8 Commits

11 changed files with 203 additions and 98 deletions

View File

@@ -1,12 +1,11 @@
using System;
using System.Numerics;
namespace Engine.Core;
// TODO Comments
/// <summary>
/// Represents a 4D left handed space matrix.
/// Represents a 4D left handed space matrix in a Column Major convention.
/// </summary>
/// <remarks>
/// Initializes a new instance of the <see cref="Matrix4x4"/> struct with the specified values.
@@ -67,6 +66,11 @@ public readonly struct Matrix4x4(
/// </summary>
public Matrix4x4 Inverse => Invert(this);
/// <summary>
/// Represents the transposed version of this <see cref="Matrix4x4"/>.
/// </summary>
public Matrix4x4 Transposed => Transpose(this);
public static Matrix4x4 operator *(Matrix4x4 a, Matrix4x4 b) => new(
a.M11 * b.M11 + a.M12 * b.M21 + a.M13 * b.M31 + a.M14 * b.M41,
a.M11 * b.M12 + a.M12 * b.M22 + a.M13 * b.M32 + a.M14 * b.M42,
@@ -89,6 +93,13 @@ public readonly struct Matrix4x4(
a.M41 * b.M14 + a.M42 * b.M24 + a.M43 * b.M34 + a.M44 * b.M44
);
public static Vector4D operator *(Matrix4x4 m, Vector4D v) => new(
m.M11 * v.X + m.M12 * v.Y + m.M13 * v.Z + m.M14 * v.W,
m.M21 * v.X + m.M22 * v.Y + m.M23 * v.Z + m.M24 * v.W,
m.M31 * v.X + m.M32 * v.Y + m.M33 * v.Z + m.M34 * v.W,
m.M41 * v.X + m.M42 * v.Y + m.M43 * v.Z + m.M44 * v.W
);
public static bool operator ==(Matrix4x4 left, Matrix4x4 right) =>
left.M11 == right.M11 && left.M12 == right.M12 && left.M13 == right.M13 && left.M14 == right.M14 &&
left.M21 == right.M21 && left.M22 == right.M22 && left.M23 == right.M23 && left.M24 == right.M24 &&
@@ -202,11 +213,23 @@ public readonly struct Matrix4x4(
);
}
/// <summary>
/// Transposes the given <see cref="Matrix4x4"/>.
/// </summary>
/// <param name="m">The <see cref="Matrix4x4"/>.</param>
/// <returns>The transposed <see cref="Matrix4x4"/> of the given <see cref="Matrix4x4"/>.</returns>
public static Matrix4x4 Transpose(Matrix4x4 m) => new(
m.M11, m.M21, m.M31, m.M41,
m.M12, m.M22, m.M32, m.M42,
m.M13, m.M23, m.M33, m.M43,
m.M14, m.M24, m.M34, m.M44
);
public static Matrix4x4 CreateTranslation(Vector3D position) => new(
1f, 0f, 0f, 0f,
0f, 1f, 0f, 0f,
0f, 0f, 1f, 0f,
position.X, position.Y, position.Z, 1
1f, 0f, 0f, position.X,
0f, 1f, 0f, position.Y,
0f, 0f, 1f, position.Z,
0f, 0f, 0f, 1f
);
public static Matrix4x4 CreateScale(float scale) => new(
@@ -228,10 +251,10 @@ public readonly struct Matrix4x4(
float c = Math.Cos(radians);
float s = Math.Sin(radians);
return new Matrix4x4(
return new(
1f, 0f, 0f, 0f,
0f, c, s, 0f,
0f, -s, c, 0f,
0f, c, -s, 0f,
0f, s, c, 0f,
0f, 0f, 0f, 1f
);
}
@@ -241,10 +264,10 @@ public readonly struct Matrix4x4(
float c = Math.Cos(radians);
float s = Math.Sin(radians);
return new Matrix4x4(
c, 0f, -s, 0f,
return new(
c, 0f, s, 0f,
0f, 1f, 0f, 0f,
s, 0f, c, 0f,
-s, 0f, c, 0f,
0f, 0f, 0f, 1f
);
}
@@ -254,9 +277,9 @@ public readonly struct Matrix4x4(
float c = Math.Cos(radians);
float s = Math.Sin(radians);
return new Matrix4x4(
c, s, 0f, 0f,
-s, c, 0f, 0f,
return new(
c, -s, 0f, 0f,
s, c, 0f, 0f,
0f, 0f, 1f, 0f,
0f, 0f, 0f, 1f
);
@@ -275,7 +298,7 @@ public readonly struct Matrix4x4(
Vector3D x = up.Cross(z).Normalized;
Vector3D y = z.Cross(x);
return new Matrix4x4(
return new(
x.X, y.X, z.X, 0f,
x.Y, y.Y, z.Y, 0f,
x.Z, y.Z, z.Z, 0f,
@@ -285,28 +308,53 @@ public readonly struct Matrix4x4(
public static Matrix4x4 CreateLookMatrix(Vector3D position, Vector3D target, Vector3D up)
{
Vector3D z = position.FromTo(target).Normalized;
Vector3D x = up.Cross(z).Normalized;
Vector3D y = z.Cross(x);
Vector3D f = (target - position).Normalized;
Vector3D s = f.Cross(up).Normalized;
Vector3D u = s.Cross(f);
return new Matrix4x4(
x.X, y.X, z.X, 0f,
x.Y, y.Y, z.Y, 0f,
x.Z, y.Z, z.Z, 0f,
-x.Dot(position), -y.Dot(position), -z.Dot(position), 1f
return new(
s.X, u.X, -f.X, 0f,
s.Y, u.Y, -f.Y, 0f,
s.Z, u.Z, -f.Z, 0f,
-s.Dot(position), -u.Dot(position), f.Dot(position), 1f
);
}
public static Matrix4x4 CreatePerspectiveFieldOfView(float fieldOfViewInRadians, float aspectRatio, float nearPlane, float farPlane)
public static Matrix4x4 CreateOrthographicView(float width, float height, float nearPlane = -1f, float farPlane = 1f)
{
