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21 Commits

Author SHA1 Message Date
Syntriax 1df5eee59d wip: Serialization Test 2024-02-12 10:48:56 +03:00
Syntriax 0148afea52 fix: GameObject Converter Nt Reading BehaviourController 2024-02-11 19:09:43 +03:00
Syntriax 4faac1b5ca wip: Serialization 4 2024-02-10 20:03:02 +03:00
Syntriax 4c04e3d02f wip: Serialization Game Manager 2024-02-10 20:02:38 +03:00
Syntriax 2f6fecdd78 feat: TypeFactory typeName Method 2024-02-10 20:02:24 +03:00
Syntriax 7e48eb8f12 refactor: Renamed Exception Message on TypeFactory 2024-02-10 17:12:14 +03:00
Syntriax 86b9206515 feat: TypeFactory Methods 2024-02-10 17:10:24 +03:00
Syntriax 0708ba89cc wip: Serialization 2 2024-02-10 17:10:02 +03:00
Syntriax 361a7c53b9 wip: Serialization 2024-02-09 17:50:39 +03:00
Syntriax 2cf6135063 refactor: Renamed BehaviourCacher to BehaviourCollector 2024-02-09 09:43:15 +03:00
Syntriax be06575f91 feat: BehaviourExtensions.FindBehaviour 2024-02-08 17:58:15 +03:00
Syntriax ed6975bf24 fix: Null Reference Error on ITransform.SetParent 2024-02-07 14:24:19 +03:00
Syntriax d9660c08b1 feat: Collider RigidBody Reference Update on Parent Change 2024-02-07 12:33:07 +03:00
Syntriax 3902f1caca feat: Parent Change Propagation to Children 2024-02-07 12:32:55 +03:00
Syntriax 14e3337daa feat: BehaviourControllerExtensions
- TryGetBehaviourInParent
- GetBehaviourInParent
- TryGetBehaviourInChildren
- GetBehaviourInChildren
2024-02-07 11:53:57 +03:00
Syntriax f729cdc0a8 revert: refactor: ITransformWithGameObject
This reverts commit f96c58cbd4.
2024-02-07 11:45:14 +03:00
Syntriax c767e1e856 docs(core): Parent & Child Methods 2024-02-06 17:42:24 +03:00
Syntriax f96c58cbd4 refactor: ITransformWithGameObject 2024-02-06 17:38:11 +03:00
Syntriax fed288859f feat: IAssignableGameObject to ITransform
I originally didn't want ITransform to have a reference to any IGameObject, since it didn't seem necessary to couple these two, and to make ITransform more flexible and reusable but without it we can't get a reference to the IGameObject(s) that's using that ITransform without doing some very stupid workarounds. I'll try to find a better way for this.
2024-02-06 17:32:39 +03:00
Syntriax 6e4c9b0ef8 feat: Transform Hierarchy System 2024-02-06 15:55:07 +03:00
Syntriax b931abb735 feat: Shape to Vector2D Overlap 2024-02-06 10:56:54 +03:00
20 changed files with 632 additions and 46 deletions

