Various improvements:

Framebuffer resize queued to next frame to fix flickering
Wren VM init moved to on play event
Added new Wren modules
Added missing components to the editor
Changed how the wren scripts gets initialized
This commit is contained in:
Antoine Pilote
2021-06-12 13:01:07 -04:00
parent 855bb1edd6
commit cdfee1981c
25 changed files with 451 additions and 108 deletions

View File

@@ -12,6 +12,7 @@
#include <src/Scene/Entities/Components/QuakeMap.h>
#include <src/Scene/Entities/Components/CameraComponent.h>
#include <src/Scene/Entities/Components/RigidbodyComponent.h>
#include <src/Scene/Entities/Components/CharacterControllerComponent.h>
namespace ScriptAPI
{
@@ -30,6 +31,10 @@ namespace ScriptAPI
RegisterMethod("EntityHasComponent(_,_)", (void*)EntityHasComponent);
RegisterMethod("SetLightIntensity_(_,_)", (void*)SetLightIntensity);
RegisterMethod("GetLightIntensity_(_)", (void*)GetLightIntensity);
RegisterMethod("SetCameraDirection_(_,_,_,_)", (void*)SetCameraDirection);
RegisterMethod("GetCameraDirection_(_)", (void*)GetCameraDirection);
RegisterMethod("GetCameraRight_(_)", (void*)GetCameraRight);
RegisterMethod("MoveAndSlide_(_,_,_,_)", (void*)MoveAndSlide);
}
static void GetEntity(WrenVM* vm)
@@ -99,7 +104,73 @@ namespace ScriptAPI
static void SetCameraDirection(WrenVM* vm)
{
int handle = wrenGetSlotDouble(vm, 1);
float x = wrenGetSlotDouble(vm, 2);
float y = wrenGetSlotDouble(vm, 3);
float z = wrenGetSlotDouble(vm, 4);
Entity ent = Entity((entt::entity)handle, Engine::GetCurrentScene().get());
auto& cam = ent.GetComponent<CameraComponent>();
cam.CameraInstance->SetDirection(Vector3(x, y, z));
}
static void GetCameraDirection(WrenVM* vm)
{
int handle = wrenGetSlotDouble(vm, 1);
Entity ent = Entity((entt::entity)handle, Engine::GetCurrentScene().get());
auto& cam = ent.GetComponent<CameraComponent>();
Vector3 dir = cam.CameraInstance->GetDirection();
wrenEnsureSlots(vm, 4);
// set the slots
// Fill the list
wrenSetSlotNewList(vm, 0);
wrenSetSlotDouble(vm, 1, dir.x);
wrenSetSlotDouble(vm, 2, dir.y);
wrenSetSlotDouble(vm, 3, dir.z);
wrenInsertInList(vm, 0, -1, 1);
wrenInsertInList(vm, 0, -1, 2);
wrenInsertInList(vm, 0, -1, 3);
}
static void GetCameraRight(WrenVM* vm)
{
int handle = wrenGetSlotDouble(vm, 1);
Entity ent = Entity((entt::entity)handle, Engine::GetCurrentScene().get());
auto& cam = ent.GetComponent<CameraComponent>();
Vector3 right = cam.CameraInstance->cameraRight;
// set the slots
wrenSetSlotDouble(vm, 1, right.x);
wrenSetSlotDouble(vm, 2, right.y);
wrenSetSlotDouble(vm, 3, right.z);
// Fill the list
wrenSetSlotNewList(vm, 0);
wrenInsertInList(vm, 0, 0, 1);
wrenInsertInList(vm, 0, 1, 2);
wrenInsertInList(vm, 0, 2, 3);
}
static void MoveAndSlide(WrenVM* vm)
{
int handle = wrenGetSlotDouble(vm, 1);
float x = wrenGetSlotDouble(vm, 2);
float y = wrenGetSlotDouble(vm, 3);
float z = wrenGetSlotDouble(vm, 4);
Entity ent = Entity((entt::entity)handle, Engine::GetCurrentScene().get());
auto& characterController = ent.GetComponent<CharacterControllerComponent>();
characterController.CharacterController->MoveAndSlide(Vector3(x, y, z));
}
};
}