Loads and loads of small improvements I added while developing on my game
This commit is contained in:
parent
41421b1df9
commit
a7c71e7ea1
107 changed files with 2278 additions and 1023 deletions
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@ -1,6 +1,7 @@
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#region usings
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using OpenTK;
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using SM.Base.Windows;
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#endregion
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@ -11,48 +12,44 @@ namespace SM.Base.Scene
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/// </summary>
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public abstract class GenericCamera
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{
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/// <summary>
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/// The matrix for the orthographic world.
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/// </summary>
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public static Matrix4 OrthographicWorld { get; protected set; }
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/// <summary>
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/// The matrix for the perspective world.
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/// </summary>
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public static Matrix4 PerspectiveWorld { get; protected set; }
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/// <summary>
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/// This defines what is up. (Normalized)
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/// <para>Default: <see cref="Vector3.UnitY" /></para>
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/// </summary>
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public static Vector3 UpVector { get; set; } = Vector3.UnitY;
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public Vector3 UpVector { get; set; } = Vector3.UnitY;
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/// <summary>
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/// Returns the world matrix that is connected to this camera.
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/// </summary>
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public Matrix4 World { get; protected set; }
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/// <summary>
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/// Contains the view matrix of this camera.
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/// <para>Default: <see cref="Matrix4.Identity" /></para>
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/// </summary>
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public Matrix4 ViewMatrix { get; protected set; } = Matrix4.Identity;
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/// <summary>
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/// Returns the world matrix that is connected to this camera.
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/// </summary>
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public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
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public Matrix4 View { get; protected set; } = Matrix4.Identity;
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/// <summary>
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/// Represents if the camera is orthographic.
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/// </summary>
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public abstract bool Orthographic { get; }
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/// <summary>
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/// Exposure defines the exposure to the Scene.
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/// </summary>
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public float Exposure = 1;
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/// <summary>
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/// Calculates the view matrix.
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/// </summary>
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/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix" /></returns>
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internal Matrix4 CalculateViewMatrix()
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/// <returns>The calculated view matrix. Same as <see cref="View" /></returns>
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internal void CalculateViewMatrix(IGenericWindow window)
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{
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ViewMatrix = ViewCalculation();
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return ViewMatrix;
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View = ViewCalculation(window);
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if (WorldCalculation(window, out Matrix4 world))
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{
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World = world;
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}
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}
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/// <summary>
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@ -60,16 +57,10 @@ namespace SM.Base.Scene
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/// </summary>
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/// <returns>
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/// The new view matrix. This is the returns for <see cref="CalculateViewMatrix" /> and the next value for
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/// <see cref="ViewMatrix" />.
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/// <see cref="View" />.
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/// </returns>
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protected abstract Matrix4 ViewCalculation();
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protected abstract Matrix4 ViewCalculation(IGenericWindow window);
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/// <summary>
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/// This will calculate the world.
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/// <para>This is called on <see cref="GenericWindow{TScene,TCamera}.ViewportCamera" /> to calculate the world.</para>
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/// </summary>
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/// <param name="world">The world scale</param>
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/// <param name="aspect">The aspect ratio from the window.</param>
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public abstract void RecalculateWorld(Vector2 world, float aspect);
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protected abstract bool WorldCalculation(IGenericWindow window, out Matrix4 world);
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}
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}
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@ -2,8 +2,10 @@
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using SM.Base.Contexts;
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using OpenTK;
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using SM.Base;
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using SM.Base.Drawing;
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using SM.Base.Windows;
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#endregion
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@ -12,9 +14,7 @@ namespace SM.Base.Scene
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/// <summary>
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/// Contains a list of show items.