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@ -1,11 +1,12 @@
using System;
using System.Collections.Generic;
namespace Syntriax.Engine.Core.Abstract;
/// <summary>
/// Represents the transformation properties of an object such as position, scale, and rotation.
/// </summary>
public interface ITransform
public interface ITransform : IAssignableGameObject, IEnumerable<ITransform>
{
/// <summary>
/// Event triggered when the <see cref="Position"/> of the <see cref="ITransform"/> changes.
@ -23,17 +24,75 @@ public interface ITransform
Action<ITransform>? OnRotationChanged { get; set; }
/// <summary>
/// The position of the <see cref="ITransform"/> in 2D space.
/// Event triggered when the <see cref="Parent"/> of the <see cref="ITransform"/> changes. The second parameter is the old <see cref="ITransform"/>.
/// </summary>
Action<ITransform, ITransform?>? OnParentChanged { get; set; }
/// <summary>
/// Event triggered when a new <see cref="ITransform"/> is added to the <see cref="Children"/>.
/// </summary>
Action<ITransform, ITransform>? OnChildrenAdded { get; set; }
/// <summary>
/// Event triggered when an <see cref="ITransform"/> is removed from the <see cref="Children"/>.
/// </summary>
Action<ITransform, ITransform>? OnChildrenRemoved { get; set; }
/// <summary>
/// The world position of the <see cref="ITransform"/> in 2D space.
/// </summary>
Vector2D Position { get; set; }
/// <summary>
/// The scale of the <see cref="ITransform"/>.
/// The world scale of the <see cref="ITransform"/>.
/// </summary>
Vector2D Scale { get; set; }
/// <summary>
/// The rotation of the <see cref="ITransform"/> in degrees.
/// The world rotation of the <see cref="ITransform"/> in degrees.
/// </summary>
float Rotation { get; set; }
/// <summary>
/// The local position of the <see cref="ITransform"/> in 2D space.
/// </summary>
Vector2D LocalPosition { get; set; }
/// <summary>
/// The local scale of the <see cref="ITransform"/>.
/// </summary>
Vector2D LocalScale { get; set; }
/// <summary>
/// The local rotation of the <see cref="ITransform"/> in degrees.
/// </summary>
float LocalRotation { get; set; }
/// <summary>
/// The parent <see cref="ITransform"/> of the <see cref="ITransform"/>.
/// </summary>
ITransform? Parent { get; }
/// <summary>
/// The <see cref="ITransform"/>s that have this <see cref="ITransform"/> as their <see cref="Parent"/>.
/// </summary>
IReadOnlyList<ITransform> Children { get; }
/// <summary>
/// Sets the parent <see cref="ITransform"/> of this <see cref="ITransform"/>.
/// </summary>
/// <param name="transform">The parent <see cref="ITransform"/> to set.</param>
void SetParent(ITransform? transform);
/// <summary>
/// Adds a child <see cref="ITransform"/> to this <see cref="ITransform"/>.
/// </summary>
/// <param name="transform">The child <see cref="ITransform"/> to add.</param>
void AddChild(ITransform transform);
/// <summary>
/// Removes a child <see cref="ITransform"/> from this <see cref="ITransform"/>.
/// </summary>
/// <param name="transform">The child <see cref="ITransform"/> to remove.</param>
void RemoveChild(ITransform transform);
}

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@ -6,13 +6,13 @@ using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core;
public class BehaviourCacher<T> : IAssignableGameManager, IEnumerable<T>
public class BehaviourCollector<T> : IAssignableGameManager, IEnumerable<T>
{
public Action<IAssignable>? OnUnassigned { get; set; } = null;
public Action<IAssignableGameManager>? OnGameManagerAssigned { get; set; } = null;
public Action<BehaviourCacher<T>, T>? OnCached { get; set; } = null;
public Action<BehaviourCacher<T>, T>? OnUncached { get; set; } = null;
public Action<BehaviourCollector<T>, T>? OnCollected { get; set; } = null;
public Action<BehaviourCollector<T>, T>? OnRemoved { get; set; } = null;
private readonly List<T> _behaviours = new(32);
@ -21,8 +21,8 @@ public class BehaviourCacher<T> : IAssignableGameManager, IEnumerable<T>
public T this[Index index] => _behaviours[index];
public BehaviourCacher() { }
public BehaviourCacher(IGameManager gameManager) => Assign(gameManager);
public BehaviourCollector() { }
public BehaviourCollector(IGameManager gameManager) => Assign(gameManager);
private void OnGameObjectRegistered(IGameManager manager, IGameObject gameObject)
{
@ -42,7 +42,7 @@ public class BehaviourCacher<T> : IAssignableGameManager, IEnumerable<T>
return;
_behaviours.Add(tBehaviour);
OnCached?.Invoke(this, tBehaviour);
OnCollected?.Invoke(this, tBehaviour);
}
private void OnBehaviourRemoved(IBehaviourController controller, IBehaviour behaviour)
@ -53,7 +53,7 @@ public class BehaviourCacher<T> : IAssignableGameManager, IEnumerable<T>
if (!_behaviours.Remove(tBehaviour))
return;
OnUncached?.Invoke(this, tBehaviour);
OnRemoved?.Invoke(this, tBehaviour);
}
public bool Assign(IGameManager gameManager)

