ScriptCore: Added more properties to components

- Added CircleRenderer
- Transform: Added Rotation, RotationEuler, RotationAxisAngle and Scale
- RigidBody: Added BodyType and GravityScale
- Added ColorRGBA
This commit is contained in:
Simon Lübeß
2024-01-27 19:46:37 +01:00
parent bc535ddc26
commit 8ff35d3967
12 changed files with 566 additions and 22 deletions
@@ -436,6 +436,12 @@ namespace GlitchyEditor.EditWindows
{ {
rigidBodyComponent.FixedRotation = isFixedRotation; rigidBodyComponent.FixedRotation = isFixedRotation;
} }
float gravityScale = rigidBodyComponent.GravityScale;
if (ImGui.DragFloat("Gravity Scale", &gravityScale))
{
rigidBodyComponent.GravityScale = gravityScale;
}
} }
private static void ShowBoxCollider2DComponentEditor(Entity entity, BoxCollider2DComponent* boxCollider) private static void ShowBoxCollider2DComponentEditor(Entity entity, BoxCollider2DComponent* boxCollider)
+174 -1
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@@ -88,12 +88,12 @@ static class ScriptGlue
RegisterComponent<TransformComponent>("GlitchyEngine.Core.Transform"); RegisterComponent<TransformComponent>("GlitchyEngine.Core.Transform");
RegisterComponent<Rigidbody2DComponent>("GlitchyEngine.Physics.Rigidbody2D"); RegisterComponent<Rigidbody2DComponent>("GlitchyEngine.Physics.Rigidbody2D");
RegisterComponent<CameraComponent>("GlitchyEngine.Core.Camera"); RegisterComponent<CameraComponent>("GlitchyEngine.Core.Camera");
RegisterComponent<CircleRendererComponent>("GlitchyEngine.Graphics.CircleRenderer");
} }
[RegisterMethod] [RegisterMethod]
private static void RegisterCalls() private static void RegisterCalls()
{ {
// Generated at CompTime
} }
private static void RegisterComponent<T>(StringView cSharpClassName = "") where T : struct, new private static void RegisterComponent<T>(StringView cSharpClassName = "") where T : struct, new
@@ -498,6 +498,105 @@ static class ScriptGlue
{ {
rigidbody2D.SetPosition(translation.XY); rigidbody2D.SetPosition(translation.XY);
} }
// TODO: we need to handle repositioning of colliders that are children of the entity with rigidbody...
}
[RegisterCall("ScriptGlue::Transform_GetRotation")]
static void Transform_GetRotation(UUID entityId, out Quaternion rotation)
{
Entity entity = GetEntitySafe(entityId);
rotation = entity.Transform.Rotation;
}
[RegisterCall("ScriptGlue::Transform_SetRotation")]
static void Transform_SetRotation(UUID entityId, in Quaternion rotation)
{
Entity entity = GetEntitySafe(entityId);
entity.Transform.Rotation = rotation;
if (entity.TryGetComponent<Rigidbody2DComponent>(let rigidbody2D))
{
rigidbody2D.SetAngle(entity.Transform.RotationEuler.Z);
}
// TODO: When rotating around the X- or Y-axis we need to deform and reposition the colliders accordingly...