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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public abstract class GenericItemCollection<TItem> : List<TItem>, IShowItem, IShowCollection<TItem>, IScriptable
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where TItem : IShowItem
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public abstract class GenericItemCollection : List<IShowItem>, IShowItem, IShowCollection, IScriptable
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{
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private List<IScriptable> _scriptableObjects = new List<IScriptable>();
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@ -23,7 +23,7 @@ namespace SM.Base.Scene
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/// </summary>
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public ReadOnlyCollection<IScriptable> ScriptableObjects => new ReadOnlyCollection<IScriptable>(_scriptableObjects);
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/// <inheritdoc />
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public List<TItem> Objects => this;
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public List<IShowItem> Objects => this;
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/// <inheritdoc />
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public object Parent { get; set; }
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@ -34,20 +34,32 @@ namespace SM.Base.Scene
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/// <inheritdoc />
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public ICollection<string> Flags { get; set; } = new List<string>() {"collection"};
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public bool Active { get; set; } = true;
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public bool UpdateActive { get; set; } = true;
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public bool RenderActive { get; set; } = true;
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/// <inheritdoc />
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public virtual void Update(UpdateContext context)
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{
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if (!Active || !UpdateActive) return;
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for (var i = 0; i < _scriptableObjects.Count; i++)
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{
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if (!_scriptableObjects[i].Active) continue;
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_scriptableObjects[i].Update(context);
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}
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}
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/// <inheritdoc cref="IShowCollection{TItem}.Draw" />
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/// <inheritdoc cref="IShowCollection.Draw" />
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public virtual void Draw(DrawContext context)
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{
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context.LastPassthough = this;
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if (!Active || !RenderActive) return;
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for (var i = 0; i < Objects.Count; i++)
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{
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if (!this[i].Active) continue;
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this[i].Draw(context);
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}
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}
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/// <inheritdoc />
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@ -63,20 +75,22 @@ namespace SM.Base.Scene
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/// <summary>
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/// Adds a item to the draw and the script collection, when applicable.
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/// </summary>
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public new void Add(TItem item)
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public new void Add(params IShowItem[] items)
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{
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AddObject(item);
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if (item is IScriptable scriptable)
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AddScript(scriptable);
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foreach (var item in items)
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{
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AddObject(item);
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if (item is IScriptable scriptable)
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AddScript(scriptable);
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}
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}
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/// <summary>
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/// Adds the object to the collection.
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/// </summary>
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/// <param name="item"></param>
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public void AddObject(TItem item)
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public void AddObject(IShowItem item)
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{
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base.Add(item);
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item.Parent = this;
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@ -91,23 +105,22 @@ namespace SM.Base.Scene
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_scriptableObjects.Add(item);
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}
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/// <summary>
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/// Removes a item from the draw and script collection, when applicable.
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/// </summary>
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/// <param name="item"></param>
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public new void Remove(TItem item)
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public new void Remove(params IShowItem[] items)
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{
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RemoveObject(item);
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foreach (var item in items)
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{
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RemoveObject(item);
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if (item.GetType().IsAssignableFrom(typeof(IScriptable)))
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RemoveScript((IScriptable)item);
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if (item is IScriptable scriptable)
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RemoveScript(scriptable);
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}
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}
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/// <summary>
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/// Remove the object from the draw collection.
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/// </summary>
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/// <param name="item"></param>
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public void RemoveObject(TItem item)
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public void RemoveObject(IShowItem item)
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{
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base.Remove(item);
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item.Parent = null;
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@ -123,15 +136,27 @@ namespace SM.Base.Scene
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_scriptableObjects.Remove(item);
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}
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public ICollection<IShowItem> GetAllItems(bool includeCollections = false)
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{
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List<IShowItem> items = new List<IShowItem>();
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for (var i = 0; i < this.Count; i++)
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{
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if (!includeCollections && this[i] is IShowCollection) continue;
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items.Add(this[i]);
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}
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return items;
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}
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/// <summary>
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/// Returns a object with this name or the default, if not available.
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/// <para>Not reclusive.</para>
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public TItem GetItemByName(string name)
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public IShowItem GetItemByName(string name)
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{
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TItem obj = default;
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IShowItem obj = default;
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for (var i = 0; i < Count; i++)
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if (this[i].Name == name)
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{
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@ -148,7 +173,7 @@ namespace SM.Base.Scene
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/// </summary>
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/// <typeparam name="TGetItem">Type of return</typeparam>
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public TGetItem GetItemByName<TGetItem>(string name)
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where TGetItem : TItem
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where TGetItem : IShowItem
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{
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return (TGetItem) GetItemByName(name);
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}
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/// Returns all object that have this flag.
