16 Commits

Author SHA1 Message Date
b9f3227f73 refactor: removed parameters on triangle batch calls on TriangleBatcher for multi window support 2026-01-28 22:19:04 +03:00
c68de39c83 fix: MonoGame view matrix calculation issues 2026-01-28 12:58:25 +03:00
ad444decbb perf: removed old position flipping on MonoGame 2026-01-28 11:16:47 +03:00
297e0eb790 fix: typos in Matrix4x4 methods 2026-01-28 11:14:31 +03:00
efa4da4398 fix: ScreenToWorldPosition & vice versa methods on MonoGameCamera2D fixed 2026-01-28 11:06:15 +03:00
e30280f1f8 fix: missing implicit conversion operators on Vectors 2026-01-28 11:02:07 +03:00
d4437edfbf feat: added Matrix4x4 x Vector4D multiplication 2026-01-28 10:22:36 +03:00
08f32f96e4 BREAKING CHANGE: 4x4 matrices are now column major 2026-01-27 23:45:50 +03:00
9294df8a19 feat: added support for multiple batches 2026-01-27 21:28:31 +03:00
50a0269798 feat: added matrix 4x4 transpose & orthographic view matrix methods 2026-01-27 20:48:39 +03:00
985f898327 refactor: moved drawable triangles into systems project for platform agnosticism 2026-01-27 13:04:04 +03:00
7c9973a5e7 refactor: ICamera interface added with view and projection matrices fields 2026-01-26 23:48:16 +03:00
af6dde84fd fix: universe entrance issues where entering behaviours adding more behaviours causing duplicate/missing calls 2026-01-26 23:23:49 +03:00
e2820670c6 fix: classname x filename inconsistency fixed 2026-01-26 22:01:36 +03:00
5ce5e4eb0b feat: added inverse & float scale methods to 4x4 matrices 2026-01-26 21:48:15 +03:00
ee58e60ef1 fix: universe entrance issues caused by wrong logic 2026-01-26 12:15:42 +03:00
23 changed files with 430 additions and 225 deletions

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@@ -0,0 +1,17 @@
namespace Engine.Core;
/// <summary>
/// Represents a camera with view and projections matrices in the engine.
/// </summary>
public interface ICamera
{
/// <summary>
/// View <see cref="Matrix4x4"/> of the <see cref="ICamera"/>.
/// </summary>
Matrix4x4 ViewMatrix { get; }
/// <summary>
/// Projection <see cref="Matrix4x4"/> of the <see cref="ICamera"/>.
/// </summary>
Matrix4x4 ProjectionMatrix { get; }
}

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@@ -3,7 +3,7 @@ namespace Engine.Core;
/// <summary> /// <summary>
/// Represents a 2D camera in the engine. /// Represents a 2D camera in the engine.
/// </summary> /// </summary>
public interface ICamera2D : IBehaviour2D public interface ICamera2D : ICamera, IBehaviour2D
{ {
/// <summary> /// <summary>
/// The zoom level of the camera. /// The zoom level of the camera.

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@@ -3,7 +3,7 @@ namespace Engine.Core;
/// <summary> /// <summary>
/// Represents a 3D camera in the engine. /// Represents a 3D camera in the engine.
/// </summary> /// </summary>
public interface ICamera3D : IBehaviour3D public interface ICamera3D : ICamera, IBehaviour3D
{ {
/// <summary> /// <summary>
/// Event triggered when the near plane of the <see cref="ICamera3D"/> changes. /// Event triggered when the near plane of the <see cref="ICamera3D"/> changes.

