01.10.2020

+ Time controls (Stopwatch, Timers, Intervals)
+ Added smmeries to everything in SM.Base

~ Renamed Vectors to CVectors.
This commit is contained in:
Michel Fedde 2020-10-01 15:39:03 +02:00
parent 7acdba92f8
commit 97e638d9d9
44 changed files with 1092 additions and 289 deletions

View file

@ -2,25 +2,62 @@
namespace SM.Base.Scene
{
/// <summary>
/// Controller for a camera
/// </summary>
public abstract class GenericCamera
{
/// <summary>
/// The matrix for the orthographic world.
/// </summary>
public static Matrix4 OrthographicWorld { get; protected set; }
/// <summary>
/// The matrix for the perspective world.
/// </summary>
public static Matrix4 PerspectiveWorld { get; protected set; }
/// <summary>
/// This defines what is up. (Normalized)
/// <para>Default: <see cref="Vector3.UnitY"/></para>
/// </summary>
public static Vector3 UpVector { get; set; } = Vector3.UnitY;
public Matrix4 ViewMatrix { get; protected set; }
/// <summary>
/// Contains the view matrix of this camera.
/// <para>Default: <see cref="Matrix4.Identity"/></para>
/// </summary>
public Matrix4 ViewMatrix { get; protected set; } = Matrix4.Identity;
/// <summary>
/// Returns the world matrix that is connected to this camera.
/// </summary>
public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
/// <summary>
/// Calculates the view matrix.
/// </summary>
/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix"/></returns>
internal Matrix4 CalculateViewMatrix()
{
ViewMatrix = ViewCalculation();
return ViewMatrix;
}
/// <summary>
/// This calculates the view matrix.
/// </summary>
/// <returns>The new view matrix. This is the returns for <see cref="CalculateViewMatrix"/> and the next value for <see cref="ViewMatrix"/>. </returns>
protected abstract Matrix4 ViewCalculation();
/// <summary>
/// Represents if the camera is orthographic.
/// </summary>
public abstract bool Orthographic { get; }
/// <summary>
/// This will calculate the world.
/// <para>This is called on <see cref="GenericWindow{TScene,TItem,TCamera}.ViewportCamera"/> to calculate the world.</para>
/// </summary>
/// <param name="world">The world scale</param>
/// <param name="aspect">The aspect ratio from the window.</param>
public abstract void RecalculateWorld(Vector2 world, float aspect);
}
}

View file

@ -3,23 +3,50 @@ using SM.Base.Contexts;
namespace SM.Base.Scene
{
public abstract class GenericItemCollection<TItem, TTransformation> : IShowItem, IShowCollection<TItem>
/// <summary>
/// Contains a list of show items.
/// </summary>
/// <typeparam name="TItem">The type of show items.</typeparam>
public abstract class GenericItemCollection<TItem> : IShowItem, IShowCollection<TItem>
where TItem : IShowItem
where TTransformation : GenericTransformation, new()
{
/// <inheritdoc />
public List<TItem> Objects { get; } = new List<TItem>();
public TTransformation Transform = new TTransformation();
/// <inheritdoc />
public void Update(UpdateContext context)
{
throw new System.NotImplementedException();
}
/// <inheritdoc cref="IShowCollection{TItem}.Draw" />
public virtual void Draw(DrawContext context)
{
context.View = Transform.GetMatrix() * context.View;
for (int i = 0; i < Objects.Count; i++)
Objects[i].Draw(context);
}
}
/// <summary>
/// Contains a list of show items with transformation.
/// </summary>
/// <typeparam name="TItem">The type of show items.</typeparam>
/// <typeparam name="TTransformation">The type of transformation.</typeparam>
public abstract class GenericItemCollection<TItem, TTransformation> : GenericItemCollection<TItem>
where TItem : IShowItem
where TTransformation : GenericTransformation, new()
{
/// <summary>
/// Transformation of the collection
/// </summary>
public TTransformation Transform = new TTransformation();
/// <inheritdoc />
public override void Draw(DrawContext context)
{
context.View = Transform.GetMatrix() * context.View;
base.Draw(context);
}
}
}

View file

@ -4,20 +4,44 @@ using SM.Base.Contexts;
namespace SM.Base.Scene
{
public abstract class GenericScene<TCamera, TItem> : IShowCollection<TItem>
/// <summary>
/// A generic scene that imports different functions.
/// </summary>
/// <typeparam name="TCamera">The type of cameras.</typeparam>
/// <typeparam name="TItem">The type of show items.</typeparam>
public abstract class GenericScene<TCamera, TItem> : GenericItemCollection<TItem>
where TCamera : GenericCamera, new()
where TItem : IShowItem
{
protected IBackgroundItem _background;
public List<TItem> HUD { get; } = new List<TItem>();
public List<TItem> Objects { get; } = new List<TItem>();
/// <summary>
/// The active camera, that is used if the context doesn't force the viewport camera.
/// <para>If none set, it automaticly uses the viewport camera.</para>
/// </summary>
public TCamera Camera { get; set; }
/// <summary>
/// A camera to control the background.
/// </summary>
public TCamera BackgroundCamera { get; set; } = new TCamera();
/// <summary>
/// A camera to control the HUD.
/// </summary>
public TCamera HUDCamera { get; set; } = new TCamera();
/// <summary>
/// This contains the background.
/// </summary>
protected IBackgroundItem _background;
/// <summary>
/// This defines the HUD objects.
/// </summary>
public List<TItem> HUD { get; } = new List<TItem>();
/// <summary>
/// A collection for cameras to switch easier to different cameras.
/// </summary>
public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
public virtual void Draw(DrawContext context)
/// <inheritdoc />
public override void Draw(DrawContext context)
{
if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
@ -25,19 +49,24 @@ namespace SM.Base.Scene
backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
_background?.Draw(backgroundDrawContext);
for(int i = 0; i < Objects.Count; i++)
Objects[i].Draw(context);
base.Draw(context);
context.View = HUDCamera.CalculateViewMatrix();
for (int i = 0; i < HUD.Count; i++)
HUD[i].Draw(context);
}
/// <summary>
/// Called, when the user activates the scene.
/// </summary>
internal void Activate()
{
OnActivating();
}
/// <summary>
/// Called, when the user activates the scene.
/// </summary>
protected virtual void OnActivating()
{ }
}

View file

@ -1,5 +1,8 @@
namespace SM.Base.Scene
{
/// <summary>
/// A iteration of <see cref="IShowItem"/> to reduce clutter.
/// </summary>
public interface IBackgroundItem : IShowItem
{

View file

@ -3,10 +3,21 @@ using SM.Base.Contexts;
namespace SM.Base.Scene
{
/// <summary>
/// Adds functions, that is required for a collection.
/// </summary>
/// <typeparam name="TItem">The type of show item.</typeparam>
public interface IShowCollection<TItem> where TItem : IShowItem
{
/// <summary>
/// The object collection.
/// </summary>
List<TItem> Objects { get; }
/// <summary>
/// This draws the objects in the <see cref="Objects"/> list.
/// </summary>
/// <param name="context">The context how the objects need to be drawn.</param>
void Draw(DrawContext context);
}
}

View file

@ -2,9 +2,20 @@
namespace SM.Base.Scene
{
/// <summary>
/// Adds requirements to object, to be properly used as a update and/or draw item.
/// </summary>
public interface IShowItem
{
/// <summary>
/// Tells the object to update own systems.
/// </summary>
/// <param name="context">The update context</param>
void Update(UpdateContext context);
/// <summary>
/// Tells the object to draw its object.
/// </summary>
/// <param name="context"></param>
void Draw(DrawContext context);
}
}