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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
ScriptCore: Added more properties to components
- Added CircleRenderer - Transform: Added Rotation, RotationEuler, RotationAxisAngle and Scale - RigidBody: Added BodyType and GravityScale - Added ColorRGBA
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@@ -1,3 +1,4 @@
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using System.Numerics;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Core;
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@@ -35,4 +36,56 @@ public class Transform : Component
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}
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set => ScriptGlue.Transform_SetTranslation(Entity.UUID, in value);
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}
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/// <summary>
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/// Gets or sets the rotation of the entity.
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/// </summary>
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public Quaternion Rotation
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{
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get
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{
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ScriptGlue.Transform_GetRotation(Entity.UUID, out Quaternion rotation);
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return rotation;
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}
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set => ScriptGlue.Transform_SetRotation(Entity.UUID, in value);
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}
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/// <summary>
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/// Gets or sets the rotation of the entity in radians around each axis.
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/// </summary>
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public float3 RotationEuler
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{
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get
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{
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ScriptGlue.Transform_GetRotationEuler(Entity.UUID, out float3 rotationEuler);
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return rotationEuler;
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}
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set => ScriptGlue.Transform_SetRotationEuler(Entity.UUID, in value);
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}
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/// <summary>
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/// Gets or sets the rotation of the entity as an axis of rotation and the angle in radians.
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/// </summary>
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public RotationAxisAngle RotationAxisAngle
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{
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get
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{
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ScriptGlue.Transform_GetRotationAxisAngle(Entity.UUID, out RotationAxisAngle rotationEuler);
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return rotationEuler;
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}
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set => ScriptGlue.Transform_SetRotationAxisAngle(Entity.UUID, value);
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}
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/// <summary>
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/// Gets or sets the scale of the entity.
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/// </summary>
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public float3 Scale
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{
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get
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{
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ScriptGlue.Transform_GetScale(Entity.UUID, out float3 scale);
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return scale;
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}
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set => ScriptGlue.Transform_SetScale(Entity.UUID, in value);
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}
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}
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@@ -0,0 +1,51 @@
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Graphics;
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/// <summary>
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/// Component that renders a circle.
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/// </summary>
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public class CircleRenderer : Component
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{
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// TODO: Texture2D Sprite
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/// <summary>
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/// Gets or sets the tint color of the circle.
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/// </summary>
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public ColorRGBA Color
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{
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get
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{
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ScriptGlue.CircleRenderer_GetColor(_uuid, out ColorRGBA color);
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return color;
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}
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set => ScriptGlue.CircleRenderer_SetColor(_uuid, value);
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}
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/// <summary>
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/// Gets or sets the UV transform for the texture. XY are an offset, ZW are scaling
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/// </summary>
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public float4 UvTransform
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{
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get
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{
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ScriptGlue.CircleRenderer_GetUvTransform(_uuid, out float4 uvTransform);
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return uvTransform;
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}
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set => ScriptGlue.CircleRenderer_SetUvTransform(_uuid, value);
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}
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/// <summary>
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/// Gets or sets the inner radius of the torus. 0 means a circle is rendered.
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/// </summary>
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public float InnerRadius
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{
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get
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{
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ScriptGlue.CircleRenderer_GetInnerRadius(_uuid, out float innerRadius);
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return innerRadius;
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}
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set => ScriptGlue.CircleRenderer_SetInnerRadius(_uuid, value);
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}
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}
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@@ -0,0 +1,65 @@
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using System.Runtime.InteropServices;
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namespace GlitchyEngine.Math;
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using static GlitchyEngine.Math.Math;
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/// <summary>
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/// Represents a color with red, blue, green color channels and alpha.
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/// <br/>Each channel is represented by a <see cref="float"/>
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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public struct ColorRGBA
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{
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internal const float SrgbToLin = 2.2f;
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internal const float LinToSRGB = (float)(1.0 / 2.2);
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/// <summary>
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/// The red component of the color.
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/// </summary>
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public float R;
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/// <summary>
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/// The green component of the color.
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/// </summary>
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public float G;
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/// <summary>
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/// The blue component of the color.
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/// </summary>
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public float B;
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/// <summary>
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/// The alpha component of the color.
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/// </summary>
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public float A;
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/// <summary>
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/// Creates a new instance of ColorRGBA with all components set to 0.
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/// </summary>
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public ColorRGBA() { }
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/// <summary>
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/// Creates a new instance of ColorRGBA with the specified values.
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/// </summary>
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/// <param name="r">The red component of the color.</param>
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/// <param name="g">The green component of the color.</param>
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/// <param name="b">The blue component of the color.</param>
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/// <param name="a">The alpha component of the color.</param>
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public ColorRGBA(float r, float g, float b, float a = 1.0f)
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{
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R = r;
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G = g;
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B = b;
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A = a;
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}
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public static explicit operator float4(ColorRGBA color) => new float4(color.R, color.G, color.B, color.A);
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public static explicit operator ColorRGBA(float4 vector) => new ColorRGBA(vector.X, vector.Y, vector.Z, vector.W);
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// Converts a Color from sRGB color space to Linear color space.
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public static ColorRGBA SRgbToLinear(ColorRGBA sRGB) => new ColorRGBA(pow(sRGB.R, SrgbToLin), pow(sRGB.G, SrgbToLin), pow(sRGB.B, SrgbToLin), sRGB.A);
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// Converts a Color from linear color space to sRGB color space.