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@@ -1,12 +1,11 @@
using System; using System;
using System.Numerics;
namespace Engine.Core; namespace Engine.Core;
// TODO Comments // TODO Comments
/// <summary> /// <summary>
/// Represents a 4D left handed space matrix. /// Represents a 4D left handed space matrix in a Column Major convention.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// Initializes a new instance of the <see cref="Matrix4x4"/> struct with the specified values. /// Initializes a new instance of the <see cref="Matrix4x4"/> struct with the specified values.
@@ -62,6 +61,16 @@ public readonly struct Matrix4x4(
0f, 0f, 0f, 1f 0f, 0f, 0f, 1f
); );
/// <summary>
/// Represents the inverted version of this <see cref="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( 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.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, a.M11 * b.M12 + a.M12 * b.M22 + a.M13 * b.M32 + a.M14 * b.M42,
@@ -84,6 +93,13 @@ public readonly struct Matrix4x4(
a.M41 * b.M14 + a.M42 * b.M24 + a.M43 * b.M34 + a.M44 * b.M44 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) => 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.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 && left.M21 == right.M21 && left.M22 == right.M22 && left.M23 == right.M23 && left.M24 == right.M24 &&
@@ -129,11 +145,98 @@ public readonly struct Matrix4x4(
m.M13 * m.M21 * m.M32 * m.M44 - m.M11 * m.M23 * m.M32 * m.M44 - m.M13 * m.M21 * m.M32 * m.M44 - m.M11 * m.M23 * m.M32 * m.M44 -
m.M12 * m.M21 * m.M33 * m.M44 + m.M11 * m.M22 * m.M33 * m.M44; m.M12 * m.M21 * m.M33 * m.M44 + m.M11 * m.M22 * m.M33 * m.M44;
/// <summary>
/// Inverts the given <see cref="Matrix4x4"/>.
/// </summary>
/// <param name="m">The <see cref="Matrix4x4"/>.</param>
/// <returns>The inverted <see cref="Matrix4x4"/> of the given <see cref="Matrix4x4"/>.</returns>
public static Matrix4x4 Invert(Matrix4x4 m)
{
float m1 = m.M11, m2 = m.M12, m3 = m.M13, m4 = m.M14;
float m5 = m.M21, m6 = m.M22, m7 = m.M23, m8 = m.M24;
float m9 = m.M31, m10 = m.M32, m11 = m.M33, m12 = m.M34;
float m13 = m.M41, m14 = m.M42, m15 = m.M43, m16 = m.M44;
float num = m11 * m16 - m12 * m15;
float num2 = m10 * m16 - m12 * m14;
float num3 = m10 * m15 - m11 * m14;
float num4 = m9 * m16 - m12 * m13;
float num5 = m9 * m15 - m11 * m13;
float num6 = m9 * m14 - m10 * m13;
float num7 = m6 * num - m7 * num2 + m8 * num3;
float num8 = -(m5 * num - m7 * num4 + m8 * num5);
float num9 = m5 * num2 - m6 * num4 + m8 * num6;
float num10 = -(m5 * num3 - m6 * num5 + m7 * num6);
float invDet = 1f / (m1 * num7 + m2 * num8 + m3 * num9 + m4 * num10);
float r11 = num7 * invDet;
float r21 = num8 * invDet;
float r31 = num9 * invDet;
float r41 = num10 * invDet;
float r12 = (-(m2 * num - m3 * num2 + m4 * num3)) * invDet;
float r22 = (m1 * num - m3 * num4 + m4 * num5) * invDet;
float r32 = (-(m1 * num2 - m2 * num4 + m4 * num6)) * invDet;
float r42 = (m1 * num3 - m2 * num5 + m3 * num6) * invDet;
float num12 = m7 * m16 - m8 * m15;
float num13 = m6 * m16 - m8 * m14;
float num14 = m6 * m15 - m7 * m14;
float num15 = m5 * m16 - m8 * m13;
float num16 = m5 * m15 - m7 * m13;
float num17 = m5 * m14 - m6 * m13;
float r13 = (m2 * num12 - m3 * num13 + m4 * num14) * invDet;
float r23 = (-(m1 * num12 - m3 * num15 + m4 * num16)) * invDet;
float r33 = (m1 * num13 - m2 * num15 + m4 * num17) * invDet;
float r43 = (-(m1 * num14 - m2 * num16 + m3 * num17)) * invDet;
float num18 = m7 * m12 - m8 * m11;
float num19 = m6 * m12 - m8 * m10;
float num20 = m6 * m11 - m7 * m10;
float num21 = m5 * m12 - m8 * m9;
float num22 = m5 * m11 - m7 * m9;
float num23 = m5 * m10 - m6 * m9;
float r14 = (-(m2 * num18 - m3 * num19 + m4 * num20)) * invDet;
float r24 = (m1 * num18 - m3 * num21 + m4 * num22) * invDet;
float r34 = (-(m1 * num19 - m2 * num21 + m4 * num23)) * invDet;
float r44 = (m1 * num20 - m2 * num22 + m3 * num23) * invDet;
return new(
r11, r12, r13, r14,
r21, r22, r23, r24,
r31, r32, r33, r34,
r41, r42, r43, r44
);
}
/// <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( public static Matrix4x4 CreateTranslation(Vector3D position) => new(
1f, 0f, 0f, 0f, 1f, 0f, 0f, position.X,
0f, 1f, 0f, 0f, 0f, 1f, 0f, position.Y,
0f, 0f, 1f, 0f, 0f, 0f, 1f, position.Z,
position.X, position.Y, position.Z, 1 0f, 0f, 0f, 1f
);
public static Matrix4x4 CreateScale(float scale) => new(
scale, 0f, 0f, 0f,
0f, scale, 0f, 0f,
0f, 0f, scale, 0f,
0f, 0f, 0f, 1f
); );
public static Matrix4x4 CreateScale(Vector3D scale) => new( public static Matrix4x4 CreateScale(Vector3D scale) => new(
@@ -148,10 +251,10 @@ public readonly struct Matrix4x4(
float c = Math.Cos(radians); float c = Math.Cos(radians);
float s = Math.Sin(radians); float s = Math.Sin(radians);
return new Matrix4x4( return new(
1f, 0f, 0f, 0f, 1f, 0f, 0f, 0f,
0f, c, s, 0f, 0f, c, -s, 0f,
0f, -s, c, 0f, 0f, s, c, 0f,
0f, 0f, 0f, 1f 0f, 0f, 0f, 1f
); );
} }
@@ -161,10 +264,10 @@ public readonly struct Matrix4x4(
float c = Math.Cos(radians); float c = Math.Cos(radians);
float s = Math.Sin(radians); float s = Math.Sin(radians);
return new Matrix4x4( return new(
c, 0f, -s, 0f, c, 0f, s, 0f,
0f, 1f, 0f, 0f, 0f, 1f, 0f, 0f,
s, 0f, c, 0f, -s, 0f, c, 0f,
0f, 0f, 0f, 1f 0f, 0f, 0f, 1f
); );
} }
@@ -174,9 +277,9 @@ public readonly struct Matrix4x4(
float c = Math.Cos(radians); float c = Math.Cos(radians);
float s = Math.Sin(radians); float s = Math.Sin(radians);
return new Matrix4x4( return new(
c, s, 0f, 0f, c, -s, 0f, 0f,
-s, c, 0f, 0f, s, c, 0f, 0f,
0f, 0f, 1f, 0f, 0f, 0f, 1f, 0f,
0f, 0f, 0f, 1f 0f, 0f, 0f, 1f
); );
@@ -195,7 +298,7 @@ public readonly struct Matrix4x4(