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/// <para>Only in this list.</para>
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/// </summary>
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public ICollection<TItem> GetItemsWithFlag(string flag)
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public ICollection<IShowItem> GetItemsWithFlag(string flag)
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{
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var list = new List<TItem>();
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var list = new List<IShowItem>();
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for (var i = 0; i < Count; i++)
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{
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var obj = this[i];
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@ -176,19 +201,19 @@ namespace SM.Base.Scene
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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/// <typeparam name="TTransformation">The type of transformation.</typeparam>
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public abstract class GenericItemCollection<TItem, TTransformation> : GenericItemCollection<TItem>
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where TItem : IShowItem
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public abstract class GenericItemCollection<TTransformation> : GenericItemCollection, IShowTransformItem<TTransformation>
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where TTransformation : GenericTransformation, new()
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{
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/// <summary>
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/// Transformation of the collection
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/// </summary>
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public TTransformation Transform = new TTransformation();
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public TTransformation Transform { get; set; } = new TTransformation();
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/// <inheritdoc />
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public override void Draw(DrawContext context)
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{
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context.ModelMaster = Transform.GetMatrix() * context.ModelMaster;
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Transform.LastMaster = context.ModelMatrix;
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context.ModelMatrix = Transform.MergeMatrix(context.ModelMatrix);
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base.Draw(context);
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}
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@ -3,8 +3,11 @@
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using System;
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using System.Collections.Generic;
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using System.Dynamic;
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using SM.Base.Contexts;
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using System.Windows.Controls;
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using SM.Base;
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using SM.Base.Drawing;
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using SM.Base.Windows;
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using SM.Utility;
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#endregion
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@ -13,8 +16,11 @@ namespace SM.Base.Scene
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/// <summary>
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/// A generic scene, that imports functions for scene control.
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/// </summary>
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public abstract class GenericScene
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public abstract class GenericScene : IInitializable
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{
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private GenericItemCollection _hud;
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private GenericItemCollection _objectCollection;
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private IBackgroundItem _background;
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private Dictionary<Type, object> _extensions = new Dictionary<Type, object>();
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}
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/// <summary>
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/// The active camera, that is used if the context doesn't force the viewport camera.
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/// <para>If none set, it automaticly uses the viewport camera.</para>
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/// Objects inside the scene.
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/// </summary>
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internal GenericCamera _camera { get; set; }
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public GenericItemCollection Objects
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{
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get => _objectCollection;
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set
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{
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value.Parent = this;
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_objectCollection = value;
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}
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}
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/// <summary>
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/// This defines the HUD objects.
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/// </summary>
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public GenericItemCollection HUD
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{
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get => _hud;
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set
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{
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value.Parent = this;
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_hud = value;
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}
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}
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/// <summary>
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/// A collection for cameras to switch easier to different cameras.
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/// </summary>
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@ -45,15 +71,38 @@ namespace SM.Base.Scene
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/// <summary>
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/// If true, the scene was already initialized.
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/// </summary>
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public bool IsInitialized { get; private set; }
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public bool IsInitialized { get; set; }
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/// <summary>
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/// If true, shows a axis helper at (0,0,0)
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/// </summary>
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public bool ShowAxisHelper { get; set; } = false;
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/// <summary>
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/// The active camera, that is used if the context doesn't force the viewport camera.
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/// <para>If none set, it automaticly uses the viewport camera.</para>
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/// </summary>
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public GenericCamera Camera { get; set; }
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/// <summary>
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/// A camera to control the background.
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/// </summary>
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public GenericCamera BackgroundCamera { get; set; }
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/// <summary>
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/// A camera to control the HUD.
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/// </summary>
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public GenericCamera HUDCamera { get; set; }
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/// <summary>
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/// Updates this scene.