}
[RegisterCall("ScriptGlue::Transform_GetRotationEuler")]
static void Transform_GetRotationEuler(UUID entityId, out float3 rotationEuler)
{
Entity entity = GetEntitySafe(entityId);
rotationEuler = entity.Transform.RotationEuler;
}
[RegisterCall("ScriptGlue::Transform_SetRotationEuler")]
static void Transform_SetRotationEuler(UUID entityId, in float3 rotationEuler)
{
Entity entity = GetEntitySafe(entityId);
entity.Transform.RotationEuler = rotationEuler;
if (entity.TryGetComponent<Rigidbody2DComponent>(let rigidbody2D))
{
rigidbody2D.SetAngle(rotationEuler.Z);
}
}
[Packed]
struct AxisAngle
{
public float3 Axis;
public float Angle;
public this((float3 Axis, float Angle) axisAngle)
{
Axis = axisAngle.Axis;
Angle = axisAngle.Angle;
}
}
[RegisterCall("ScriptGlue::Transform_GetRotationAxisAngle")]
static void Transform_GetRotationAxisAngle(UUID entityId, out AxisAngle rotationAxisAngle)
{
Entity entity = GetEntitySafe(entityId);
rotationAxisAngle = AxisAngle(entity.Transform.RotationAxisAngle);
}
[RegisterCall("ScriptGlue::Transform_SetRotationAxisAngle")]
static void Transform_SetRotationAxisAngle(UUID entityId, AxisAngle rotationAxisAngle)
{
Entity entity = GetEntitySafe(entityId);
entity.Transform.RotationAxisAngle = (rotationAxisAngle.Axis, rotationAxisAngle.Angle);
if (entity.TryGetComponent<Rigidbody2DComponent>(let rigidbody2D))
{
rigidbody2D.SetAngle(entity.Transform.RotationEuler.Z);
}
}
[RegisterCall("ScriptGlue::Transform_GetScale")]
static void Transform_GetScale(UUID entityId, out float3 scale)
{
Entity entity = GetEntitySafe(entityId);
scale = entity.Transform.Scale;
}
[RegisterCall("ScriptGlue::Transform_SetScale")]
static void Transform_SetScale(UUID entityId, float3 scale)
{
Entity entity = GetEntitySafe(entityId);
entity.Transform.Scale = scale;
if (entity.TryGetComponent<Rigidbody2DComponent>(let rigidbody2D))
{
// TODO: we need to scale and reposition the colliders, this is a mess...
}
} }
#endregion TransformComponent #endregion TransformComponent
@@ -574,6 +673,20 @@ static class ScriptGlue
rigidBody.SetAngularVelocity(velocity); rigidBody.SetAngularVelocity(velocity);
} }
[RegisterCall("ScriptGlue::Rigidbody2D_GetBodyType")]
static void Rigidbody2D_GetBodyType(UUID entityId, out Rigidbody2DComponent.BodyType bodyType)
{
Rigidbody2DComponent* rigidBody = GetComponentSafe<Rigidbody2DComponent>(entityId);
bodyType = rigidBody.BodyType;
}
[RegisterCall("ScriptGlue::Rigidbody2D_SetBodyType")]
static void Rigidbody2D_SetBodyType(UUID entityId, in Rigidbody2DComponent.BodyType bodyType)
{
Rigidbody2DComponent* rigidBody = GetComponentSafe<Rigidbody2DComponent>(entityId);
rigidBody.BodyType = bodyType;
}
[RegisterCall("ScriptGlue::Rigidbody2D_IsFixedRotation")] [RegisterCall("ScriptGlue::Rigidbody2D_IsFixedRotation")]
static void Rigidbody2D_IsFixedRotation(UUID entityId, out bool isFixedRotation) static void Rigidbody2D_IsFixedRotation(UUID entityId, out bool isFixedRotation)
{ {
@@ -588,6 +701,20 @@ static class ScriptGlue
rigidBody.FixedRotation = isFixedRotation; rigidBody.FixedRotation = isFixedRotation;
} }
[RegisterCall("ScriptGlue::Rigidbody2D_GetGravityScale")]
static void Rigidbody2D_GetGravityScale(UUID entityId, out float gravityScale)
{
Rigidbody2DComponent* rigidBody = GetComponentSafe<Rigidbody2DComponent>(entityId);
gravityScale = rigidBody.GravityScale;
}
[RegisterCall("ScriptGlue::Rigidbody2D_SetGravityScale")]
static void Rigidbody2D_SetGravityScale(UUID entityId, in float gravityScale)
{
Rigidbody2DComponent* rigidBody = GetComponentSafe<Rigidbody2DComponent>(entityId);
rigidBody.GravityScale = gravityScale;
}
#endregion Rigidbody2D #endregion Rigidbody2D
#region Camera #region Camera
@@ -742,6 +869,52 @@ static class ScriptGlue
#endregion Physics2D #endregion Physics2D
#region CircleRenderer