Vector3D x = up.Cross(z).Normalized; Vector3D x = up.Cross(z).Normalized;
Vector3D y = z.Cross(x); Vector3D y = z.Cross(x);
return new Matrix4x4( return new(
x.X, y.X, z.X, 0f, x.X, y.X, z.X, 0f,
x.Y, y.Y, z.Y, 0f, x.Y, y.Y, z.Y, 0f,
x.Z, y.Z, z.Z, 0f, x.Z, y.Z, z.Z, 0f,
@@ -205,28 +308,53 @@ public readonly struct Matrix4x4(
public static Matrix4x4 CreateLookMatrix(Vector3D position, Vector3D target, Vector3D up) public static Matrix4x4 CreateLookMatrix(Vector3D position, Vector3D target, Vector3D up)
{ {
Vector3D z = position.FromTo(target).Normalized; Vector3D f = (target - position).Normalized;
Vector3D x = up.Cross(z).Normalized; Vector3D s = f.Cross(up).Normalized;
Vector3D y = z.Cross(x); Vector3D u = s.Cross(f);
return new Matrix4x4( return new(
x.X, y.X, z.X, 0f, s.X, u.X, -f.X, 0f,
x.Y, y.Y, z.Y, 0f, s.Y, u.Y, -f.Y, 0f,
x.Z, y.Z, z.Z, 0f, s.Z, u.Z, -f.Z, 0f,
-x.Dot(position), -y.Dot(position), -z.Dot(position), 1f -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 invDepth = 1f / (farPlane - nearPlane);
float xScale = yScale / aspectRatio;
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, xScale, 0f, 0f, 0f,
0f, yScale, 0f, 0f, 0f, yScale, 0f, 0f,
0f, 0f, farPlane / (farPlane - nearPlane), 1f, 0f, 0f, -(farPlane + nearPlane) / zRange, -1f,
0f, 0f, -nearPlane * farPlane / (farPlane - nearPlane), 0f 0f, 0f, -(2f * nearPlane * farPlane) / zRange, 0f
); );
} }
@@ -261,11 +389,20 @@ public static class Matrix4x4Extensions
/// <inheritdoc cref="Matrix4x4.Determinant(Matrix4x4)" /> /// <inheritdoc cref="Matrix4x4.Determinant(Matrix4x4)" />
public static float Determinant(this Matrix4x4 matrix) => Matrix4x4.Determinant(matrix); public static float Determinant(this Matrix4x4 matrix) => Matrix4x4.Determinant(matrix);
/// <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)" /> /// <inheritdoc cref="Matrix4x4.CreateTranslation(Vector3D)" />
public static Matrix4x4 ApplyTranslation(this Matrix4x4 matrix, Vector3D translation) => matrix * Matrix4x4.CreateTranslation(translation); public static Matrix4x4 ApplyTranslation(this Matrix4x4 matrix, Vector3D translation) => matrix * Matrix4x4.CreateTranslation(translation);
/// <inheritdoc cref="Matrix4x4.CreateScale(Vector3D)" /> /// <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);
/// <inheritdoc cref="Matrix4x4.CreateRotationZ(float)" /> /// <inheritdoc cref="Matrix4x4.CreateRotationZ(float)" />
public static Matrix4x4 ApplyRotationX(this Matrix4x4 matrix, float radians) => matrix * Matrix4x4.CreateRotationX(radians); public static Matrix4x4 ApplyRotationX(this Matrix4x4 matrix, float radians) => matrix * Matrix4x4.CreateRotationX(radians);
@@ -280,15 +417,23 @@ public static class Matrix4x4Extensions
public static Matrix4x4 ApplyRotation(this Matrix4x4 matrix, Quaternion quaternion) => matrix * Matrix4x4.CreateRotation(quaternion); public static Matrix4x4 ApplyRotation(this Matrix4x4 matrix, Quaternion quaternion) => matrix * Matrix4x4.CreateRotation(quaternion);
/// <inheritdoc cref="Matrix4x4.CreateLookMatrix( Vector3D, Vector3D)" /> /// <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)" /> /// <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)" /> /// <inheritdoc cref="Matrix4x4.CreatePerspectiveFieldOfView(float, float, float, float)" />
public static Matrix4x4 ApplyPerspectiveFieldOfView(this Matrix4x4 matrix, float fieldOfViewInRadians, float aspectRatio, float nearPlane, float farPlane) public static Matrix4x4 ApplyPerspectiveFieldOfView(this Matrix4x4 matrix, float fieldOfViewInRadians, float aspectRatio, float nearPlane, float farPlane)
=> matrix * Matrix4x4.CreatePerspectiveFieldOfView(fieldOfViewInRadians, aspectRatio, nearPlane, 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) /> /// <inheritdoc cref="Matrix4x4.ToRightHanded(Matrix4x4) />
public static Matrix4x4 ToRightHanded(this Matrix4x4 matrix) => Matrix4x4.ToRightHanded(matrix); 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 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(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.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> /// <summary>
/// Calculates the length of the <see cref="Vector2D"/>. /// 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 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(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> /// <summary>
/// Calculates the length of the <see cref="Vector2DInt"/>. /// Calculates the length of the <see cref="Vector2DInt"/>.
/// </summary> /// </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 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(Vector2DInt 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(Vector3DInt vector) => new(vector.X, vector.Y, vector.Z); 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.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> /// <summary>
/// Calculates the length of the <see cref="Vector3D"/>. /// 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 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(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> /// <summary>
/// Calculates the length of the <see cref="Vector3DInt"/>. /// Calculates the length of the <see cref="Vector3DInt"/>.
/// </summary> /// </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 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 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(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> /// <summary>
/// Calculates the length of the <see cref="Vector4D"/>. /// Calculates the length of the <see cref="Vector4D"/>.
/// </summary> /// </summary>