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public static ColorRGBA LinearToSRGB(ColorRGBA linear) => new ColorRGBA(pow(linear.R, LinToSRGB), pow(linear.G, LinToSRGB), pow(linear.B, LinToSRGB), linear.A);
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}
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@@ -0,0 +1,30 @@
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using System.Runtime.InteropServices;
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namespace GlitchyEngine.Math;
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/// <summary>
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/// Represents a rotation around an axis by a specific angle.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack=1)]
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public struct RotationAxisAngle
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{
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/// <summary>
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/// The axis around which the rotation is applied.
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/// </summary>
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public float3 Axis;
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/// <summary>
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/// The angle in radians around the <see cref="Axis"/>.
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/// </summary>
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public float Angle;
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/// <summary>
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/// Creates a new instance of an axis angle rotation.
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/// </summary>
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/// <param name="axis">The axis.</param>
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/// <param name="angle">The angle in radians.</param>
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public RotationAxisAngle(float3 axis, float angle)
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{
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Axis = axis;
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Angle = angle;
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}
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}
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@@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace GlitchyEngine.Physics;
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/// <summary>
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/// Describes whether the rigid body is static, dynamic or kinematic.
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/// </summary>
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public enum BodyType : byte
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{
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/// <summary>
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/// A static body does not move under simulation and behaves as if it has infinite mass.
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/// Internally, Box2D stores zero for the mass and the inverse mass
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/// Static bodies can be moved manually by the user. A static body has zero velocity.
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/// Static bodies do not collide with other static or kinematic bodies.
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/// </summary>
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Static = 0,
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/// <summary>
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/// A dynamic body is fully simulated. They can be moved manually by the user, but normally they move according to forces.
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/// A dynamic body can collide with all body types. A dynamic body always has finite, non-zero mass.
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/// If you try to set the mass of a dynamic body to zero, it will automatically acquire a mass of one kilogram and it won't rotate.
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/// </summary>
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Dynamic = 1,
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/// <summary>
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/// A kinematic body moves under simulation according to its velocity.
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/// Kinematic bodies do not respond to forces. They can be moved manually by the user, but normally a kinematic body is moved by setting its velocity.
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/// A kinematic body behaves as if it has infinite mass, however, Box2D stores zero for the mass and the inverse mass.
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/// Kinematic bodies do not collide with other kinematic or static bodies.
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/// </summary>
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Kinematic = 2
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}
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@@ -101,4 +101,34 @@ public class Rigidbody2D : Component
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}
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set => ScriptGlue.Rigidbody2D_SetFixedRotation(_uuid, value);
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}
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/// <summary>
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/// Gets or sets the body type of the rigidbody.
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/// </summary>
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public BodyType BodyType
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{
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get
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{
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ScriptGlue.Rigidbody2D_GetBodyType(_uuid, out BodyType bodyType);
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return bodyType;
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}
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set => ScriptGlue.Rigidbody2D_SetBodyType(_uuid, value);
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}
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/// <summary>
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/// Gets or sets the gravity scale of this rigidbody.
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/// E.g. a value of 0.0 means, that the rigidbody is not affected by gravity and a value of -1.0 means, that it gravity is inverted.
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/// </summary>
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public float GravityScale
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{
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get
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{
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ScriptGlue.Rigidbody2D_GetGravityScale(_uuid, out float gravityScale);
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return gravityScale;
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}
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set => ScriptGlue.Rigidbody2D_SetGravityScale(_uuid, value);
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}
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}
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@@ -1,7 +1,9 @@
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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using GlitchyEngine.Physics;
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using GlitchyEngine.Serialization;
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namespace GlitchyEngine;
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@@ -78,6 +80,30 @@ internal static class ScriptGlue
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_SetTranslation(UUID entityId, in float3 translation);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_GetRotation(UUID entityId, out Quaternion rotation);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_SetRotation(UUID entityId, in Quaternion rotation);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_GetRotationEuler(UUID entityId, out float3 rotationEuler);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_SetRotationEuler(UUID entityId, in float3 rotationEuler);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_GetRotationAxisAngle(UUID entityId, out RotationAxisAngle translation);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_SetRotationAxisAngle(UUID entityId, RotationAxisAngle translation);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_GetScale(UUID entityId, out float3 scale);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_SetScale(UUID entityId, in float3 scale);
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#endregion TransformComponent
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@@ -113,12 +139,24 @@ internal static class ScriptGlue
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Rigidbody2D_GetAngularVelocity(UUID entityId, out float velocity);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Rigidbody2D_GetBodyType(UUID entityId, out BodyType bodyType);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Rigidbody2D_SetBodyType(UUID entityId, in BodyType bodyType);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Rigidbody2D_IsFixedRotation(UUID entityId, out bool isFixedRotation);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Rigidbody2D_SetFixedRotation(UUID entityId, in bool isFixedRotation);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Rigidbody2D_GetGravityScale(UUID entityId, out float gravityScale);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Rigidbody2D_SetGravityScale(UUID entityId, in float gravityScale);
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#endregion RigidBody2D
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#region Camera
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@@ -182,6 +220,28 @@ internal static class ScriptGlue
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#endregion Physics2D
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#region CircleRenderer
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void CircleRenderer_GetColor(UUID entityId, out ColorRGBA color);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void CircleRenderer_SetColor(UUID entityId, ColorRGBA color);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void CircleRenderer_GetUvTransform(UUID entityId, out float4 uvTransform);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void CircleRenderer_SetUvTransform(UUID entityId, float4 uvTransform);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void CircleRenderer_GetInnerRadius(UUID entityId, out float innerRadius);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void CircleRenderer_SetInnerRadius(UUID entityId, float innerRadius);
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#endregion
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#region Math
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[MethodImpl(MethodImplOptions.InternalCall)]
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