[RegisterCall("ScriptGlue::CircleRenderer_GetColor")]
static void CircleRenderer_GetColor(UUID entityId, out ColorRGBA color)
{
CircleRendererComponent* circleRenderer = GetComponentSafe<CircleRendererComponent>(entityId);
color = circleRenderer.Color;
}
[RegisterCall("ScriptGlue::CircleRenderer_SetColor")]
static void CircleRenderer_SetColor(UUID entityId, ColorRGBA color)
{
CircleRendererComponent* circleRenderer = GetComponentSafe<CircleRendererComponent>(entityId);
circleRenderer.Color = color;
}
[RegisterCall("ScriptGlue::CircleRenderer_GetUvTransform")]
static void CircleRenderer_GetUvTransform(UUID entityId, out float4 uvTransform)
{
CircleRendererComponent* circleRenderer = GetComponentSafe<CircleRendererComponent>(entityId);
uvTransform = circleRenderer.UvTransform;
}
[RegisterCall("ScriptGlue::CircleRenderer_SetUvTransform")]
static void CircleRenderer_SetUvTransform(UUID entityId, float4 uvTransform)
{
CircleRendererComponent* circleRenderer = GetComponentSafe<CircleRendererComponent>(entityId);
circleRenderer.UvTransform = uvTransform;
}
[RegisterCall("ScriptGlue::CircleRenderer_GetInnerRadius")]
static void CircleRenderer_GetInnerRadius(UUID entityId, out float innerRadius)
{
CircleRendererComponent* circleRenderer = GetComponentSafe<CircleRendererComponent>(entityId);
innerRadius = circleRenderer.InnerRadius;
}
[RegisterCall("ScriptGlue::CircleRenderer_GetInnerRadius")]
static void CircleRenderer_GetInnerRadius(UUID entityId, float innerRadius)
{
CircleRendererComponent* circleRenderer = GetComponentSafe<CircleRendererComponent>(entityId);
circleRenderer.InnerRadius = innerRadius;
}
#endregion
#region Math #region Math
private static void RegisterMathFunctions() private static void RegisterMathFunctions()
@@ -349,11 +349,31 @@ namespace GlitchyEngine.World
struct Rigidbody2DComponent : IDisposableComponent struct Rigidbody2DComponent : IDisposableComponent
{ {
public enum BodyType { Static = 0, Dynamic = 1, Kinematic = 2 } public enum BodyType
{
case Static = 0; case Dynamic = 1; case Kinematic = 2;
public BodyType BodyType = .Static; public b2BodyType GetBox2DBodyType()
{
switch (this)
{
case .Static:
return .b2_staticBody;
case .Dynamic:
return .b2_dynamicBody;
case .Kinematic:
return .b2_kinematicBody;
default:
Log.EngineLogger.AssertDebug(false, "Unknown body type");
return .b2_staticBody;
}
}
}
public bool _fixedRotation = false; private BodyType _bodyType = .Static;
private bool _fixedRotation = false;
private float _gravityScale = 1.0f;
private int _runtimeBody = 0; private int _runtimeBody = 0;
@@ -368,6 +388,20 @@ namespace GlitchyEngine.World
set mut => _runtimeBody = (int)(void*)value; set mut => _runtimeBody = (int)(void*)value;
} }
public BodyType BodyType
{
get => _bodyType;
set mut
{
_bodyType = value;
if (RuntimeBody != null)
{
Box2D.Body.SetBodyType(RuntimeBody, _bodyType.GetBox2DBodyType());
}
}
}
public bool FixedRotation public bool FixedRotation
{ {
get => _fixedRotation; get => _fixedRotation;
@@ -382,6 +416,20 @@ namespace GlitchyEngine.World
} }
} }
public float GravityScale
{
get => _gravityScale;
set mut
{
_gravityScale = value;
if (RuntimeBody != null)
{
Box2D.Body.SetGravityScale(RuntimeBody, _gravityScale);
}
}
}
/*public float LinearDamping /*public float LinearDamping
{ {
get => _linearDamping; get => _linearDamping;
+3 -17
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@@ -204,22 +204,6 @@ namespace GlitchyEngine.World
} }
} }
static b2BodyType GetBox2DBodyType(Rigidbody2DComponent.BodyType bodyType)
{
switch (bodyType)
{
case .Static:
return .b2_staticBody;
case .Dynamic:
return .b2_dynamicBody;
case .Kinematic:
return .b2_kinematicBody;
default:
Log.EngineLogger.AssertDebug(false, "Unknown body type");
return .b2_staticBody;
}
}
/** /**
* Starts the scene. * Starts the scene.