float yScale = 1f / Math.Tan(fieldOfViewInRadians / 2f);
float xScale = yScale / aspectRatio;
float invDepth = 1f / (farPlane - nearPlane);
return new Matrix4x4(
return new(
2f / width, 0f, 0f, 0f,
0f, -2f / height, 0f, 0f,
0f, 0f, 1f * invDepth, 0f,
-1f, 1f, -nearPlane * invDepth, 1f
);
}
public static Matrix4x4 CreateOrthographicViewCentered(float width, float height, float nearPlane = -1f, float farPlane = 1f)
{
float invDepth = 1f / (farPlane - nearPlane);
return new(
2f / width, 0f, 0f, 0f,
0f, 2f / height, 0f, 0f,
0f, 0f, 1f * invDepth, 0f,
0f, 0f, -nearPlane * invDepth, 1f
);
}
public static Matrix4x4 CreatePerspectiveFieldOfView(float fovRadians, float aspectRatio, float nearPlane, float farPlane)
{
float yScale = 1f / Math.Tan(fovRadians / 2f);
float xScale = yScale / aspectRatio;
float zRange = farPlane - nearPlane;
return new(
xScale, 0f, 0f, 0f,
0f, yScale, 0f, 0f,
0f, 0f, farPlane / (farPlane - nearPlane), 1f,
0f, 0f, -nearPlane * farPlane / (farPlane - nearPlane), 0f
0f, 0f, -(farPlane + nearPlane) / zRange, -1f,
0f, 0f, -(2f * nearPlane * farPlane) / zRange, 0f
);
}
@@ -344,11 +392,14 @@ public static class Matrix4x4Extensions
/// <inheritdoc cref="Matrix4x4.Invert(Matrix4x4)" />
public static Matrix4x4 Invert(this Matrix4x4 matrix) => Matrix4x4.Invert(matrix);
/// <inheritdoc cref="Matrix4x4.Transpose(Matrix4x4)" />
public static Matrix4x4 Transpose(this Matrix4x4 matrix) => Matrix4x4.Transpose(matrix);
/// <inheritdoc cref="Matrix4x4.CreateTranslation(Vector3D)" />
public static Matrix4x4 ApplyTranslation(this Matrix4x4 matrix, Vector3D translation) => matrix * Matrix4x4.CreateTranslation(translation);
/// <inheritdoc cref="Matrix4x4.CreateScale(Vector3D)" />
public static Matrix4x4 ApplyScale(this Matrix4x4 matrix, Vector3 scale) => matrix * Matrix4x4.CreateScale(scale);
public static Matrix4x4 ApplyScale(this Matrix4x4 matrix, Vector3D scale) => matrix * Matrix4x4.CreateScale(scale);
/// <inheritdoc cref="Matrix4x4.CreateScale(float)" />
public static Matrix4x4 ApplyScale(this Matrix4x4 matrix, float scale) => matrix * Matrix4x4.CreateScale(scale);
@@ -366,15 +417,23 @@ public static class Matrix4x4Extensions
public static Matrix4x4 ApplyRotation(this Matrix4x4 matrix, Quaternion quaternion) => matrix * Matrix4x4.CreateRotation(quaternion);
/// <inheritdoc cref="Matrix4x4.CreateLookMatrix( Vector3D, Vector3D)" />
public static Matrix4x4 ApplyLookRotationTo(this Matrix4x4 matrix, Vector3D forward, Vector3 up) => matrix * Matrix4x4.CreateLookMatrix(forward, up);
public static Matrix4x4 ApplyLookRotationTo(this Matrix4x4 matrix, Vector3D forward, Vector3D up) => matrix * Matrix4x4.CreateLookMatrix(forward, up);
/// <inheritdoc cref="Matrix4x4.CreateLookMatrix(Vector3D, Vector3D, Vector3D)" />
public static Matrix4x4 CreateLookMatrixTo(this Vector3D from, Vector3D to, Vector3 up) => Matrix4x4.CreateLookMatrix(from, to, up);
public static Matrix4x4 CreateLookMatrixTo(this Vector3D from, Vector3D to, Vector3D up) => Matrix4x4.CreateLookMatrix(from, to, up);
/// <inheritdoc cref="Matrix4x4.CreatePerspectiveFieldOfView(float, float, float, float)" />
public static Matrix4x4 ApplyPerspectiveFieldOfView(this Matrix4x4 matrix, float fieldOfViewInRadians, float aspectRatio, float nearPlane, float farPlane)
=> matrix * Matrix4x4.CreatePerspectiveFieldOfView(fieldOfViewInRadians, aspectRatio, nearPlane, farPlane);
/// <inheritdoc cref="Matrix4x4.CreateOrthographicView(float, float, float, float)" />
public static Matrix4x4 ApplyOrthographicView(this Matrix4x4 matrix, float width, float height, float nearPlane = -1f, float farPlane = 1f)
=> matrix * Matrix4x4.CreateOrthographicView(width, height, nearPlane, farPlane);
/// <inheritdoc cref="Matrix4x4.CreateOrthographicViewCentered(float, float, float, float)" />
public static Matrix4x4 ApplyOrthographicViewCentered(this Matrix4x4 matrix, float width, float height, float nearPlane = -1f, float farPlane = 1f)
=> matrix * Matrix4x4.CreateOrthographicViewCentered(width, height, nearPlane, farPlane);
/// <inheritdoc cref="Matrix4x4.ToRightHanded(Matrix4x4) />
public static Matrix4x4 ToRightHanded(this Matrix4x4 matrix) => Matrix4x4.ToRightHanded(matrix);
}

