Started Transform .Net API
- Euler Rotate
- Set local translation
- Separated C# modules
- Bumped Coral 🪸
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@@ -62,39 +62,64 @@ namespace Nuake {
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SPRITE
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};
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bool EntityHasComponent(uint32_t handle, uint32_t componentEnumValue)
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bool EntityHasComponent(int id, int componentType)
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{
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Entity entity = { (entt::entity)handle, Engine::GetCurrentScene().get()};
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uint32_t componentEnumValue = 3;
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//Entity entity = Engine::GetCurrentScene()->GetEntityByID(id);
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Entity entity = { (entt::entity)(id), Engine::GetCurrentScene().get()};
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if (entity.IsValid())
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if (!entity.IsValid())
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{
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return false;
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}
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switch (static_cast<ComponentTypes>(componentEnumValue))
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{
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case PARENT: return entity.HasComponent<ParentComponent>();
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case NAME: return entity.HasComponent<NameComponent>();
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case PREFAB: return entity.HasComponent<PrefabComponent>();
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case TRANSFORM: return entity.HasComponent<TransformComponent>();
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case LIGHT: return entity.HasComponent<LightComponent>();
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case CAMERA: return entity.HasComponent<CameraComponent>();
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case AUDIO_EMITTER: return entity.HasComponent<AudioEmitterComponent>();
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case MODEL: return entity.HasComponent<ModelComponent>();
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case SKINNED_MODEL: return entity.HasComponent<SkinnedModelComponent>();
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case BONE: return entity.HasComponent<BoneComponent>();
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case BOX_COLLIDER: return entity.HasComponent<BoxColliderComponent>();
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case SPHERE_COLLIDER: return entity.HasComponent<SphereColliderComponent>();
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case CAPSULE_COLLIDER: return entity.HasComponent<CapsuleColliderComponent>();
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case CYLINDER_COLLIDER: return entity.HasComponent<CylinderColliderComponent>();
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case MESH_COLLIDER: return entity.HasComponent<MeshColliderComponent>();
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case CHARACTER_CONTROLLER: return entity.HasComponent<CharacterControllerComponent>();
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case PARTICLE_EMITTER: return entity.HasComponent<ParticleEmitterComponent>();
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case QUAKE_MAP: return entity.HasComponent<QuakeMapComponent>();
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case BSP_BRUSH: return entity.HasComponent<BSPBrushComponent>();
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case SPRITE: return entity.HasComponent<SpriteComponent>();
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default:
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return false;
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case PARENT: return entity.HasComponent<ParentComponent>();
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case NAME: return entity.HasComponent<NameComponent>();
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case PREFAB: return entity.HasComponent<PrefabComponent>();
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case TRANSFORM: return entity.HasComponent<TransformComponent>();
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case LIGHT: return entity.HasComponent<LightComponent>();
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case CAMERA: return entity.HasComponent<CameraComponent>();
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case AUDIO_EMITTER: return entity.HasComponent<AudioEmitterComponent>();
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case MODEL: return entity.HasComponent<ModelComponent>();
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case SKINNED_MODEL: return entity.HasComponent<SkinnedModelComponent>();
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case BONE: return entity.HasComponent<BoneComponent>();
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case BOX_COLLIDER: return entity.HasComponent<BoxColliderComponent>();
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case SPHERE_COLLIDER: return entity.HasComponent<SphereColliderComponent>();
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case CAPSULE_COLLIDER: return entity.HasComponent<CapsuleColliderComponent>();
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case CYLINDER_COLLIDER: return entity.HasComponent<CylinderColliderComponent>();
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case MESH_COLLIDER: return entity.HasComponent<MeshColliderComponent>();
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case CHARACTER_CONTROLLER: return entity.HasComponent<CharacterControllerComponent>();
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case PARTICLE_EMITTER: return entity.HasComponent<ParticleEmitterComponent>();
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case QUAKE_MAP: return entity.HasComponent<QuakeMapComponent>();
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case BSP_BRUSH: return entity.HasComponent<BSPBrushComponent>();
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case SPRITE: return entity.HasComponent<SpriteComponent>();
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default:
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return false;
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}
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}
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void TransformSetPosition(int entityId, float x, float y, float z)
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{
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Entity entity = { (entt::entity)(entityId), Engine::GetCurrentScene().get() };
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if (entity.IsValid() && entity.HasComponent<TransformComponent>())
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{
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auto& component = entity.GetComponent<TransformComponent>();
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component.SetLocalPosition({ x, y, z });
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}
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}
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void TransformRotate(int entityId, float x, float y, float z)
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{
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Entity entity = { (entt::entity)(entityId), Engine::GetCurrentScene().get() };
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if (entity.IsValid() && entity.HasComponent<TransformComponent>())
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{
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Quat quat = QuatFromEuler(x, y, z);
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auto& component = entity.GetComponent<TransformComponent>();
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component.SetLocalRotation(quat);
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}
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}
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@@ -102,6 +127,10 @@ namespace Nuake {
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{
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RegisterMethod("Entity.EntityHasComponentIcall", &EntityHasComponent);
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RegisterMethod("Scene.GetEntityIcall", &GetEntity);
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// Components
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RegisterMethod("TransformComponent.SetPositionIcall", &TransformSetPosition);
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RegisterMethod("TransformComponent.RotateIcall", &TransformRotate);
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}
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}
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