* @param startRuntime If true, the script runtime will be started. * @param startRuntime If true, the script runtime will be started.
@@ -477,7 +461,7 @@ namespace GlitchyEngine.World
var transform = entity.Transform; var transform = entity.Transform;
b2BodyDef def = .(); b2BodyDef def = .();
def.type = GetBox2DBodyType(rigidBody.BodyType); def.type = rigidBody.BodyType.GetBox2DBodyType();
def.userData = (void*)(uint)entity.Handle; def.userData = (void*)(uint)entity.Handle;
// TODO: check how stable this is // TODO: check how stable this is
@@ -488,7 +472,9 @@ namespace GlitchyEngine.World
def.angle = worldRotationEuler.Z; def.angle = worldRotationEuler.Z;
b2Body* body = Box2D.World.CreateBody(_physicsWorld2D, &def); b2Body* body = Box2D.World.CreateBody(_physicsWorld2D, &def);
// BodyType set above
Box2D.Body.SetFixedRotation(body, rigidBody.FixedRotation); Box2D.Body.SetFixedRotation(body, rigidBody.FixedRotation);
Box2D.Body.SetGravityScale(body, rigidBody.GravityScale);
rigidBody.RuntimeBody = body; rigidBody.RuntimeBody = body;
} }
+11 -1
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@@ -186,6 +186,8 @@ class SceneSerializer
Serialize.Value(writer, "BodyType", component.BodyType); Serialize.Value(writer, "BodyType", component.BodyType);
Serialize.Value(writer, "FixedRotation", component.FixedRotation); Serialize.Value(writer, "FixedRotation", component.FixedRotation);
Serialize.Value(writer, "GravityScale", component.GravityScale);
}); });
SerializeComponent<BoxCollider2DComponent>(writer, entity, "BoxCollider2D", scope (component) => SerializeComponent<BoxCollider2DComponent>(writer, entity, "BoxCollider2D", scope (component) =>
@@ -584,13 +586,21 @@ class SceneSerializer
case "Rigidbody2D": case "Rigidbody2D":
Try!(DeserializeComponent<Rigidbody2DComponent>(reader, entity, scope (component) => Try!(DeserializeComponent<Rigidbody2DComponent>(reader, entity, scope (component) =>
{ {
Deserialize.Value(reader, "BodyType", out component.BodyType); Rigidbody2DComponent.BodyType bodyType = .Static;
Deserialize.Value(reader, "BodyType", out bodyType);
component.BodyType = bodyType;
reader.EntryEnd(); reader.EntryEnd();
bool fixedRotation = false; bool fixedRotation = false;
Deserialize.Value(reader, "FixedRotation", out fixedRotation); Deserialize.Value(reader, "FixedRotation", out fixedRotation);
component.FixedRotation = fixedRotation; component.FixedRotation = fixedRotation;
reader.EntryEnd();
Deserialize.Value<float>(reader, "GravityScale", let gravityScale);
component.GravityScale = gravityScale;
return .Ok; return .Ok;
})); }));
case "BoxCollider2D": case "BoxCollider2D":
+53
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@@ -1,3 +1,4 @@
using System.Numerics;
using GlitchyEngine.Math; using GlitchyEngine.Math;
namespace GlitchyEngine.Core; namespace GlitchyEngine.Core;
@@ -35,4 +36,56 @@ public class Transform : Component
} }
set => ScriptGlue.Transform_SetTranslation(Entity.UUID, in value); set => ScriptGlue.Transform_SetTranslation(Entity.UUID, in value);
} }
/// <summary>
/// Gets or sets the rotation of the entity.