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@@ -82,11 +82,19 @@ public readonly struct Vector2D(float x, float y) : IEquatable<Vector2D>
public static bool operator ==(Vector2D left, Vector2D right) => left.X == right.X && left.Y == right.Y;
public static bool operator !=(Vector2D left, Vector2D right) => left.X != right.X || left.Y != right.Y;
public static implicit operator System.Numerics.Vector2(Vector2D vector) => new(vector.X, vector.Y);
public static implicit operator Vector2D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y);
public static implicit operator Vector2D(Vector2DInt vector) => new(vector.X, vector.Y);
public static implicit operator Vector2D(Vector3D vector) => new(vector.X, vector.Y);
public static implicit operator Vector2D(Vector3DInt vector) => new(vector.X, vector.Y);
public static implicit operator System.Numerics.Vector2(Vector2D vector) => new(vector.X, vector.Y);
public static implicit operator System.Numerics.Vector3(Vector2D vector) => new(vector.X, vector.Y, 0f);
public static implicit operator System.Numerics.Vector4(Vector2D vector) => new(vector.X, vector.Y, 0f, 0f);
public static implicit operator Vector2D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y);
public static implicit operator Vector2D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y);
public static implicit operator Vector2D(System.Numerics.Vector4 vector) => new(vector.X, vector.Y);
public static implicit operator Vector2D(Vector3D vector) => new(vector.X, vector.Y);
public static implicit operator Vector2D(Vector4D vector) => new(vector.X, vector.Y);
/// <summary>
/// Calculates the length of the <see cref="Vector2D"/>.