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@@ -9,65 +9,56 @@ public class UniverseEntranceManager : Internal.BehaviourIndependent
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority; private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
private readonly ActiveBehaviourCollectorOrdered<int, IEnterUniverse> enterUniverses = new(GetPriority(), SortByAscendingPriority()); private readonly ActiveBehaviourCollectorOrdered<int, IEnterUniverse> enterUniverses = new(GetPriority(), SortByAscendingPriority());
private readonly ActiveBehaviourCollectorOrdered<int, IExitUniverse> exitUniverses = new(GetPriority(), SortByAscendingPriority());
private readonly List<IEnterUniverse> toCallEnterUniverses = new(32); private bool isInitialCollectionDone = false;
private readonly List<IExitUniverse> toCallExitUniverses = new(32); private readonly FastListOrdered<int, IEnterUniverse> toCallEnterUniverses = new(GetPriority(), SortByAscendingPriority());
protected override void OnEnteredUniverse(IUniverse universe) protected override void OnEnteredUniverse(IUniverse universe)
{ {
// FIXME: This causes an issue when the UniverseEntranceManager is already attached to a UniverseObject then registered into a Universe, exitUniverses.Assign(universe);
// the enter/exit universe collectors call OnUniverseObjectRegistered internally on Assign, but since the Universe calls the OnUniverseObjectRegistered
// event it tries to call OnUniverseObjectRegistered again on the same object, causing a duplicate entry error. // FIXME: the isInitialCollectionDone is for the sole reason of some behaviours
Debug.Assert.AssertTrue(BehaviourController.Count == 1, $"{nameof(UniverseEntranceManager)} must be in it's own {nameof(IUniverseObject)} with no other {nameof(IBehaviour)}s attached at the moment. Failing to do so might cause instantiation or serialization issues."); // adding more behaviours during entrance calls and the internal workings of
// behaviour collector not being able to tell which behaviour was already called
// (because it just runs a for loop with the behaviour count, and priority ordering doesn't help as well)
// so it sometimes double processes or misses behaviours. A more elegant way of
// handling this would be nice but for now it works good enough.
//
// SIDE NOTE: This same issue has the potential to occur on exitUniverses as well, but I've yet to run
// into an instance of it actually happening so... I'm not gonna touch it until the edge case happens.
isInitialCollectionDone = false;
enterUniverses.Assign(universe); enterUniverses.Assign(universe);
isInitialCollectionDone = true;
foreach (IUniverseObject universeObject in universe) for (int i = toCallEnterUniverses.Count - 1; i >= 0; i--)
OnUniverseObjectRegistered(universe, new(universeObject)); toCallEnterUniverses[i].EnterUniverse(universe);
toCallEnterUniverses.Clear();
universe.OnUniverseObjectRegistered.AddListener(OnUniverseObjectRegistered);
universe.OnUniverseObjectUnRegistered.AddListener(OnUniverseObjectUnRegistered);
} }
protected override void OnExitedUniverse(IUniverse universe) protected override void OnExitedUniverse(IUniverse universe)
{ {
enterUniverses.Unassign(); enterUniverses.Unassign();
exitUniverses.Unassign();
foreach (IUniverseObject universeObject in universe)
OnUniverseObjectUnRegistered(universe, new(universeObject));
universe.OnUniverseObjectRegistered.RemoveListener(OnUniverseObjectRegistered);
universe.OnUniverseObjectUnRegistered.RemoveListener(OnUniverseObjectUnRegistered);
}
private void OnUniverseObjectUnRegistered(IUniverse sender, IUniverse.UniverseObjectUnRegisteredArguments args)
{
args.UniverseObjectUnregistered.BehaviourController.GetBehavioursInChildren(toCallExitUniverses);
for (int i = toCallExitUniverses.Count - 1; i >= 0; i--)
{
IExitUniverse exitUniverse = toCallExitUniverses[i];
toCallExitUniverses.RemoveAt(i);
exitUniverse.ExitUniverse(Universe);
}
}
private void OnUniverseObjectRegistered(IUniverse sender, IUniverse.UniverseObjectRegisteredArguments args)
{
for (int i = toCallEnterUniverses.Count - 1; i >= 0; i--)
{
IEnterUniverse enterUniverse = toCallEnterUniverses[i];
toCallEnterUniverses.RemoveAt(i);
enterUniverse.EnterUniverse(Universe);
}
} }
private void OnEnterUniverseCollected(IBehaviourCollector<IEnterUniverse> sender, IBehaviourCollector<IEnterUniverse>.BehaviourCollectedArguments args) private void OnEnterUniverseCollected(IBehaviourCollector<IEnterUniverse> sender, IBehaviourCollector<IEnterUniverse>.BehaviourCollectedArguments args)
{
if (!isInitialCollectionDone)
{ {
toCallEnterUniverses.Add(args.BehaviourCollected); toCallEnterUniverses.Add(args.BehaviourCollected);
return;
} }
args.BehaviourCollected.EnterUniverse(Universe);
}
private void OnExitUniverseRemoved(IBehaviourCollector<IExitUniverse> sender, IBehaviourCollector<IExitUniverse>.BehaviourRemovedArguments args)
=> args.BehaviourRemoved.ExitUniverse(Universe);
public UniverseEntranceManager() public UniverseEntranceManager()
{ {
enterUniverses.OnCollected.AddListener(OnEnterUniverseCollected); enterUniverses.OnCollected.AddListener(OnEnterUniverseCollected);
exitUniverses.OnRemoved.AddListener(OnExitUniverseRemoved);
} }
} }

