mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
EditVector: Allow Disabling individual components
+ Disable XY-Angle when Entity has Rigidbody2D Component (This is something for future me, I couldn't figure it out...) + Start of handling of non trivial tranform nesting and rotations on XY axes + TranformComponent.RotationEuler: Normalize quaternion before converison
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@@ -119,21 +119,21 @@ namespace ImGui
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protected internal static extern void CleanupFrame();
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/// Control to edit a vector 2 with drag functionality and reset buttons
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public static bool Editfloat2(StringView label, ref float2 value, float2 resetValues = .Zero, float dragSpeed = 0.1f, float columnWidth = 100f, float2 minValue = .Zero, float2 maxValue = .Zero)
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public static bool Editfloat2(StringView label, ref float2 value, float2 resetValues = .Zero, float dragSpeed = 0.1f, float columnWidth = 100f, float2 minValue = .Zero, float2 maxValue = .Zero, bool2 componentEnabled = true)
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{
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return EditVector<2>(label, ref *(float[2]*)&value, (float[2])resetValues, dragSpeed, columnWidth, (float[2])minValue, (float[2])maxValue);
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return EditVector<2>(label, ref *(float[2]*)&value, (float[2])resetValues, dragSpeed, columnWidth, (float[2])minValue, (float[2])maxValue, (bool[2])componentEnabled);
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}
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/// Control to edit a vector 3 with drag functionality and reset buttons
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public static bool Editfloat3(StringView label, ref float3 value, float3 resetValues = .Zero, float dragSpeed = 0.1f, float columnWidth = 100f, float3 minValue = .Zero, float3 maxValue = .Zero)
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public static bool Editfloat3(StringView label, ref float3 value, float3 resetValues = .Zero, float dragSpeed = 0.1f, float columnWidth = 100f, float3 minValue = .Zero, float3 maxValue = .Zero, bool3 componentEnabled = true)
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{
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return EditVector<3>(label, ref *(float[3]*)&value, (float[3])resetValues, dragSpeed, columnWidth, (float[3])minValue, (float[3])maxValue);
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return EditVector<3>(label, ref *(float[3]*)&value, (float[3])resetValues, dragSpeed, columnWidth, (float[3])minValue, (float[3])maxValue, (bool[3])componentEnabled);
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}
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/// Control to edit a vector 4 with drag functionality and reset buttons
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public static bool Editfloat4(StringView label, ref float4 value, float4 resetValues = .Zero, float dragSpeed = 0.1f, float columnWidth = 100f, float4 minValue = .Zero, float4 maxValue = .Zero)
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public static bool Editfloat4(StringView label, ref float4 value, float4 resetValues = .Zero, float dragSpeed = 0.1f, float columnWidth = 100f, float4 minValue = .Zero, float4 maxValue = .Zero, bool4 componentEnabled = true)
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{
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return EditVector<4>(label, ref *(float[4]*)&value, (float[4])resetValues, dragSpeed, columnWidth, (float[4])minValue, (float[4])maxValue);
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return EditVector<4>(label, ref *(float[4]*)&value, (float[4])resetValues, dragSpeed, columnWidth, (float[4])minValue, (float[4])maxValue, (bool[4])componentEnabled);
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}
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static (ColorRGBA Default, ColorRGBA Hovered, ColorRGBA Active)[?] VectorButtonColors = .(
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@@ -142,7 +142,7 @@ namespace ImGui
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(.(55, 55, 230), .(55, 55, 150), .(90, 90, 230)),
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(.(230, 25, 45), .(230, 25, 45), .(230, 25, 45)));
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public static bool EditVector<NumComponents>(StringView label, ref float[NumComponents] value, float[NumComponents] resetValues = .(), float dragSpeed = 0.1f, float columnWidth = 100f, float[NumComponents] minValue = .(), float[NumComponents] maxValue = .()) where NumComponents : const int32
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public static bool EditVector<NumComponents>(StringView label, ref float[NumComponents] value, float[NumComponents] resetValues = .(), float dragSpeed = 0.1f, float columnWidth = 100f, float[NumComponents] minValue = .(), float[NumComponents] maxValue = .(), bool[NumComponents] componentEnabled = .()) where NumComponents : const int32
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{
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const String[?] componentNames = .("X", "Y", "Z", "W");
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const String[?] componentIds = .("##X", "##Y", "##Z", "##W");
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@@ -182,7 +182,9 @@ namespace ImGui
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PushStyleColor(.Button, VectorButtonColors[i].Default.ImGuiU32);
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PushStyleColor(.ButtonHovered, VectorButtonColors[i].Hovered.ImGuiU32);
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PushStyleColor(.ButtonActive, VectorButtonColors[i].Active.ImGuiU32);