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@ -0,0 +1,47 @@
using System.Diagnostics.CodeAnalysis;
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core;
public static class BehaviourControllerExtensions
{
public static bool TryGetBehaviourInParent<T>(this IBehaviourController behaviourController, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
{
behaviour = GetBehaviourInParent<T>(behaviourController);
return behaviour is not null;
}
public static T? GetBehaviourInParent<T>(this IBehaviourController behaviourController) where T : class
{
IBehaviourController? controller = behaviourController;
while (controller is not null)
{
if (behaviourController.GetBehaviour<T>() is T behaviour)
return behaviour;
controller = controller.GameObject.Transform.Parent?.GameObject.BehaviourController;
}
return default;
}
public static bool TryGetBehaviourInChildren<T>(this IBehaviourController behaviourController, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
{
behaviour = GetBehaviourInChildren<T>(behaviourController);
return behaviour is not null;
}
public static T? GetBehaviourInChildren<T>(this IBehaviourController behaviourController) where T : class
{
if (behaviourController.GetBehaviour<T>() is T localBehaviour)
return localBehaviour;
foreach (ITransform transform in behaviourController.GameObject.Transform)
if (GetBehaviourInChildren<T>(transform.GameObject.BehaviourController) is T behaviour)
return behaviour;
return default;
}
}

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@ -7,18 +7,22 @@ namespace Syntriax.Engine.Core;
public static class BehaviourExtensions
{
public static bool TryFindBehaviour<T>(this IEnumerable<IGameObject> gameObjects, [NotNullWhen(returnValue: true)] out T? behaviour)
public static T? FindBehaviour<T>(this IEnumerable<IGameObject> gameObjects) where T : class
{
behaviour = default;
foreach (IGameObject gameObject in gameObjects)
if (gameObject.BehaviourController.TryGetBehaviour(out behaviour))
return true;
if (gameObject.BehaviourController.TryGetBehaviour(out T? behaviour))
return behaviour;
return false;
return default;
}
public static void FindBehaviours<T>(this IEnumerable<IGameObject> gameObjects, List<T> behaviours)
public static bool TryFindBehaviour<T>(this IEnumerable<IGameObject> gameObjects, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
{
behaviour = FindBehaviour<T>(gameObjects);
return behaviour is not null;
}
public static void FindBehaviours<T>(this IEnumerable<IGameObject> gameObjects, List<T> behaviours) where T : class
{
behaviours.Clear();
List<T> cache = [];

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@ -4,11 +4,16 @@ namespace Syntriax.Engine.Core;
public static class TransformExtensions
{
public static ITransform SetTransform(this ITransform transform, Vector2D? position = null, float? rotation = null, Vector2D? scale = null)
public static ITransform SetTransform(this ITransform transform,
Vector2D? position = null, float? rotation = null, Vector2D? scale = null,
Vector2D? localPosition = null, float? localRotation = null, Vector2D? localScale = null)
{
if (position.HasValue) transform.Position = position.Value;
if (rotation.HasValue) transform.Rotation = rotation.Value;
if (scale.HasValue) transform.Scale = scale.Value;
if (localPosition.HasValue) transform.LocalPosition = localPosition.Value;
if (localRotation.HasValue) transform.LocalRotation = localRotation.Value;
if (localScale.HasValue) transform.LocalScale = localScale.Value;
return transform;
}
}

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@ -22,6 +22,9 @@ public class GameObjectFactory
behaviourController ??= TypeFactory.Get<BehaviourController>();
stateEnable ??= TypeFactory.Get<StateEnable>();
if (!transform.Assign(gameObject))
throw AssignException.From(transform, gameObject);
if (!behaviourController.Assign(gameObject))
throw AssignException.From(behaviourController, gameObject);
if (!stateEnable.Assign(gameObject))

