Files
glitchy-engine-beef/ScriptCore/ScriptGlue.cs
T

79 lines
2.5 KiB
C#

using System;
using System.Runtime.CompilerServices;
using GlitchyEngine.Core;
using GlitchyEngine.Math;
namespace GlitchyEngine;
/// <summary>
/// All methods in here are glued to the ScriptGlue.bf in the engine.
/// </summary>
internal static class ScriptGlue
{
#region Entity
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Entity_AddComponent(UUID entityId, Type componentType);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Entity_HasComponent(UUID entityId, Type componentType);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Entity_RemoveComponent(UUID entityId, Type componentType);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Entity_FindEntityWithName(string name, out UUID uuid);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern object Entity_GetScriptInstance(UUID entityId);
#endregion Entity
#region TransformComponent
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetTranslation(UUID entityId, out float3 translation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetTranslation(UUID entityId, in float3 translation);
#endregion TransformComponent
#region RigidBody2D
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void RigidBody2D_ApplyForce(UUID entityId, in float2 force, float2 point, bool wakeUp);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void RigidBody2D_ApplyForceToCenter(UUID entityId, in float2 force, bool wakeUp);
#endregion RigidBody2D
#region Physics2D
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Physics2D_GetGravity(out float2 gravity);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Physics2D_SetGravity(in float2 gravity);
#endregion Physics2D
#region Math
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float modf_float(float x, out float integerPart);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float2 modf_float2(float2 x, out float2 integerPart);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float3 modf_float3(float3 x, out float3 integerPart);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float4 modf_float4(float4 x, out float4 integerPart);
#endregion
}