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ImGui.BeginDisabled(!componentEnabled[i]);
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if (Button(componentNames[i], buttonSize))
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{
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value[i] = resetValues[i];
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@@ -202,7 +204,8 @@ namespace ImGui
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Mouse.LockCurrentPosition(mouseLockId);
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}*/
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}
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ImGui.EndDisabled();
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/*if (IsItemDeactivatedAfterEdit())
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{
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deactivated = true;
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@@ -103,7 +103,7 @@ namespace GlitchyEngine.World
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*/
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public float3 RotationEuler
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{
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get => Quaternion.ToEulerAngles(_rotation);
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get => Quaternion.ToEulerAngles(normalize(_rotation));
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set mut => Rotation = Quaternion.FromEulerAngles(value.Y, value.X, value.Z);
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}
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@@ -644,7 +644,13 @@ namespace GlitchyEngine.World
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b2Body* body = rigidbody.RuntimeBody;
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b2Vec2 position = Box2D.Body.GetPosition(body);
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float angle = Box2D.Body.GetAngle(body);
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b2Transform bodyTransform = Box2D.Body.GetTransform(body);
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float cos = sqrt((1 + bodyTransform.q.c) / 2);
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float sin = sqrt((1 - bodyTransform.q.c) / 2) * sign(bodyTransform.q.s);
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Quaternion rotation = .(0, 0, sin, cos)..Normalize();
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if (entity.Parent != null)
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{
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Matrix worldToParent = entity.Parent.Value.Transform.WorldTransform.Invert();
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@@ -654,14 +660,22 @@ namespace GlitchyEngine.World
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// TODO: when the parent of the rigidbody-entity is rotated, the rotation is applied wrong...
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Matrix.Decompose(worldToParent, let p, var worldToParentRotation, let s);
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Quaternion newLocalRotation = (worldToParentRotation * Quaternion.FromEulerAngles(0, 0, angle))..Normalize();
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//Quaternion newLocalRotation = (worldToParentRotation..Normalize() * rotation..Normalize())..Normalize();
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//Quaternion newLocalRotation = (rotation * worldToParentRotation..Normalize())..Normalize();
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//Quaternion newLocalRotation = (worldToParentRotation * rotation)..Normalize();
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Quaternion newLocalRotation = rotation..Normalize();
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//Quaternion newLocalRotation = Quaternion.FromEulerAngles(0, 0, angle)..Normalize();
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// TODO: when the parent has rotation on X or Y everything breaks even more...
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transform.Rotation = (newLocalRotation * Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0))..Normalize();
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//transform.Rotation = (Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0)..Normalize() * newLocalRotation)..Normalize();//(newLocalRotation * Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0))..Normalize();
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//transform.Rotation = ((transform.Rotation..Normalize() * Quaternion.FromEulerAngles(0, 0, transform.RotationEuler.Z)..Normalize())..Normalize() * newLocalRotation)..Normalize();//(newLocalRotation * Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0))..Normalize();
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transform.Rotation = (newLocalRotation)..Normalize();//(newLocalRotation * Quaternion.FromEulerAngles(transform.RotationEuler.Y, transform.RotationEuler.X, 0))..Normalize();
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}
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else
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{
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transform.Position = .(position.x, position.y, transform.Position.Z);
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transform.RotationEuler = .(transform.RotationEuler.XY, angle);
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//transform.RotationEuler = .(transform.RotationEuler.XY, angle);
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//transform.RotationEuler = .(0, 0, angle);
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transform.Rotation = normalize(rotation * normalize(Quaternion.FromEulerAngles(transform.RotationEuler.X, transform.RotationEuler.Y, 0)));
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}
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}
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}
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