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@@ -74,9 +74,12 @@ public readonly struct Vector2DInt(int x, int y) : IEquatable<Vector2DInt>
public static bool operator ==(Vector2DInt left, Vector2DInt right) => left.X == right.X && left.Y == right.Y;
public static bool operator !=(Vector2DInt left, Vector2DInt right) => left.X != right.X || left.Y != right.Y;
public static implicit operator Vector2DInt(Vector2D vector) => new(vector.X.RoundToInt(), vector.Y.RoundToInt());
public static implicit operator Vector2DInt(Vector3DInt vector) => new(vector.X, vector.Y);
public static implicit operator Vector2DInt(Vector2D vector) => new(vector.X.RoundToInt(), vector.Y.RoundToInt());
public static implicit operator Vector2DInt(Vector3D vector) => new(vector.X.RoundToInt(), vector.Y.RoundToInt());
public static implicit operator Vector2DInt(Vector4D vector) => new(vector.X.RoundToInt(), vector.Y.RoundToInt());
/// <summary>
/// Calculates the length of the <see cref="Vector2DInt"/>.
/// </summary>

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@@ -92,11 +92,19 @@ public readonly struct Vector3D(float x, float y, float z) : IEquatable<Vector3D
public static bool operator ==(Vector3D left, Vector3D right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator !=(Vector3D left, Vector3D right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public static implicit operator System.Numerics.Vector3(Vector3D vector) => new(vector.X, vector.Y, vector.Z);
public static implicit operator Vector3D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y, vector.Z);
public static implicit operator Vector3D(Vector2DInt vector) => new(vector.X, vector.Y, 0f);
public static implicit operator Vector3D(Vector3DInt vector) => new(vector.X, vector.Y, vector.Z);
public static implicit operator Vector3D(Vector2D vector) => new(vector.X, vector.Y, 0f);
public static implicit operator System.Numerics.Vector2(Vector3D vector) => new(vector.X, vector.Y);
public static implicit operator System.Numerics.Vector3(Vector3D vector) => new(vector.X, vector.Y, vector.Z);
public static implicit operator System.Numerics.Vector4(Vector3D vector) => new(vector.X, vector.Y, vector.Z, 0f);
public static implicit operator Vector3D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y, 0f);
public static implicit operator Vector3D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y, vector.Z);
public static implicit operator Vector3D(System.Numerics.Vector4 vector) => new(vector.X, vector.Y, vector.Z);
public static implicit operator Vector3D(Vector2D vector) => new(vector.X, vector.Y, 0f);
public static implicit operator Vector3D(Vector4D vector) => new(vector.X, vector.Y, vector.Z);
/// <summary>
/// Calculates the length of the <see cref="Vector3D"/>.