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@ -1,20 +1,35 @@
using System;
using System.Reflection;
namespace Syntriax.Engine.Core.Factory;
public static class TypeFactory
{
public static T Get<T>(params object?[]? args) where T : class
=> Get<T>(typeof(T), args);
public static Type Get(string typeName)
{
foreach (var type in Assembly.GetExecutingAssembly().GetTypes())
if (type.FullName?.Equals(typeName, StringComparison.OrdinalIgnoreCase) ?? false)
return type;
throw new Exception();
}
public static T Get<T>(string typeName, params object?[]? args) where T : class
=> Get<T>(Get(typeName), args);
public static T Get<T>(Type type, params object?[]? args) where T : class
{
T? result;
if (args is not null && args.Length != 0)
result = Activator.CreateInstance(typeof(T), args) as T;
result = Activator.CreateInstance(type, args) as T;
else
result = Activator.CreateInstance(typeof(T)) as T;
result = Activator.CreateInstance(type) as T;
if (result is null)
throw new Exception($"{typeof(T).Name} of type {typeof(T).Name} could not be created.");
throw new Exception($"{type.Name} could not be created or casted to {typeof(T).Name}.");
return result;
}

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@ -1,20 +1,42 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("Position: {Position.ToString(), nq}, Scale: {Scale.ToString(), nq}, Rotation: {Rotation}")]
[System.Diagnostics.DebuggerDisplay("Name: {GameObject.Name, nq} Position: {Position.ToString(), nq}, Scale: {Scale.ToString(), nq}, Rotation: {Rotation}")]
public class Transform : ITransform
{
public Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; } = null;
public Action<IAssignable>? OnUnassigned { get; set; } = null;
public Action<ITransform>? OnPositionChanged { get; set; } = null;
public Action<ITransform>? OnScaleChanged { get; set; } = null;
public Action<ITransform>? OnRotationChanged { get; set; } = null;
public Action<ITransform, ITransform?>? OnParentChanged { get; set; } = null;
public Action<ITransform, ITransform>? OnChildrenAdded { get; set; } = null;
public Action<ITransform, ITransform>? OnChildrenRemoved { get; set; } = null;
private Vector2D _position = Vector2D.Zero;
private Vector2D _scale = Vector2D.One;
private float _rotation = 0f;
private Vector2D _localPosition = Vector2D.Zero;
private Vector2D _localScale = Vector2D.One;
private float _localRotation = 0f;
private readonly List<ITransform> _children = [];
public IGameObject GameObject { get; private set; } = null!;
public ITransform? Parent { get; private set; } = null;
public IReadOnlyList<ITransform> Children => _children;
public Vector2D Position
{
get => _position;
@ -24,6 +46,7 @@ public class Transform : ITransform
return;
_position = value;
UpdateLocalPosition();
OnPositionChanged?.Invoke(this);
}
}
@ -37,6 +60,7 @@ public class Transform : ITransform
return;
_scale = value;
UpdateLocalScale();
OnScaleChanged?.Invoke(this);
}
}
@ -50,7 +74,210 @@ public class Transform : ITransform
return;
_rotation = value;
UpdateLocalPosition();
OnRotationChanged?.Invoke(this);
}
}
public Vector2D LocalPosition
{
get => _localPosition;
set
{
if (value == _localPosition)
return;
_localPosition = value;
UpdatePosition();
OnPositionChanged?.Invoke(this);
}
}
public Vector2D LocalScale
{
get => _localScale;
set
{
if (value == _localScale)
return;
_localScale = value;
UpdateScale();
OnScaleChanged?.Invoke(this);
}
}
public float LocalRotation
{
get => _localRotation;
set
{
if (value == _localRotation)
return;
_localRotation = value;
UpdateRotation();
OnRotationChanged?.Invoke(this);
}
}
public void SetParent(ITransform? transform)
{
if (transform == this || Parent == transform)
return;
ITransform? previousParent = Parent;
if (previousParent is not null)
{
previousParent.RemoveChild(this);
previousParent.OnPositionChanged -= RecalculatePosition;
previousParent.OnScaleChanged -= RecalculateScale;
previousParent.OnRotationChanged -= RecalculateRotation;
previousParent.OnParentChanged -= NotifyChildrenOnParentChange;
}
Parent = transform;
if (transform is not null)
{
transform.AddChild(this);
transform.OnPositionChanged += RecalculatePosition;
transform.OnScaleChanged += RecalculateScale;
transform.OnRotationChanged += RecalculateRotation;
transform.OnParentChanged += NotifyChildrenOnParentChange;
}
UpdateLocalPosition();
UpdateLocalScale();
UpdateLocalRotation();
OnParentChanged?.Invoke(this, previousParent);
}
public void AddChild(ITransform transform)
{
if (_children.Contains(transform))
return;
_children.Add(transform);
transform.SetParent(this);
OnChildrenAdded?.Invoke(this, transform);
}
public void RemoveChild(ITransform transform)
{
if (!_children.Remove(transform))
return;
transform.SetParent(null);
OnChildrenRemoved?.Invoke(this, transform);
}
public IEnumerator<ITransform> GetEnumerator() => _children.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => _children.GetEnumerator();
private void NotifyChildrenOnParentChange(ITransform transform, ITransform? previousParent)
{
// TODO No idea how logical this is to propagate this to the children the way I'm doing right now.
// I was originally gonna just call `child.OnParentChanged?.Invoke(child, child.Parent);` but seems an unnecessary call too?
foreach (var child in Children)
child.OnParentChanged?.Invoke(transform, previousParent);
}
private void RecalculatePosition(ITransform _)
{
if (Parent is null)
return;
UpdatePosition();
OnPositionChanged?.Invoke(this);
}
private void RecalculateScale(ITransform _)
{
if (Parent is null)
return;
UpdateScale();
OnScaleChanged?.Invoke(this);
}
private void RecalculateRotation(ITransform _)
{
if (Parent is null)
return;
UpdatePosition();
UpdateRotation();
OnPositionChanged?.Invoke(this);
OnRotationChanged?.Invoke(this);
}
private void UpdateLocalPosition()
{
if (Parent is null)
_localPosition = Position;
else
_localPosition = Parent.Position.FromTo(Position).Scale(Parent.Scale);
}
private void UpdateLocalScale()
{
if (Parent is null)
_localScale = Scale;
else
_localScale = Scale.Scale(new(1f / Parent.Scale.X, 1f / Parent.Scale.Y));
}
private void UpdateLocalRotation()
{
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;
}
}

