OnBehaviourAdded += OnBehaviourAddedToController;
|
||||
BehaviourController.OnBehaviourRemoved += OnBehaviourRemovedFromController;
|
||||
@@ -45,6 +45,12 @@ public abstract class Collider2DBehaviourBase : BehaviourOverride, ICollider2D
|
||||
Transform.OnPositionChanged += SetNeedsRecalculation;
|
||||
Transform.OnRotationChanged += SetNeedsRecalculation;
|
||||
Transform.OnScaleChanged += SetNeedsRecalculation;
|
||||
Transform.OnParentChanged += UpdateRigidBody2D;
|
||||
}
|
||||
|
||||
private void UpdateRigidBody2D(ITransform _1, ITransform? _2)
|
||||
{
|
||||
BehaviourController.TryGetBehaviourInParent(out _rigidBody2D);
|
||||
}
|
||||
|
||||
private void OnBehaviourAddedToController(IBehaviourController _, IBehaviour behaviour)
|
||||
|
@@ -1,13 +1,33 @@
|
||||
using System;
|
||||
|
||||
using Syntriax.Engine.Core;
|
||||
using Syntriax.Engine.Physics2D;
|
||||
using Syntriax.Engine.Physics2D.Primitives;
|
||||
|
||||
namespace Engine.Physics2D;
|
||||
|
||||
public static partial class Physics2D
|
||||
{
|
||||
public static bool Overlaps(this Shape shape, Vector2D point) => Overlaps(shape, point, out var _);
|
||||
public static bool Overlaps(this Shape shape, Vector2D point, out float depth)
|
||||
{
|
||||
depth = float.MaxValue;
|
||||
var vertices = shape.Vertices;
|
||||
int count = vertices.Count;
|
||||
|
||||
for (int indexProjection = 0; indexProjection < count; indexProjection++)
|
||||
{
|
||||
Vector2D projectionVector = vertices[indexProjection].FromTo(vertices[(indexProjection + 1) % count]).Perpendicular().Normalized;
|
||||
|
||||
Projection shapeProjection = shape.ToProjection(projectionVector);
|
||||
float projectedPoint = point.Dot(projectionVector);
|
||||
|
||||
if (shapeProjection.Max < projectedPoint || shapeProjection.Min > projectedPoint)
|
||||
return false;
|
||||
|
||||
depth = Math.Min(depth, Math.Abs(Math.AbsMin(shapeProjection.Max - projectedPoint, shapeProjection.Min - projectedPoint)));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool Overlaps(this Circle left, Circle right)
|
||||
{
|
||||
float distanceSquared = left.Center.FromTo(right.Center).LengthSquared();
|
||||
@@ -27,7 +47,7 @@ public static partial class Physics2D
|
||||
normal = distanceVector.Normalized;
|
||||
|
||||
if (isOverlapping)
|
||||
depth = MathF.Sqrt(radiusSumSquared - distanceSquared);
|
||||
depth = Math.Sqrt(radiusSumSquared - distanceSquared);
|
||||
|
||||
return isOverlapping;
|
||||
}
|
||||
@@ -44,7 +64,7 @@ public static partial class Physics2D
|
||||
normal = distanceVector.Normalized;
|
||||
|
||||
if (isOverlapping)
|
||||
depth = MathF.Sqrt(radiusSquared - distanceSquared);
|
||||
depth = Math.Sqrt(radiusSquared - distanceSquared);
|
||||
|
||||
return isOverlapping;
|
||||
}
|
||||
|
Reference in New Issue
Block a user