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@@ -84,9 +84,12 @@ public readonly struct Vector3DInt(int x, int y, int z) : IEquatable<Vector3DInt
public static bool operator ==(Vector3DInt left, Vector3DInt right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator !=(Vector3DInt left, Vector3DInt right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public static implicit operator Vector3DInt(Vector3D vector) => new(vector.X.RoundToInt(), vector.Y.RoundToInt(), vector.Z.RoundToInt());
public static implicit operator Vector3DInt(Vector2DInt vector) => new(vector.X, vector.Y, 0);
public static implicit operator Vector3DInt(Vector2D vector) => new(vector.X.RoundToInt(), vector.Y.RoundToInt(), 0);
public static implicit operator Vector3DInt(Vector3D vector) => new(vector.X.RoundToInt(), vector.Y.RoundToInt(), vector.Z.RoundToInt());
public static implicit operator Vector3DInt(Vector4D vector) => new(vector.X.RoundToInt(), vector.Y.RoundToInt(), vector.Z.RoundToInt());
/// <summary>
/// Calculates the length of the <see cref="Vector3DInt"/>.
/// </summary>

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@@ -90,9 +90,20 @@ public readonly struct Vector4D(float x, float y, float z, float w) : IEquatable
public static bool operator ==(Vector4D left, Vector4D right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
public static bool operator !=(Vector4D left, Vector4D right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
public static implicit operator Vector4D(Vector2DInt vector) => new(vector.X, vector.Y, 0f, 0f);
public static implicit operator Vector4D(Vector3DInt vector) => new(vector.X, vector.Y, vector.Z, 0f);
public static implicit operator System.Numerics.Vector2(Vector4D vector) => new(vector.X, vector.Y);
public static implicit operator System.Numerics.Vector3(Vector4D vector) => new(vector.X, vector.Y, vector.Z);
public static implicit operator System.Numerics.Vector4(Vector4D vector) => new(vector.X, vector.Y, vector.Z, vector.W);
public static implicit operator Vector4D(System.Numerics.Vector2 vector) => new(vector.X, vector.Y, 0f, 0f);
public static implicit operator Vector4D(System.Numerics.Vector3 vector) => new(vector.X, vector.Y, vector.Z, 0f);
public static implicit operator Vector4D(System.Numerics.Vector4 vector) => new(vector.X, vector.Y, vector.Z, vector.W);
public static implicit operator Vector4D(Vector2D vector) => new(vector.X, vector.Y, 0f, 0f);
public static implicit operator Vector4D(Vector3D vector) => new(vector.X, vector.Y, vector.Z, 0f);
/// <summary>
/// Calculates the length of the <see cref="Vector4D"/>.
/// </summary>