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@ -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)

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@ -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;
}

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@ -6,7 +6,7 @@ using Syntriax.Engine.Physics2D.Abstract;
namespace Syntriax.Engine.Physics2D;
public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager
public class PhysicsEngine2DCollector : IPhysicsEngine2D, IAssignableGameManager
{
public Action<IAssignable>? OnUnassigned { get; set; } = null;
public Action<IAssignableGameManager>? OnGameManagerAssigned { get; set; } = null;
@ -17,8 +17,8 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager
protected readonly ICollisionDetector2D collisionDetector = null!;
protected readonly ICollisionResolver2D collisionResolver = null!;
protected BehaviourCacher<IRigidBody2D> rigidBodyCacher = new();
protected BehaviourCacher<ICollider2D> colliderCacher = new();
protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
protected BehaviourCollector<ICollider2D> colliderCollector = new();
public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
@ -31,23 +31,23 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager
for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
{
// Can Parallel
foreach (var rigidBody in rigidBodyCacher)
foreach (var rigidBody in rigidBodyCollector)
StepRigidBody(rigidBody, intervalDeltaTime);
// Can Parallel
foreach (var collider in colliderCacher)
foreach (var collider in colliderCollector)
collider.Recalculate();
// Can Parallel
for (int x = 0; x < colliderCacher.Behaviours.Count; x++)
for (int x = 0; x < colliderCollector.Behaviours.Count; x++)
{
ICollider2D? colliderX = colliderCacher.Behaviours[x];
ICollider2D? colliderX = colliderCollector.Behaviours[x];
if (!colliderX.IsActive)
return;
for (int y = x + 1; y < colliderCacher.Behaviours.Count; y++)
for (int y = x + 1; y < colliderCollector.Behaviours.Count; y++)
{
ICollider2D? colliderY = colliderCacher.Behaviours[y];
ICollider2D? colliderY = colliderCollector.Behaviours[y];
if (!colliderY.IsActive)
return;
@ -100,8 +100,8 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager
if (GameManager is not null)
return false;
colliderCacher.Assign(gameManager);
rigidBodyCacher.Assign(gameManager);
colliderCollector.Assign(gameManager);
rigidBodyCollector.Assign(gameManager);
GameManager = gameManager;
OnGameManagerAssigned?.Invoke(this);
@ -114,35 +114,35 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager
if (GameManager is null)
return false;
colliderCacher.Unassign();
rigidBodyCacher.Unassign();
colliderCollector.Unassign();
rigidBodyCollector.Unassign();
GameManager = null!;
OnUnassigned?.Invoke(this);
return true;
}
public PhysicsEngine2DCacher()
public PhysicsEngine2DCollector()
{
collisionDetector = new CollisionDetector2D();
collisionResolver = new CollisionResolver2D();
}
public PhysicsEngine2DCacher(IGameManager gameManager)
public PhysicsEngine2DCollector(IGameManager gameManager)
{
Assign(gameManager);
collisionDetector = new CollisionDetector2D();
collisionResolver = new CollisionResolver2D();
}
public PhysicsEngine2DCacher(IGameManager gameManager, ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
public PhysicsEngine2DCollector(IGameManager gameManager, ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
{
Assign(gameManager);
this.collisionDetector = collisionDetector;
this.collisionResolver = collisionResolver;
}
public PhysicsEngine2DCacher(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
public PhysicsEngine2DCollector(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
{
this.collisionDetector = collisionDetector;
this.collisionResolver = collisionResolver;