/// </summary>
public Quaternion Rotation
{
get
{
ScriptGlue.Transform_GetRotation(Entity.UUID, out Quaternion rotation);
return rotation;
}
set => ScriptGlue.Transform_SetRotation(Entity.UUID, in value);
}
/// <summary>
/// Gets or sets the rotation of the entity in radians around each axis.
/// </summary>
public float3 RotationEuler
{
get
{
ScriptGlue.Transform_GetRotationEuler(Entity.UUID, out float3 rotationEuler);
return rotationEuler;
}
set => ScriptGlue.Transform_SetRotationEuler(Entity.UUID, in value);
}
/// <summary>
/// Gets or sets the rotation of the entity as an axis of rotation and the angle in radians.
/// </summary>
public RotationAxisAngle RotationAxisAngle
{
get
{
ScriptGlue.Transform_GetRotationAxisAngle(Entity.UUID, out RotationAxisAngle rotationEuler);
return rotationEuler;
}
set => ScriptGlue.Transform_SetRotationAxisAngle(Entity.UUID, value);
}
/// <summary>
/// Gets or sets the scale of the entity.
/// </summary>
public float3 Scale
{
get
{
ScriptGlue.Transform_GetScale(Entity.UUID, out float3 scale);
return scale;
}
set => ScriptGlue.Transform_SetScale(Entity.UUID, in value);
}
} }
+51
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@@ -0,0 +1,51 @@
using GlitchyEngine.Core;
using GlitchyEngine.Math;
namespace GlitchyEngine.Graphics;
/// <summary>
/// Component that renders a circle.
/// </summary>
public class CircleRenderer : Component
{
// TODO: Texture2D Sprite
/// <summary>
/// Gets or sets the tint color of the circle.
/// </summary>
public ColorRGBA Color
{
get
{
ScriptGlue.CircleRenderer_GetColor(_uuid, out ColorRGBA color);
return color;
}
set => ScriptGlue.CircleRenderer_SetColor(_uuid, value);
}
/// <summary>
/// Gets or sets the UV transform for the texture. XY are an offset, ZW are scaling
/// </summary>
public float4 UvTransform
{
get
{
ScriptGlue.CircleRenderer_GetUvTransform(_uuid, out float4 uvTransform);
return uvTransform;
}
set => ScriptGlue.CircleRenderer_SetUvTransform(_uuid, value);
}
/// <summary>
/// Gets or sets the inner radius of the torus. 0 means a circle is rendered.
/// </summary>
public float InnerRadius
{
get
{
ScriptGlue.CircleRenderer_GetInnerRadius(_uuid, out float innerRadius);
return innerRadius;
}
set => ScriptGlue.CircleRenderer_SetInnerRadius(_uuid, value);
}
}
+65
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@@ -0,0 +1,65 @@
using System.Runtime.InteropServices;
namespace GlitchyEngine.Math;
using static GlitchyEngine.Math.Math;
/// <summary>
/// Represents a color with red, blue, green color channels and alpha.
/// <br/>Each channel is represented by a <see cref="float"/>
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack=1)]
public struct ColorRGBA
{
internal const float SrgbToLin = 2.2f;
internal const float LinToSRGB = (float)(1.0 / 2.2);
/// <summary>
/// The red component of the color.