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@@ -72,13 +72,34 @@ public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, ILastFr
// TODO This causes delay since OnPreDraw calls assuming this is called in in Update
public Vector2D ScreenToWorldPosition(Vector2D screenPosition)
{
Vector2D worldPosition = Vector2.Transform(screenPosition.ToVector2(), ViewMatrix.Inverse.ToXnaMatrix()).ToVector2D();
return worldPosition.Scale(EngineConverterExtensions.screenScale);
float x = 2f * screenPosition.X / Viewport.Width - 1f;
float y = 1f - 2f * screenPosition.Y / Viewport.Height;
Vector4D normalizedCoordinates = new(x, y, 0f, 1f);
Matrix4x4 invertedViewProjectionMatrix = (ProjectionMatrix * ViewMatrix).Inverse;
Vector4D worldPosition = invertedViewProjectionMatrix * normalizedCoordinates;
if (worldPosition.W != 0f)
worldPosition /= worldPosition.W;
return new(worldPosition.X, worldPosition.Y);
}
public Vector2D WorldToScreenPosition(Vector2D worldPosition)
{
Vector2D screenPosition = Vector2.Transform(worldPosition.ToVector2(), ViewMatrix.ToXnaMatrix()).ToVector2D();
return screenPosition.Scale(EngineConverterExtensions.screenScale);
Vector4D worldPosition4D = new(worldPosition.X, worldPosition.Y, 0f, 1f);
Matrix4x4 viewProjection = ProjectionMatrix * ViewMatrix;
Vector4D clip = viewProjection * worldPosition4D;
if (clip.W != 0f)
clip /= clip.W;
float screenX = (clip.X + 1f) * .5f * Viewport.Width;
float screenY = (1f - clip.Y) * .5f * Viewport.Height;
return new(screenX, screenY);
}
public void LastActiveFrame() => Transform = null!;
@@ -91,12 +112,11 @@ public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, ILastFr
public void PreDraw()
{
ProjectionMatrix = Matrix.CreateOrthographicOffCenter(Viewport.X, Viewport.Width, Viewport.Height, Viewport.Y, 0, 1).FromXnaMatrix();
ProjectionMatrix = Matrix4x4.CreateOrthographicViewCentered(Viewport.Width, Viewport.Height);
ViewMatrix =
Matrix4x4.CreateTranslation(new Vector3D(-Transform.Position.X, Transform.Position.Y, 0f)) *
Matrix4x4.CreateRotationZ(Transform.Rotation * Math.DegreeToRadian) *
Matrix4x4.CreateScale(Transform.Scale.X.Max(Transform.Scale.Y)) *
Matrix4x4.CreateScale(Zoom) *
Matrix4x4.CreateTranslation(new Vector3D(Viewport.Width * .5f, Viewport.Height * .5f, 0f));
Matrix4x4.CreateTranslation(new Vector3D(-Transform.Position.X, -Transform.Position.Y, 0f))
.ApplyRotationZ(Transform.Rotation * Math.DegreeToRadian)
.ApplyScale(Transform.Scale.X.Max(Transform.Scale.Y))
.ApplyScale(Zoom);
}
}