View File

@@ -1,12 +0,0 @@
using Microsoft.Xna.Framework;
using Engine.Core;
namespace Engine.Integration.MonoGame;
public interface ITriangleBatch
{
void Begin(Matrix? view = null, Matrix? projection = null);
void Draw(Triangle triangle, ColorRGBA colorRGBA);
void End();
}

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@@ -7,31 +7,39 @@ namespace Engine.Integration.MonoGame;
public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, ILastFrameUpdate, IPreDraw public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, ILastFrameUpdate, IPreDraw
{ {
public Event<MonoGameCamera2D> OnMatrixTransformChanged { get; } = new(); public Event<MonoGameCamera2D> OnViewMatrixChanged { get; } = new();
public Event<MonoGameCamera2D> OnProjectionMatrixChanged { get; } = new();
public Event<MonoGameCamera2D> OnViewportChanged { get; } = new(); public Event<MonoGameCamera2D> OnViewportChanged { get; } = new();
public Event<MonoGameCamera2D> OnZoomChanged { get; } = new(); public Event<MonoGameCamera2D> OnZoomChanged { get; } = new();
public GraphicsDeviceManager Graphics { get; private set; } = null!; public GraphicsDeviceManager Graphics { get; private set; } = null!;
public ITransform2D Transform { get; private set; } = null!; public ITransform2D Transform { get; private set; } = null!;
public Matrix MatrixTransform public Matrix4x4 ProjectionMatrix
{ {
get; get;
set private set
{ {
if (field == value) if (field == value)
return; return;
field = value; field = value;
OnMatrixTransformChanged.Invoke(this); OnProjectionMatrixChanged.Invoke(this);
} }
} = Matrix.Identity; } = Matrix4x4.Identity;
public Vector2D Position public Matrix4x4 ViewMatrix
{ {
get => Transform.Position; get;
set => Transform.Position = value; private set
{
if (field == value)
return;
field = value;
OnViewMatrixChanged.Invoke(this);
} }
} = Matrix4x4.Identity;
public Viewport Viewport public Viewport Viewport
{ {
@@ -61,22 +69,37 @@ public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, ILastFr
} }
} = 1f; } = 1f;
public float Rotation
{
get => Transform.Rotation;
set => Transform.Rotation = value;
}
// TODO This causes delay since OnPreDraw calls assuming this is called in in Update // TODO This causes delay since OnPreDraw calls assuming this is called in in Update
public Vector2D ScreenToWorldPosition(Vector2D screenPosition) public Vector2D ScreenToWorldPosition(Vector2D screenPosition)
{ {
Vector2D worldPosition = Vector2.Transform(screenPosition.ToVector2(), Matrix.Invert(MatrixTransform)).ToVector2D(); float x = 2f * screenPosition.X / Viewport.Width - 1f;
return worldPosition.Scale(EngineConverterExtensions.screenScale); 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) public Vector2D WorldToScreenPosition(Vector2D worldPosition)
{ {
Vector2D screenPosition = Vector2.Transform(worldPosition.ToVector2(), MatrixTransform).ToVector2D(); Vector4D worldPosition4D = new(worldPosition.X, worldPosition.Y, 0f, 1f);
return screenPosition.Scale(EngineConverterExtensions.screenScale);
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!; public void LastActiveFrame() => Transform = null!;
@@ -89,11 +112,11 @@ public class MonoGameCamera2D : Behaviour, ICamera2D, IFirstFrameUpdate, ILastFr
public void PreDraw() public void PreDraw()
{ {
MatrixTransform = ProjectionMatrix = Matrix4x4.CreateOrthographicViewCentered(Viewport.Width, Viewport.Height);
Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) * ViewMatrix = Matrix4x4.Identity
Matrix.CreateRotationZ(Rotation * Math.DegreeToRadian) * .ApplyScale(Transform.Scale.X.Max(Transform.Scale.Y))
Matrix.CreateScale(Transform.Scale.X.Max(Transform.Scale.Y)) * .ApplyScale(Zoom)
Matrix.CreateScale(Zoom) * .ApplyRotationZ(-Transform.Rotation * Math.DegreeToRadian)
Matrix.CreateTranslation(new Vector3(Viewport.Width * .5f, Viewport.Height * .5f, 0f)); .ApplyTranslation(new Vector3D(-Transform.Position.X, -Transform.Position.Y, 0f));
} }
} }