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/// </summary>
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/// <param name="context"></param>
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public virtual void Update(UpdateContext context)
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{
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_objectCollection?.Update(context);
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_hud?.Update(context);
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}
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/// <summary>
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@ -61,15 +110,61 @@ namespace SM.Base.Scene
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/// </summary>
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public virtual void Draw(DrawContext context)
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{
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DrawBackground(context);
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DrawMainObjects(context);
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DrawHUD(context);
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DrawDebug(context);
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}
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/// <summary>
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/// Draws only the background.
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/// </summary>
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/// <param name="context"></param>
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public void DrawBackground(DrawContext context)
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{
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var backgroundDrawContext = context;
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backgroundDrawContext.SetCamera(BackgroundCamera);
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_Background?.Draw(backgroundDrawContext);
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}
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/// <summary>
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/// Draws only the main objects
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/// </summary>
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/// <param name="context"></param>
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public void DrawMainObjects(DrawContext context)
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{
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if (!context.Window.ForceViewportCamera && Camera != null) context.SetCamera(Camera);
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_objectCollection.Draw(context);
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}
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/// <summary>
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/// Draws only the HUD
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/// </summary>
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/// <param name="context"></param>
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public void DrawHUD(DrawContext context)
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{
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context.SetCamera(HUDCamera);
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_hud?.Draw(context);
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}
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/// <summary>
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/// Draw the debug informations.
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/// </summary>
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/// <param name="context"></param>
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public virtual void DrawDebug(DrawContext context)
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{
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}
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/// <summary>
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/// Adds a extension to the scene.
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/// </summary>
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/// <param name="extension"></param>
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public virtual void SetExtension(object extension)
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{
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_extensions[extension.GetType()] = extension;
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_extensions[extension.GetType()] = extension;
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}
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/// <summary>
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@ -89,32 +184,19 @@ namespace SM.Base.Scene
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return (T)ext;
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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internal void Activate()
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{
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if (!IsInitialized)
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{
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OnInitialization();
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IsInitialized = true;
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}
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OnActivating();
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public virtual void Activate()
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{
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}
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/// <summary>
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/// Called, when the user activates the scene for the first time.
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/// </summary>
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protected virtual void OnInitialization()
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{ }
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public virtual void Initialization()
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{
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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protected virtual void OnActivating()
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{ }
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}
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public virtual void Deactivate() {}
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}
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/// <summary>
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@ -123,117 +205,43 @@ namespace SM.Base.Scene
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/// <typeparam name="TCamera">The type of cameras.</typeparam>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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/// <typeparam name="TCollection">The type for collections</typeparam>
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public abstract class GenericScene<TCamera, TCollection, TItem> : GenericScene
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public abstract class GenericScene<TCamera, TCollection> : GenericScene
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where TCamera : GenericCamera, new()
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where TCollection : GenericItemCollection<TItem>, new()
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where TItem : IShowItem
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where TCollection : GenericItemCollection, new()
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{
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private TCollection _hud = new TCollection();
|
||||
private TCollection _objectCollection = new TCollection();
|
||||
|
||||
/// <summary>
|
||||
/// If true, shows a axis helper at (0,0,0)
|
||||
/// </summary>
|
||||
public bool ShowAxisHelper { get; set; } = false;
|
||||
|
||||
/// <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 => (TCamera) _camera;
|
||||
|
||||
/// <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>
|
||||
/// Objects inside the scene.
|
||||
/// </summary>
|
||||
public TCollection Objects
|
||||
public new TCollection Objects
|
||||
{
|
||||
get => _objectCollection;
|
||||
set
|
||||
get => (TCollection) base.Objects;
|
||||
set => base.Objects = value;
|
||||
}
|
||||
|
||||
public new TCollection HUD
|
||||
{
|
||||
get
|
||||
{
|
||||
value.Parent = this;
|
||||
_objectCollection = value;
|
||||
base.HUD ??= new TCollection();
|
||||
return (TCollection) base.HUD;
|
||||
}
|
||||
set => base.HUD = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This defines the HUD objects.
