283 lines
7.5 KiB
C#
283 lines
7.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("Name: {GameObject.Name, nq} Position: {Position.ToString(), nq}, Scale: {Scale.ToString(), nq}, Rotation: {Rotation}")]
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public class Transform : ITransform
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{
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public event IAssignableGameObject.OnGameObjectAssignedDelegate? OnGameObjectAssigned = null;
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public event IAssignable.OnUnassignedDelegate? OnUnassigned = null;
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public event ITransform.OnPositionChangedDelegate? OnPositionChanged = null;
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public event ITransform.OnScaleChangedDelegate? OnScaleChanged = null;
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public event ITransform.OnRotationChangedDelegate? OnRotationChanged = null;
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public event ITransform.OnParentChangedDelegate? OnParentChanged = null;
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public event ITransform.OnChildrenAddedDelegate? OnChildrenAdded = null;
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public event ITransform.OnChildrenRemovedDelegate? OnChildrenRemoved = null;
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private Vector2D _position = Vector2D.Zero;
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private Vector2D _scale = Vector2D.One;
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private float _rotation = 0f;
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private Vector2D _localPosition = Vector2D.Zero;
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private Vector2D _localScale = Vector2D.One;
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private float _localRotation = 0f;
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private readonly List<ITransform> _children = [];
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public IGameObject GameObject { get; private set; } = null!;
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public ITransform? Parent { get; private set; } = null;
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public IReadOnlyList<ITransform> Children => _children;
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public Vector2D Position
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{
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get => _position;
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set
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{
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if (value == _position)
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return;
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_position = value;
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UpdateLocalPosition();
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OnPositionChanged?.Invoke(this);
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}
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}
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public Vector2D Scale
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{
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get => _localScale.Scale(Parent?.Scale ?? Vector2D.One);
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set
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{
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if (value == _scale)
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return;
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_scale = value;
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UpdateLocalScale();
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OnScaleChanged?.Invoke(this);
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}
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}
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public float Rotation
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{
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get => _localRotation + (Parent?.Rotation ?? 0f);
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set
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{
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if (value == _rotation)
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return;
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_rotation = value;
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UpdateLocalPosition();
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OnRotationChanged?.Invoke(this);
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}
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}
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public Vector2D LocalPosition
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{
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get => _localPosition;
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set
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{
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if (value == _localPosition)
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return;
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_localPosition = value;
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UpdatePosition();
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OnPositionChanged?.Invoke(this);
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}
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}
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public Vector2D LocalScale
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{
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get => _localScale;
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set
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{
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if (value == _localScale)
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return;
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_localScale = value;
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UpdateScale();
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OnScaleChanged?.Invoke(this);
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}
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}
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public float LocalRotation
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{
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get => _localRotation;
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set
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{
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if (value == _localRotation)
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return;
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_localRotation = value;
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UpdateRotation();
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OnRotationChanged?.Invoke(this);
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}
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}
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public void SetParent(ITransform? transform)
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{
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if (transform == this || Parent == transform)
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return;
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ITransform? previousParent = Parent;
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if (previousParent is not null)
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{
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previousParent.RemoveChild(this);
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previousParent.OnPositionChanged -= RecalculatePosition;
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previousParent.OnScaleChanged -= RecalculateScale;
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previousParent.OnRotationChanged -= RecalculateRotation;
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previousParent.OnParentChanged -= NotifyChildrenOnParentChange;
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}
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Parent = transform;
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if (transform is not null)
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{
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transform.AddChild(this);
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transform.OnPositionChanged += RecalculatePosition;
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transform.OnScaleChanged += RecalculateScale;
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transform.OnRotationChanged += RecalculateRotation;
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transform.OnParentChanged += NotifyChildrenOnParentChange;
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}
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UpdateLocalPosition();
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UpdateLocalScale();
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UpdateLocalRotation();
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OnParentChanged?.Invoke(this, previousParent);
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}
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public void AddChild(ITransform transform)
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{
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if (_children.Contains(transform))
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return;
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_children.Add(transform);
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transform.SetParent(this);
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OnChildrenAdded?.Invoke(this, transform);
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}
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public void RemoveChild(ITransform transform)
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{
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if (!_children.Remove(transform))
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return;
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transform.SetParent(null);
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OnChildrenRemoved?.Invoke(this, transform);
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}
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public IEnumerator<ITransform> GetEnumerator() => _children.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => _children.GetEnumerator();
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private void NotifyChildrenOnParentChange(ITransform transform, ITransform? previousParent)
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{
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// TODO No idea how logical this is to propagate this to the children the way I'm doing right now.
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// I was originally gonna just call `child.OnParentChanged?.Invoke(child, child.Parent);` but seems an unnecessary call too?
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foreach (var child in Children) // TODO CHECK ERRORS
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child.SetParent(this);
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}
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private void RecalculatePosition(ITransform _)
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{
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if (Parent is null)
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return;
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UpdatePosition();
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OnPositionChanged?.Invoke(this);
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}
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private void RecalculateScale(ITransform _)
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{
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if (Parent is null)
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return;
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UpdateScale();
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OnScaleChanged?.Invoke(this);
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}
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private void RecalculateRotation(ITransform _)
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{
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if (Parent is null)
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return;
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UpdatePosition();
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UpdateRotation();
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OnPositionChanged?.Invoke(this);
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OnRotationChanged?.Invoke(this);
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}
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private void UpdateLocalPosition()
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{
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if (Parent is null)
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_localPosition = Position;
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else
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_localPosition = Parent.Position.FromTo(Position).Scale(Parent.Scale);
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}
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private void UpdateLocalScale()
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{
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if (Parent is null)
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_localScale = Scale;
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else
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_localScale = Scale.Scale(new(1f / Parent.Scale.X, 1f / Parent.Scale.Y));
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}
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private void UpdateLocalRotation()
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{
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if (Parent is null)
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_localRotation = Rotation;
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else
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_localRotation = Rotation - Parent.Rotation;
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}
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private void UpdatePosition()
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{
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if (Parent is null)
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_position = LocalPosition.Rotate(0f * Math.DegreeToRadian);
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else
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_position = Parent.Position + LocalPosition.Scale(new(Parent.Scale.X, Parent.Scale.Y)).Rotate(Parent.Rotation * Math.DegreeToRadian);
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}
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private void UpdateScale()
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{
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if (Parent is null)
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_scale = LocalScale;
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else
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_scale = Vector2D.Scale(Parent.Scale, LocalScale);
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}
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private void UpdateRotation()
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{
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if (Parent is null)
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_rotation = LocalRotation;
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else
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_rotation = Parent.Rotation + LocalRotation;
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}
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public bool Assign(IGameObject gameObject)
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{
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if (GameObject is not null && GameObject.IsInitialized)
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return false;
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GameObject = gameObject;
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OnGameObjectAssigned?.Invoke(this);
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return true;
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}
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public bool Unassign()
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{
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if (GameObject is not null && GameObject.IsInitialized)
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return false;
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GameObject = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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}
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