View File

@@ -21,7 +21,7 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr
public GraphicsDeviceManager Graphics { get; private set; } = null!; public GraphicsDeviceManager Graphics { get; private set; } = null!;
public ITransform3D Transform { get; private set; } = null!; public ITransform3D Transform { get; private set; } = null!;
public Matrix View public Matrix4x4 ViewMatrix
{ {
get; get;
set set
@@ -29,13 +29,13 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr
if (field == value) if (field == value)
return; return;
Matrix previousView = field; Matrix4x4 previousView = field;
field = value; field = value;
OnViewChanged.Invoke(this, new(previousView)); OnViewChanged.Invoke(this, new(previousView));
} }
} = Matrix.Identity; } = Matrix4x4.Identity;
public Matrix Projection public Matrix4x4 ProjectionMatrix
{ {
get; get;
set set
@@ -43,11 +43,11 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr
if (field == value) if (field == value)
return; return;
Matrix previousProjection = field; Matrix4x4 previousProjection = field;
field = value; field = value;
OnProjectionChanged.Invoke(this, new(previousProjection)); OnProjectionChanged.Invoke(this, new(previousProjection));
} }
} = Matrix.Identity; } = Matrix4x4.Identity;
public Viewport Viewport public Viewport Viewport
{ {
@@ -111,14 +111,17 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr
Vector3 nearPoint = new(screenPosition.X, screenPosition.Y, 0f); Vector3 nearPoint = new(screenPosition.X, screenPosition.Y, 0f);
Vector3 farPoint = new(screenPosition.X, screenPosition.Y, 1f); Vector3 farPoint = new(screenPosition.X, screenPosition.Y, 1f);
Vector3 worldNear = Viewport.Unproject(nearPoint, Projection, View, Matrix.Identity); Matrix projection = ProjectionMatrix.ToXnaMatrix();
Vector3 worldFar = Viewport.Unproject(farPoint, Projection, View, Matrix.Identity); Matrix view = ViewMatrix.ToXnaMatrix();
Vector3 worldNear = Viewport.Unproject(nearPoint, projection, view, Matrix.Identity);
Vector3 worldFar = Viewport.Unproject(farPoint, projection, view, Matrix.Identity);
Vector3 direction = Vector3.Normalize(worldFar - worldNear); Vector3 direction = Vector3.Normalize(worldFar - worldNear);
return new(worldNear.ToVector3D(), direction.ToVector3D()); return new(worldNear.ToVector3D(), direction.ToVector3D());
} }
public Vector2D WorldToScreenPosition(Vector3D worldPosition) => Viewport.Project(worldPosition.ToVector3(), Projection, View, Matrix.Identity).ToVector3D(); public Vector2D WorldToScreenPosition(Vector3D worldPosition) => Viewport.Project(worldPosition.ToVector3(), ProjectionMatrix.ToXnaMatrix(), ViewMatrix.ToXnaMatrix(), Matrix.Identity).ToVector3D();
public void LastActiveFrame() => Transform.OnTransformUpdated.RemoveListener(SetDirtyOnTransformUpdate); public void LastActiveFrame() => Transform.OnTransformUpdated.RemoveListener(SetDirtyOnTransformUpdate);
public void FirstActiveFrame() public void FirstActiveFrame()
@@ -150,7 +153,7 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr
Vector3 right = Vector3.Normalize(Transform.Right.ToVector3()); Vector3 right = Vector3.Normalize(Transform.Right.ToVector3());
Vector3 position = Transform.Position.ToVector3(); Vector3 position = Transform.Position.ToVector3();
View = new Matrix( ViewMatrix = new Matrix4x4(
right.X, up.X, forward.X, 0, right.X, up.X, forward.X, 0,
right.Y, up.Y, forward.Y, 0, right.Y, up.Y, forward.Y, 0,
right.Z, up.Z, forward.Z, 0, right.Z, up.Z, forward.Z, 0,
@@ -166,7 +169,7 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr
float yScale = 1f / (float)Math.Tan(fieldOfView / 2f); float yScale = 1f / (float)Math.Tan(fieldOfView / 2f);
float xScale = yScale / Viewport.AspectRatio; float xScale = yScale / Viewport.AspectRatio;
Projection = new Matrix( ProjectionMatrix = new Matrix4x4(
xScale, 0, 0, 0, xScale, 0, 0, 0,
0, yScale, 0, 0, 0, yScale, 0, 0,
0, 0, FarPlane / (FarPlane - NearPlane), 1, 0, 0, FarPlane / (FarPlane - NearPlane), 1,
@@ -174,7 +177,7 @@ public class MonoGameCamera3D : Behaviour, ICamera3D, IFirstFrameUpdate, ILastFr
); );
} }
public readonly record struct ViewChangedArguments(Matrix PreviousView); public readonly record struct ViewChangedArguments(Matrix4x4 PreviousView);
public readonly record struct ProjectionChangedArguments(Matrix PreviousProjection); public readonly record struct ProjectionChangedArguments(Matrix4x4 PreviousProjection);
public readonly record struct ViewportChangedArguments(Viewport PreviousViewport); public readonly record struct ViewportChangedArguments(Viewport PreviousViewport);
} }

View File

@@ -15,49 +15,49 @@ public class SpriteBatchWrapper(GraphicsDevice graphicsDevice) : ISpriteBatch
=> spriteBatch.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix); => 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) 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) 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) 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) 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) public void Draw(Texture2D texture, AABB2D destinationAABB, AABB2D? sourceAABB, Color color)
=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), sourceAABB?.ToRectangle(), color); => spriteBatch.Draw(texture, destinationAABB.ToRectangle(), sourceAABB?.ToRectangle(), color);
public void Draw(Texture2D texture, Vector2D position, Color 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) public void Draw(Texture2D texture, AABB2D destinationAABB, Color color)
=> spriteBatch.Draw(texture, destinationAABB.ToRectangle(), color); => spriteBatch.Draw(texture, destinationAABB.ToRectangle(), color);
public void DrawString(SpriteFont spriteFont, string text, Vector2D position, Color 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) 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) 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) 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) 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) 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) 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) 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() public void End()
=> spriteBatch.End(); => spriteBatch.End();