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@@ -15,49 +15,49 @@ public class SpriteBatchWrapper(GraphicsDevice graphicsDevice) : ISpriteBatch
=> spriteBatch.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix);
public void Draw(Texture2D texture, Vector2D position, AABB2D? sourceAABB, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth)
=> spriteBatch.Draw(texture, position.ToDisplayVector2(), sourceAABB?.ToRectangle(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth);
=> spriteBatch.Draw(texture, position.ToVector2(), sourceAABB?.ToRectangle(), color, rotation, origin.ToVector2(), scale.ToVector2(), effects, layerDepth);
public void Draw(Texture2D texture, Vector2D position, AABB2D? sourceAABB, Color color, float rotation, Vector2D origin, float scale, SpriteEffects effects, float layerDepth)
=> spriteBatch.Draw(texture, position.ToDisplayVector2(), sourceAABB?.ToRectangle(), color, rotation, origin.ToDisplayVector2(), scale, effects, layerDepth);
=> spriteBatch.Draw(texture, position.ToVector2(), sourceAABB?.ToRectangle(), color, rotation, origin.ToVector2(), scale, effects, layerDepth);
public void Draw(Texture2D texture, AABB2D destinationAABB, AABB2D? sourceAABB, Color color, float rotation, Vector2D origin, SpriteEffects effects, float layerDepth)
=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), sourceAABB?.ToRectangle(), color, rotation, origin.ToDisplayVector2(), effects, layerDepth);
=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), sourceAABB?.ToRectangle(), color, rotation, origin.ToVector2(), effects, layerDepth);
public void Draw(Texture2D texture, Vector2D position, AABB2D? sourceAABB, Color color)
=> spriteBatch.Draw(texture, position.ToDisplayVector2(), sourceAABB?.ToRectangle(), color);
=> spriteBatch.Draw(texture, position.ToVector2(), sourceAABB?.ToRectangle(), color);
public void Draw(Texture2D texture, AABB2D destinationAABB, AABB2D? sourceAABB, Color color)
=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), sourceAABB?.ToRectangle(), color);
public void Draw(Texture2D texture, Vector2D position, Color color)
=> spriteBatch.Draw(texture, position.ToDisplayVector2(), color);
=> spriteBatch.Draw(texture, position.ToVector2(), color);
public void Draw(Texture2D texture, AABB2D destinationAABB, Color color)
=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), color);
public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color color)
=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color);
=> spriteBatch.DrawString(spriteFont, text, position.ToVector2(), color);
public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color color, float rotation, Vector2D origin, float scale, SpriteEffects effects, float layerDepth)
=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale, effects, layerDepth);
=> spriteBatch.DrawString(spriteFont, text, position.ToVector2(), color, rotation, origin.ToVector2(), scale, effects, layerDepth);
public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth)
=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth);
=> spriteBatch.DrawString(spriteFont, text, position.ToVector2(), color, rotation, origin.ToVector2(), scale.ToVector2(), effects, layerDepth);
public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth, bool rtl)
=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth, rtl);
=> spriteBatch.DrawString(spriteFont, text, position.ToVector2(), color, rotation, origin.ToVector2(), scale.ToVector2(), effects, layerDepth, rtl);
public void DrawString(SpriteFont spriteFont, StringBuilder text, Vector2D position, Color color)
=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color);
=> spriteBatch.DrawString(spriteFont, text, position.ToVector2(), color);
public void DrawString(SpriteFont spriteFont, StringBuilder text, Vector2D position, Color color, float rotation, Vector2D origin, float scale, SpriteEffects effects, float layerDepth)
=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale, effects, layerDepth);
=> spriteBatch.DrawString(spriteFont, text, position.ToVector2(), color, rotation, origin.ToVector2(), scale, effects, layerDepth);
public void DrawString(SpriteFont spriteFont, StringBuilder text, Vector2D position, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth)
=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth);
=> spriteBatch.DrawString(spriteFont, text, position.ToVector2(), color, rotation, origin.ToVector2(), scale.ToVector2(), effects, layerDepth);
public void DrawString(SpriteFont spriteFont, StringBuilder text, Vector2D position, Color color, float rotation, Vector2D origin, Vector2D scale, SpriteEffects effects, float layerDepth, bool rtl)
=> spriteBatch.DrawString(spriteFont, text, position.ToDisplayVector2(), color, rotation, origin.ToDisplayVector2(), scale.ToDisplayVector2(), effects, layerDepth, rtl);
=> spriteBatch.DrawString(spriteFont, text, position.ToVector2(), color, rotation, origin.ToVector2(), scale.ToVector2(), effects, layerDepth, rtl);
public void End()
=> spriteBatch.End();