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@ -0,0 +1,8 @@
using System.Collections.Generic;
namespace Engine.Serialization;
public class BehaviourControllerDto : ClassInterchangeableDto
{
public Dictionary<string, object?> Behaviours { get; set; } = [];
}

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namespace Engine.Serialization;
public class ClassInterchangeableDto : EntityDto
{
public string ClassType { get; set; } = null!;
}

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using System.Collections.Generic;
namespace Engine.Serialization;
public class EntityDto
{
public Dictionary<string, object?> Fields { get; set; } = [];
}

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namespace Engine.Serialization;
public class GameObjectDto : ClassInterchangeableDto
{
string Id { get; set; } = null!;
string Name { get; set; } = null!;
TransformDto Transform { get; set; } = null!;
BehaviourControllerDto BehaviourController { get; set; } = null!;
StateEnableDto StateEnable { get; set; } = null!;
}

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namespace Engine.Serialization;
public class StateEnableDto : ClassInterchangeableDto
{
public bool Enabled { get; set; } = false;
}

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using Syntriax.Engine.Core;
namespace Engine.Serialization;
public class TransformDto : ClassInterchangeableDto
{
string? ParentId { get; set; } = null;
Vector2D Position { get; set; } = Vector2D.Zero;
Vector2D Scale { get; set; } = Vector2D.Zero;
float Rotation { get; set; } = 0f;
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="YamlDotNet" Version="15.1.1" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Engine.Core\Engine.Core.csproj" />
</ItemGroup>
</Project>