/// </summary>
public float R;
/// <summary>
/// The green component of the color.
/// </summary>
public float G;
/// <summary>
/// The blue component of the color.
/// </summary>
public float B;
/// <summary>
/// The alpha component of the color.
/// </summary>
public float A;
/// <summary>
/// Creates a new instance of ColorRGBA with all components set to 0.
/// </summary>
public ColorRGBA() { }
/// <summary>
/// Creates a new instance of ColorRGBA with the specified values.
/// </summary>
/// <param name="r">The red component of the color.</param>
/// <param name="g">The green component of the color.</param>
/// <param name="b">The blue component of the color.</param>
/// <param name="a">The alpha component of the color.</param>
public ColorRGBA(float r, float g, float b, float a = 1.0f)
{
R = r;
G = g;
B = b;
A = a;
}
public static explicit operator float4(ColorRGBA color) => new float4(color.R, color.G, color.B, color.A);
public static explicit operator ColorRGBA(float4 vector) => new ColorRGBA(vector.X, vector.Y, vector.Z, vector.W);
// Converts a Color from sRGB color space to Linear color space.
public static ColorRGBA SRgbToLinear(ColorRGBA sRGB) => new ColorRGBA(pow(sRGB.R, SrgbToLin), pow(sRGB.G, SrgbToLin), pow(sRGB.B, SrgbToLin), sRGB.A);
// Converts a Color from linear color space to sRGB color space.
public static ColorRGBA LinearToSRGB(ColorRGBA linear) => new ColorRGBA(pow(linear.R, LinToSRGB), pow(linear.G, LinToSRGB), pow(linear.B, LinToSRGB), linear.A);
}
+30
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@@ -0,0 +1,30 @@
using System.Runtime.InteropServices;
namespace GlitchyEngine.Math;
/// <summary>
/// Represents a rotation around an axis by a specific angle.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack=1)]
public struct RotationAxisAngle
{
/// <summary>
/// The axis around which the rotation is applied.
/// </summary>
public float3 Axis;
/// <summary>
/// The angle in radians around the <see cref="Axis"/>.
/// </summary>
public float Angle;
/// <summary>
/// Creates a new instance of an axis angle rotation.
/// </summary>
/// <param name="axis">The axis.</param>
/// <param name="angle">The angle in radians.</param>
public RotationAxisAngle(float3 axis, float angle)
{
Axis = axis;
Angle = angle;
}
}
+32
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@@ -0,0 +1,32 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace GlitchyEngine.Physics;
/// <summary>
/// Describes whether the rigid body is static, dynamic or kinematic.
/// </summary>
public enum BodyType : byte
{
/// <summary>
/// A static body does not move under simulation and behaves as if it has infinite mass.
/// Internally, Box2D stores zero for the mass and the inverse mass
/// Static bodies can be moved manually by the user. A static body has zero velocity.
/// Static bodies do not collide with other static or kinematic bodies.
/// </summary>
Static = 0,
/// <summary>
/// A dynamic body is fully simulated. They can be moved manually by the user, but normally they move according to forces.
/// A dynamic body can collide with all body types. A dynamic body always has finite, non-zero mass.
/// 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.
/// </summary>
Dynamic = 1,
/// <summary>
/// A kinematic body moves under simulation according to its velocity.
/// 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.
/// A kinematic body behaves as if it has infinite mass, however, Box2D stores zero for the mass and the inverse mass.
/// Kinematic bodies do not collide with other kinematic or static bodies.
/// </summary>
Kinematic = 2
}
+30
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@@ -101,4 +101,34 @@ public class Rigidbody2D : Component
} }
set => ScriptGlue.Rigidbody2D_SetFixedRotation(_uuid, value); set => ScriptGlue.Rigidbody2D_SetFixedRotation(_uuid, value);
} }
/// <summary>
/// Gets or sets the body type of the rigidbody.