View File

@@ -9,8 +9,6 @@ namespace Engine.Integration.MonoGame;
public static class EngineConverterExtensions
{
public readonly static Vector2D screenScale = Vector2D.Down + Vector2D.Right;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static UniverseTime ToEngineTime(this GameTime gameTime) => new(gameTime.TotalGameTime, gameTime.ElapsedGameTime);
@@ -60,12 +58,6 @@ public static class EngineConverterExtensions
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Microsoft.Xna.Framework.Quaternion ToXnaQuaternion(this Core.Quaternion quaternion) => new(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 ToDisplayVector2(this Vector2D vector) => vector.Scale(screenScale).ToVector2();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2D ApplyDisplayScale(this Vector2D vector) => vector.Scale(screenScale);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Rectangle ToDisplayRectangle(this Rectangle rectangle, DisplayMode displayMode) => new()
{
@@ -78,8 +70,8 @@ public static class EngineConverterExtensions
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Rectangle ToRectangle(this AABB2D aabb) => new()
{
X = (int)(aabb.LowerBoundary.X * screenScale.X),
Y = (int)(aabb.LowerBoundary.Y * screenScale.Y),
X = (int)aabb.LowerBoundary.X,
Y = (int)aabb.LowerBoundary.Y,
Width = (int)(aabb.UpperBoundary.X - aabb.LowerBoundary.X),
Height = (int)(aabb.UpperBoundary.Y - aabb.LowerBoundary.Y)
};

View File

@@ -33,9 +33,9 @@ public class MonoGameTriangleBatch : Behaviour, ITriangleBatch, IFirstFrameUpdat
if (verticesIndex + 3 >= vertices.Length)
Flush();
Vector2 A = triangle.A.ToDisplayVector2();
Vector2 B = triangle.B.ToDisplayVector2();
Vector2 C = triangle.C.ToDisplayVector2();
Vector2 A = triangle.A.ToVector2();
Vector2 B = triangle.B.ToVector2();
Vector2 C = triangle.C.ToVector2();
Color color = colorRGBA.ToColor();
vertices[verticesIndex++] = new(new(A.X, A.Y, 0f), color);
@@ -44,19 +44,11 @@ public class MonoGameTriangleBatch : Behaviour, ITriangleBatch, IFirstFrameUpdat
}
public void Begin(Matrix4x4? view = null, Matrix4x4? projection = null)
{
if (view != null)
this.view = view.Value.ToXnaMatrix();
else
this.view = Matrix.Identity;
if (projection != null)
this.projection = projection.Value.ToXnaMatrix();
else
{
Viewport viewport = graphicsDevice.Viewport;
this.projection = Matrix.CreateOrthographicOffCenter(viewport.X, viewport.Width, viewport.Height, viewport.Y, 0, 1);
}
this.view = (view ?? Matrix4x4.Identity).Transposed.ToXnaMatrix();
this.projection = (projection ?? Matrix4x4.CreateOrthographicViewCentered(viewport.Width, viewport.Height)).Transposed.ToXnaMatrix();
}
public void End() => Flush();

View File

@@ -4,12 +4,12 @@ using Engine.Core;
namespace Engine.Systems.Graphics;
public class TriangleBatcher : Behaviour, IFirstFrameUpdate, IDraw
public class TriangleBatcher : Behaviour, IFirstFrameUpdate, ILastFrameUpdate, IDraw
{
private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
private ITriangleBatch triangleBatch = null!;
private readonly BehaviourCollector<ITriangleBatch> triangleBatches = new();
private ICamera camera = null!;
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority());
@@ -18,16 +18,25 @@ public class TriangleBatcher : Behaviour, IFirstFrameUpdate, IDraw
{
camera = Universe.FindRequiredBehaviour<ICamera>();
triangleBatch = Universe.FindRequiredBehaviour<ITriangleBatch>();
drawableShapes.Unassign();
drawableShapes.Assign(Universe);
triangleBatches.Assign(Universe);
}
public void Draw()
{
for (int i = 0; i < triangleBatches.Count; i++)
{
ITriangleBatch triangleBatch = triangleBatches[i];
triangleBatch.Begin(camera.ViewMatrix, camera.ProjectionMatrix);
for (int i = 0; i < drawableShapes.Count; i++)
drawableShapes[i].Draw(triangleBatch);
for (int j = 0; j < drawableShapes.Count; j++)
drawableShapes[j].Draw(triangleBatch);
triangleBatch.End();
}
}
public void LastActiveFrame()
{
triangleBatches.Unassign();
drawableShapes.Unassign();
}
}