|
||||
/// </summary>
|
||||
public TCollection HUD
|
||||
public new TCamera Camera
|
||||
{
|
||||
get => _hud;
|
||||
set
|
||||
{
|
||||
value.Parent = this;
|
||||
_hud = value;
|
||||
}
|
||||
get => (TCamera) base.Camera;
|
||||
set => base.Camera = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Update(UpdateContext context)
|
||||
public new TCamera HUDCamera
|
||||
{
|
||||
_objectCollection.Update(context);
|
||||
_hud.Update(context);
|
||||
get => (TCamera) base.HUDCamera;
|
||||
set => base.HUDCamera = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Draw(DrawContext context)
|
||||
public new TCamera BackgroundCamera
|
||||
{
|
||||
DrawBackground(context);
|
||||
|
||||
DrawMainObjects(context);
|
||||
|
||||
DrawHUD(context);
|
||||
DrawDebug(context);
|
||||
get => (TCamera) base.BackgroundCamera;
|
||||
set => base.BackgroundCamera = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws only the background.
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
public void DrawBackground(DrawContext context)
|
||||
{
|
||||
var backgroundDrawContext = context;
|
||||
backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
|
||||
_Background?.Draw(backgroundDrawContext);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws only the main objects
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
public void DrawMainObjects(DrawContext context)
|
||||
{
|
||||
if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
|
||||
_objectCollection.Draw(context);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws only the HUD
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
public void DrawHUD(DrawContext context)
|
||||
{
|
||||
context.View = HUDCamera.CalculateViewMatrix();
|
||||
_hud.Draw(context);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw the debug informations.
|
||||
/// </summary>
|
||||
/// <param name="context"></param>
|
||||
public virtual void DrawDebug(DrawContext context)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,4 +1,5 @@
|
|||
using SM.Base.Contexts;
|
||||
using SM.Base;
|
||||
using SM.Base.Windows;
|
||||
|
||||
namespace SM.Base.Scene
|
||||
{
|
||||
|
|
@ -7,6 +8,8 @@ namespace SM.Base.Scene
|
|||
/// </summary>
|
||||
public interface IScriptable
|
||||
{
|
||||
bool Active { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Updates the object.
|
||||
/// </summary>
|
||||
|
|
|
|||
|
|
@ -1,7 +1,8 @@
|
|||
#region usings
|
||||
|
||||
using System.Collections.Generic;
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base;
|
||||
using SM.Base.Windows;
|
||||
|
||||
#endregion
|
||||
|
||||
|
|
@ -11,12 +12,12 @@ namespace SM.Base.Scene
|
|||
/// 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
|
||||
public interface IShowCollection
|
||||
{
|
||||
/// <summary>
|
||||
/// The object collection.
|
||||
/// </summary>
|
||||
List<TItem> Objects { get; }
|
||||
List<IShowItem> Objects { get; }
|
||||
|
||||
/// <summary>
|
||||
/// This draws the objects in the <see cref="Objects" /> list.
|
||||
|
|
|
|||
|
|
@ -1,7 +1,10 @@
|
|||
#region usings
|
||||
|
||||
using System.Collections.Generic;
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base;
|
||||
using SM.Base.Drawing;
|
||||
using SM.Base.Windows;
|
||||
using SM.OGL.Mesh;
|
||||
|
||||
#endregion
|
||||
|
||||
|
|
@ -26,6 +29,8 @@ namespace SM.Base.Scene
|
|||
/// Contains specific flags for the object.
|
||||
/// </summary>
|
||||
ICollection<string> Flags { get; set; }
|
||||
|
||||
bool Active { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Tells the object to draw its object.
|
||||
|
|
@ -43,4 +48,19 @@ namespace SM.Base.Scene
|
|||
/// </summary>
|
||||
void OnRemoved(object sender);
|
||||
}
|
||||
|
||||
public interface ITransformItem<TTransform>
|
||||
where TTransform : GenericTransformation
|
||||
{
|
||||
TTransform Transform { get; set; }
|
||||
}
|
||||
|
||||
public interface IShowTransformItem<TTransform> : IShowItem, ITransformItem<TTransform>
|
||||
where TTransform : GenericTransformation
|
||||
{}
|
||||
|
||||
public interface IModelItem
|
||||
{
|
||||
GenericMesh Mesh { get; set; }
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue