Inspector tests
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@ -1,6 +1,8 @@
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using System.Numerics;
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using ImGuiNET;
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using MoonTools.ECS;
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using Nerfed.Editor.Components;
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using Nerfed.Runtime.Serialization;
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#if DEBUG
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namespace Nerfed.Editor.Systems
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@ -29,19 +31,40 @@ public override void Update(TimeSpan delta)
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private void DrawEntityComponents(Entity entity)
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{
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World.ComponentTypeEnumerator components = World.Debug_GetAllComponentTypes(entity);
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foreach (Type type in components)
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World.ComponentTypeEnumerator componentTypes = World.Debug_GetAllComponentTypes(entity);
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ImGui.Text("ComponentInspectorByType");
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foreach (Type componentType in componentTypes)
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{
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ImGui.Text(type.Name);
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if (ComponentHelper.ComponentInspectorByType.TryGetValue(componentType, out Action<World, Entity> componentInspector))
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{
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componentInspector(World, entity);
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}
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else
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{
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ImGui.Text(componentType.Name);
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}
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ImGui.Separator();
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}
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ImGui.Dummy(new Vector2(16, 16));
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ImGui.Text("GetComponentByType");
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foreach (Type componentType in componentTypes)
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{
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if (!ComponentHelper.GetComponentByType.TryGetValue(componentType, out Func<World, Entity, ValueType> componentGetter)) continue;
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ValueType component = componentGetter.Invoke(World, entity);
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ImGui.Text(component.ToString());
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ImGui.Separator();
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}
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ImGui.Dummy(new Vector2(16, 16));
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ImGui.Separator();
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ImGui.Text("Reflection");
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// TODO: explore something without reflection.
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// Maybe generate some look up dictionary<type, Action<world, entity>> for 'custom editors'.
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// Look into serializing of entities and components.
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foreach (Type component in components)
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foreach (Type component in componentTypes)
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{
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System.Reflection.MethodInfo getMethodInfo = typeof(World).GetMethod("Get");
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System.Reflection.MethodInfo getComponentMethod = getMethodInfo.MakeGenericMethod(component);
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@ -4,10 +4,6 @@ namespace Nerfed.Runtime.Components
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{
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public readonly record struct LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
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{
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public readonly Vector3 position = position;
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public readonly Quaternion rotation = rotation;
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public readonly Vector3 scale = scale;
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public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
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}
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}
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57
Nerfed.Runtime/Serialization/ComponentHelper.cs
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57
Nerfed.Runtime/Serialization/ComponentHelper.cs
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@ -0,0 +1,57 @@
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using System.Numerics;
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using ImGuiNET;
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using MoonTools.ECS;
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using Nerfed.Runtime.Components;
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namespace Nerfed.Runtime.Serialization;
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public static class ComponentHelper
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{
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public static readonly Dictionary<Type, Func<World, Entity, ValueType>> GetComponentByType = new()
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{
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{ typeof(LocalTransform), (world, entity) => world.Get<LocalTransform>(entity) },
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{ typeof(Root), (world, entity) => world.Get<Root>(entity) },
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};
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public static readonly Dictionary<Type, Action<World, Entity, ValueType>> SetComponentByType = new()
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{
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{ typeof(LocalTransform), (world, entity, component) => world.Set(entity, (LocalTransform)component) },
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{ typeof(Root), (world, entity, component) => world.Set(entity, (Root)component) },
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};
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public static readonly Dictionary<Type, Action<World, Entity>> ComponentInspectorByType = new()
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{
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{
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typeof(LocalTransform), (world, entity) =>
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{
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(Vector3 position, Quaternion rotation, Vector3 scale) = world.Get<LocalTransform>(entity);
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Vector3 eulerAngles = MathEx.ToEulerAngles(rotation);
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eulerAngles = new Vector3(float.RadiansToDegrees(eulerAngles.X), float.RadiansToDegrees(eulerAngles.Y), float.RadiansToDegrees(eulerAngles.Z));
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bool isDirty = false;
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ImGui.BeginGroup();
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ImGui.Text($"{nameof(LocalTransform)}");
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isDirty |= ImGui.DragFloat3("Position", ref position, 0.2f, float.MinValue, float.MaxValue, "%f0 m"); // TODO: right format.
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isDirty |= ImGui.DragFloat3("Rotation", ref eulerAngles);
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isDirty |= ImGui.DragFloat3("Scale", ref scale);
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ImGui.EndGroup();
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if (!isDirty)
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{
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return;
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}
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eulerAngles = new Vector3(float.DegreesToRadians(eulerAngles.X), float.DegreesToRadians(eulerAngles.Y), float.DegreesToRadians(eulerAngles.Z));
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world.Set(entity, new LocalTransform(position, MathEx.ToQuaternion(eulerAngles), scale));
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}
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},
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{
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typeof(Root), (world, entity) =>
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{
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ImGui.BeginGroup();
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ImGui.Text($"{nameof(Root)}");
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ImGui.EndGroup();
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}
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},
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};
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}
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@ -1,3 +1,5 @@
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using System.Numerics;
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namespace Nerfed.Runtime;
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public static class MathEx
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@ -17,4 +19,51 @@ public static float Denormalize(float value, float newMin, float newMax) {
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public static float Remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
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return (value - oldMin) / (oldMax - oldMin) * (newMax - newMin) + newMin;
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}
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}
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// https://stackoverflow.com/questions/70462758/c-sharp-how-to-convert-quaternions-to-euler-angles-xyz
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public static Quaternion ToQuaternion(Vector3 v)
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{
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float cy = (float)Math.Cos(v.Z * 0.5);
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float sy = (float)Math.Sin(v.Z * 0.5);
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float cp = (float)Math.Cos(v.Y * 0.5);
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float sp = (float)Math.Sin(v.Y * 0.5);
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float cr = (float)Math.Cos(v.X * 0.5);
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float sr = (float)Math.Sin(v.X * 0.5);
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return new Quaternion
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{
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W = (cr * cp * cy + sr * sp * sy),
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X = (sr * cp * cy - cr * sp * sy),
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Y = (cr * sp * cy + sr * cp * sy),
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Z = (cr * cp * sy - sr * sp * cy),
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};
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}
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public static Vector3 ToEulerAngles(Quaternion q)
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{
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Vector3 angles = new();
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// roll / x
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double sinrCosp = 2 * (q.W * q.X + q.Y * q.Z);
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double cosrCosp = 1 - 2 * (q.X * q.X + q.Y * q.Y);
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angles.X = (float)Math.Atan2(sinrCosp, cosrCosp);
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// pitch / y
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double sinp = 2 * (q.W * q.Y - q.Z * q.X);
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if (Math.Abs(sinp) >= 1)
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{
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angles.Y = (float)Math.CopySign(Math.PI / 2, sinp);
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}
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else
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{
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angles.Y = (float)Math.Asin(sinp);
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}
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// yaw / z
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double sinyCosp = 2 * (q.W * q.Z + q.X * q.Y);
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double cosyCosp = 1 - 2 * (q.Y * q.Y + q.Z * q.Z);
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angles.Z = (float)Math.Atan2(sinyCosp, cosyCosp);
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return angles;
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}
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}
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