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@@ -26,7 +26,7 @@ public class SpriteBatcher : Behaviour, IFirstFrameUpdate, IDraw
public void Draw() public void Draw()
{ {
spriteBatch.Begin(transformMatrix: camera2D.MatrixTransform); spriteBatch.Begin(transformMatrix: camera2D.ViewMatrix.ToXnaMatrix());
for (int i = 0; i < drawableSprites.Count; i++) for (int i = 0; i < drawableSprites.Count; i++)
drawableSprites[i].Draw(spriteBatch); drawableSprites[i].Draw(spriteBatch);
spriteBatch.End(); spriteBatch.End();

View File

@@ -1,40 +0,0 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Engine.Core;
namespace Engine.Integration.MonoGame;
public class TriangleBatcher : Behaviour, ITriangleBatch, IFirstFrameUpdate, 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 TriangleBatch triangleBatch = null!;
private MonoGameCamera2D camera2D = null!;
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority());
public void FirstActiveFrame()
{
MonoGameWindowContainer windowContainer = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameWindowContainer>();
camera2D = BehaviourController.UniverseObject.Universe.FindRequiredBehaviour<MonoGameCamera2D>();
triangleBatch = new(windowContainer.Window.GraphicsDevice);
drawableShapes.Unassign();
drawableShapes.Assign(BehaviourController.UniverseObject.Universe);
}
public void Draw()
{
triangleBatch.Begin(camera2D.MatrixTransform);
for (int i = 0; i < drawableShapes.Count; i++)
drawableShapes[i].Draw(triangleBatch);
triangleBatch.End();
}
public void Begin(Matrix? view = null, Matrix? projection = null) => triangleBatch.Begin(view, projection);
public void Draw(Triangle triangle, ColorRGBA colorRGBA) => triangleBatch.Draw(triangle, colorRGBA);
public void End() => triangleBatch.End();
}

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@@ -9,8 +9,6 @@ namespace Engine.Integration.MonoGame;
public static class EngineConverterExtensions public static class EngineConverterExtensions
{ {
public readonly static Vector2D screenScale = Vector2D.Down + Vector2D.Right;
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public static UniverseTime ToEngineTime(this GameTime gameTime) => new(gameTime.TotalGameTime, gameTime.ElapsedGameTime); public static UniverseTime ToEngineTime(this GameTime gameTime) => new(gameTime.TotalGameTime, gameTime.ElapsedGameTime);
@@ -49,15 +47,17 @@ public static class EngineConverterExtensions
m.M41, m.M42, m.M43, m.M44 m.M41, m.M42, m.M43, m.M44
); );
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix4x4 FromXnaMatrix(this Matrix m) => new(
m.M11, m.M12, m.M13, m.M14,
m.M21, m.M22, m.M23, m.M24,
m.M31, m.M32, m.M33, m.M34,
m.M41, m.M42, m.M43, m.M44
);
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Microsoft.Xna.Framework.Quaternion ToXnaQuaternion(this Core.Quaternion quaternion) => new(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W); 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)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Rectangle ToDisplayRectangle(this Rectangle rectangle, DisplayMode displayMode) => new() public static Rectangle ToDisplayRectangle(this Rectangle rectangle, DisplayMode displayMode) => new()
{ {
@@ -70,8 +70,8 @@ public static class EngineConverterExtensions
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Rectangle ToRectangle(this AABB2D aabb) => new() public static Rectangle ToRectangle(this AABB2D aabb) => new()
{ {
X = (int)(aabb.LowerBoundary.X * screenScale.X), X = (int)aabb.LowerBoundary.X,
Y = (int)(aabb.LowerBoundary.Y * screenScale.Y), Y = (int)aabb.LowerBoundary.Y,
Width = (int)(aabb.UpperBoundary.X - aabb.LowerBoundary.X), Width = (int)(aabb.UpperBoundary.X - aabb.LowerBoundary.X),
Height = (int)(aabb.UpperBoundary.Y - aabb.LowerBoundary.Y) Height = (int)(aabb.UpperBoundary.Y - aabb.LowerBoundary.Y)
}; };