/// </summary>
public BodyType BodyType
{
get
{
ScriptGlue.Rigidbody2D_GetBodyType(_uuid, out BodyType bodyType);
return bodyType;
}
set => ScriptGlue.Rigidbody2D_SetBodyType(_uuid, value);
}
/// <summary>
/// Gets or sets the gravity scale of this rigidbody.
/// 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.
/// </summary>
public float GravityScale
{
get
{
ScriptGlue.Rigidbody2D_GetGravityScale(_uuid, out float gravityScale);
return gravityScale;
}
set => ScriptGlue.Rigidbody2D_SetGravityScale(_uuid, value);
}
} }
+60
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@@ -1,7 +1,9 @@
using System; using System;
using System.Numerics;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using GlitchyEngine.Core; using GlitchyEngine.Core;
using GlitchyEngine.Math; using GlitchyEngine.Math;
using GlitchyEngine.Physics;
using GlitchyEngine.Serialization; using GlitchyEngine.Serialization;
namespace GlitchyEngine; namespace GlitchyEngine;
@@ -79,6 +81,30 @@ internal static class ScriptGlue
[MethodImpl(MethodImplOptions.InternalCall)] [MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetTranslation(UUID entityId, in float3 translation); internal static extern void Transform_SetTranslation(UUID entityId, in float3 translation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetRotation(UUID entityId, out Quaternion rotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetRotation(UUID entityId, in Quaternion rotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetRotationEuler(UUID entityId, out float3 rotationEuler);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetRotationEuler(UUID entityId, in float3 rotationEuler);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetRotationAxisAngle(UUID entityId, out RotationAxisAngle translation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetRotationAxisAngle(UUID entityId, RotationAxisAngle translation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetScale(UUID entityId, out float3 scale);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetScale(UUID entityId, in float3 scale);
#endregion TransformComponent #endregion TransformComponent
#region RigidBody2D #region RigidBody2D
@@ -113,12 +139,24 @@ internal static class ScriptGlue
[MethodImpl(MethodImplOptions.InternalCall)] [MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Rigidbody2D_GetAngularVelocity(UUID entityId, out float velocity); internal static extern void Rigidbody2D_GetAngularVelocity(UUID entityId, out float velocity);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Rigidbody2D_GetBodyType(UUID entityId, out BodyType bodyType);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Rigidbody2D_SetBodyType(UUID entityId, in BodyType bodyType);
[MethodImpl(MethodImplOptions.InternalCall)] [MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Rigidbody2D_IsFixedRotation(UUID entityId, out bool isFixedRotation); internal static extern void Rigidbody2D_IsFixedRotation(UUID entityId, out bool isFixedRotation);
[MethodImpl(MethodImplOptions.InternalCall)] [MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Rigidbody2D_SetFixedRotation(UUID entityId, in bool isFixedRotation); internal static extern void Rigidbody2D_SetFixedRotation(UUID entityId, in bool isFixedRotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Rigidbody2D_GetGravityScale(UUID entityId, out float gravityScale);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Rigidbody2D_SetGravityScale(UUID entityId, in float gravityScale);
#endregion RigidBody2D #endregion RigidBody2D
#region Camera #region Camera
@@ -182,6 +220,28 @@ internal static class ScriptGlue
#endregion Physics2D #endregion Physics2D
#region CircleRenderer
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void CircleRenderer_GetColor(UUID entityId, out ColorRGBA color);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void CircleRenderer_SetColor(UUID entityId, ColorRGBA color);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void CircleRenderer_GetUvTransform(UUID entityId, out float4 uvTransform);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void CircleRenderer_SetUvTransform(UUID entityId, float4 uvTransform);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void CircleRenderer_GetInnerRadius(UUID entityId, out float innerRadius);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void CircleRenderer_SetInnerRadius(UUID entityId, float innerRadius);
#endregion
#region Math #region Math
[MethodImpl(MethodImplOptions.InternalCall)] [MethodImpl(MethodImplOptions.InternalCall)]