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using Syntriax.Engine.Core;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Core.Factory;
using YamlDotNet.Serialization;
namespace Engine.Serialization;
public static class Serialization
{
private static readonly ISerializer defaultSerializer = new SerializerBuilder().;
public static string Serialize(object @object)
{
EntityDto dto = new();
BindingFlags bindingFlags = BindingFlags.Public |
BindingFlags.NonPublic |
BindingFlags.Instance;
Type type = @object.GetType();
FieldInfo[] fieldInfos = type.GetFields(bindingFlags);
List<(string Name, object?)> list = fieldInfos.Where(f => f.FieldType.IsValueType || f.FieldType == typeof(string)).Select(f => (f.Name, f.GetValue(@object))).ToList();
return "";
}
// public static string SerializeGameObject(IGameObject gameObject) => Serialize(gameObject, defaultSerializer);
// public static T DeserializeGameObject<T>(StreamReader reader) where T : class, IGameObject
// {
// Dictionary<string, object?> gameObjectDTO = Deserialize<Dictionary<string, object?>>(reader, defaultSerializer);
// return CreateGameObject<T>(gameObjectDTO);
// }
// private static T CreateGameObject<T>(Dictionary<string, object?> gameObject) where T : class, IGameObject
// {
// Type gameObjectType = gameObject.TryGetValue("ClassType", out var goType) ? TypeFactory.Get(goType?.ToString() ?? throw new Exception()) : typeof(GameObject);
// Type stateEnableType = gameObject.TryGetValue("StateEnable.ClassType", out var seType) ? TypeFactory.Get(seType?.ToString() ?? throw new Exception()) : typeof(Transform);
// Type transformType = gameObject.TryGetValue("Transform.ClassType", out var tType) ? TypeFactory.Get(tType?.ToString() ?? throw new Exception()) : typeof(Transform);
// Type behaviourControllerType = gameObject.TryGetValue("BehaviourController.ClassType", out var bcType) ? TypeFactory.Get(bcType?.ToString() ?? throw new Exception()) : typeof(Transform);
// ITransform transform = TypeFactory.Get<ITransform>(transformType);
// IStateEnable stateEnable = TypeFactory.Get<IStateEnable>(stateEnableType);
// IBehaviourController behaviourController = TypeFactory.Get<IBehaviourController>(behaviourControllerType);
// T t = new GameObjectFactory().Instantiate<T>(transform, behaviourController, stateEnable, gameObjectType);
// Dictionary<string, object?>? behaviours = gameObject["BehaviourController"] as Dictionary<string, object?> ?? throw new Exception();
// foreach ((var key, var value) in behaviours)
// {
// Dictionary<string, object?> values = value as Dictionary<string, object?> ?? throw new Exception();
// IBehaviour behaviour = TypeFactory.Get<IBehaviour>(values["ClassType"]);
// behaviourController.AddBehaviour(behaviour);
// }
// return t;
// }
// public static string SerializeGameManager(IGameManager gameManager) => Serialize(gameManager, defaultSerializer);
// public static T DeserializeGameManager<T>(StreamReader reader) where T : class, IGameManager
// {
// GameManagerDTO gameManagerDto = Deserialize<GameManagerDTO>(reader, defaultSerializer);
// Type gameManagerType = (gameManagerDto.ClassType is not null) ? TypeFactory.Get(gameManagerDto.ClassType) : typeof(GameManager);
// T gameManager = TypeFactory.Get<T>(gameManagerType);
// foreach (var gameObjectDto in gameManagerDto.GameObjects)
// gameManager.RegisterGameObject(CreateGameObject<IGameObject>(gameObjectDto));
// return gameManager;
// }
// public static string Serialize<T>(T @object) => Serialize(@object, defaultSerializer);
// public static string Serialize<T>(T @object, ISerializer serializer) => serializer.Serialize(@object);
// public static T Deserialize<T>(string serializedString) => Deserialize<T>(serializedString, defaultSerializer);
// public static T Deserialize<T>(string serializedString, ISerializer serializer) => serializer.Deserialize<T>(serializedString);
// public static T Deserialize<T>(StreamReader reader) => Deserialize<T>(reader, defaultSerializer);
// public static T Deserialize<T>(StreamReader reader, ISerializer serializer) => serializer.Deserialize<T>(reader);
}

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using System;
using Syntriax.Engine.Core;
using YamlDotNet.Core;
using YamlDotNet.Core.Events;
using YamlDotNet.Serialization;
namespace Engine.Serialization;
internal class Vector2DYamlConverter : IYamlTypeConverter
{
public bool Accepts(Type type) => type == typeof(Vector2D);
public object? ReadYaml(IParser parser, Type type)
{
if (parser.Current is not MappingStart)
throw new InvalidOperationException("Expected MappingStart");
parser.MoveNext();
float x = 0.0f;
float y = 0.0f;
while (parser.Current != null && parser.Current is not MappingEnd)
{
var propertyName = ((Scalar)parser.Current).Value;
parser.MoveNext();
switch (propertyName)
{
case nameof(Vector2D.X): x = float.Parse(((Scalar)parser.Current).Value); break;
case nameof(Vector2D.Y): y = float.Parse(((Scalar)parser.Current).Value); break;
}
parser.MoveNext();
}
return new Vector2D(x, y);
}
public void WriteYaml(IEmitter emitter, object? value, Type type)
{
var vector = (Vector2D)(value ?? throw new Exception());
emitter.Emit(new MappingStart());
emitter.Emit(new Scalar(nameof(Vector2D.X)));
emitter.Emit(new Scalar(vector.X.ToString()));
emitter.Emit(new Scalar(nameof(Vector2D.Y)));
emitter.Emit(new Scalar(vector.Y.ToString()));
emitter.Emit(new MappingEnd());
}
}