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@@ -2,24 +2,29 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Engine.Core; using Engine.Core;
using Engine.Systems.Graphics;
namespace Engine.Integration.MonoGame; namespace Engine.Integration.MonoGame;
public class TriangleBatch : ITriangleBatch public class MonoGameTriangleBatch : Behaviour, ITriangleBatch, IFirstFrameUpdate
{ {
private readonly GraphicsDevice graphicsDevice; private GraphicsDevice graphicsDevice = null!;
private readonly VertexBuffer vertexBuffer = default!; private VertexBuffer vertexBuffer = default!;
private readonly VertexPositionColor[] vertices = new VertexPositionColor[1024]; private readonly VertexPositionColor[] vertices = new VertexPositionColor[1024];
private int verticesIndex = 0; private int verticesIndex = 0;
private Matrix view = Matrix.Identity; private Matrix view = Matrix.Identity;
private Matrix projection = Matrix.Identity; private Matrix projection = Matrix.Identity;
private readonly BasicEffect basicEffect = null!; private BasicEffect basicEffect = null!;
private readonly RasterizerState rasterizerState = new() { CullMode = CullMode.None }; private readonly RasterizerState rasterizerState = new() { CullMode = CullMode.None };
public TriangleBatch(GraphicsDevice graphicsDevice) private ICamera camera = null!;
public void FirstActiveFrame()
{ {
camera = Universe.FindRequiredBehaviour<ICamera>();
GraphicsDevice graphicsDevice = Universe.FindRequiredBehaviour<MonoGameWindowContainer>().Window.GraphicsDevice;
this.graphicsDevice = graphicsDevice; this.graphicsDevice = graphicsDevice;
basicEffect = new(graphicsDevice); basicEffect = new(graphicsDevice);
basicEffect.VertexColorEnabled = true; basicEffect.VertexColorEnabled = true;
@@ -31,9 +36,9 @@ public class TriangleBatch : ITriangleBatch
if (verticesIndex + 3 >= vertices.Length) if (verticesIndex + 3 >= vertices.Length)
Flush(); Flush();
Vector2 A = triangle.A.ToDisplayVector2(); Vector2 A = triangle.A.ToVector2();
Vector2 B = triangle.B.ToDisplayVector2(); Vector2 B = triangle.B.ToVector2();
Vector2 C = triangle.C.ToDisplayVector2(); Vector2 C = triangle.C.ToVector2();
Color color = colorRGBA.ToColor(); Color color = colorRGBA.ToColor();
vertices[verticesIndex++] = new(new(A.X, A.Y, 0f), color); vertices[verticesIndex++] = new(new(A.X, A.Y, 0f), color);
@@ -41,20 +46,12 @@ public class TriangleBatch : ITriangleBatch
vertices[verticesIndex++] = new(new(C.X, C.Y, 0f), color); vertices[verticesIndex++] = new(new(C.X, C.Y, 0f), color);
} }
public void Begin(Matrix? view = null, Matrix? projection = null) public void Begin(Matrix4x4? view = null, Matrix4x4? projection = null)
{
if (view != null)
this.view = view.Value;
else
this.view = Matrix.Identity;
if (projection != null)
this.projection = projection.Value;
else
{ {
Viewport viewport = graphicsDevice.Viewport; Viewport viewport = graphicsDevice.Viewport;
this.projection = Matrix.CreateOrthographicOffCenter(viewport.X, viewport.Width, viewport.Height, viewport.Y, 0, 1);
} this.view = (view ?? camera.ViewMatrix).Transposed.ToXnaMatrix();
this.projection = (projection ?? camera.ProjectionMatrix).Transposed.ToXnaMatrix();
} }
public void End() => Flush(); public void End() => Flush();

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@@ -2,9 +2,9 @@ using System.Collections.Generic;
using Engine.Core; using Engine.Core;
namespace Engine.Integration.MonoGame; namespace Engine.Systems.Graphics;
public class DrawableShape : Behaviour2D, IDrawableTriangle, IPreDraw public class DrawableShape2D : Behaviour2D, IDrawableTriangle, IPreDraw
{ {
private readonly Shape2D shape = new([]); private readonly Shape2D shape = new([]);
private readonly List<Triangle> worldTriangles = []; private readonly List<Triangle> worldTriangles = [];
@@ -23,7 +23,7 @@ public class DrawableShape : Behaviour2D, IDrawableTriangle, IPreDraw
protected void UpdateWorldShape() => shape.Transform(Transform, worldShape); protected void UpdateWorldShape() => shape.Transform(Transform, worldShape);
public DrawableShape() => shape = Shape2D.Triangle; public DrawableShape2D() => shape = Shape2D.Triangle;
public DrawableShape(Shape2D shape) => this.shape = shape; public DrawableShape2D(Shape2D shape) => this.shape = shape;
public DrawableShape(Shape2D shape, ColorRGB color) { this.shape = shape; this.color = color; } public DrawableShape2D(Shape2D shape, ColorRGB color) { this.shape = shape; this.color = color; }
} }

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@@ -1,6 +1,6 @@
using Engine.Core; using Engine.Core;
namespace Engine.Integration.MonoGame; namespace Engine.Systems.Graphics;
public interface IDrawableTriangle : IBehaviour public interface IDrawableTriangle : IBehaviour
{ {

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@@ -0,0 +1,10 @@
using Engine.Core;
namespace Engine.Systems.Graphics;
public interface ITriangleBatch
{
void Begin(Matrix4x4? view = null, Matrix4x4? projection = null);
void Draw(Triangle triangle, ColorRGBA colorRGBA);
void End();
}

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@@ -0,0 +1,38 @@
using System.Collections.Generic;
using Engine.Core;
namespace Engine.Systems.Graphics;
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 readonly BehaviourCollector<ITriangleBatch> triangleBatches = new();
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority());
public void FirstActiveFrame()
{
drawableShapes.Assign(Universe);
triangleBatches.Assign(Universe);
}
public void Draw()
{
for (int i = 0; i < triangleBatches.Count; i++)
{
ITriangleBatch triangleBatch = triangleBatches[i];
triangleBatch.Begin();
for (int j = 0; j < drawableShapes.Count; j++)
drawableShapes[j].Draw(triangleBatch);
triangleBatch.End();
}
}
public void LastActiveFrame()
{
triangleBatches.Unassign();
drawableShapes.Unassign();
}
}