Files
Nuake/NuakeNet/Source/Components.cs
2025-01-31 18:04:43 -05:00

426 lines
11 KiB
C#

using Coral.Managed.Interop;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
namespace Nuake.Net
{
public class IComponent
{
public int EntityID { get; protected set; }
}
public class ParentComponent : IComponent
{
public ParentComponent(UInt32 entityId) { }
public Entity Parent { get; set; }
public List<Entity> Children { get; set; }
}
public class NameComponent : IComponent
{
internal static unsafe delegate*<int, NativeString> GetNameIcall;
public NameComponent(int entityId)
{
EntityID = entityId;
}
public string Name
{
get
{
unsafe { return GetNameIcall(EntityID).ToString(); }
}
set
{
}
}
}
public class PrefabComponent : IComponent
{
public PrefabComponent(UInt32 entityId) { }
public string Prefab { get; set; }
}
public class TransformComponent : IComponent
{
internal static unsafe delegate*<int, NativeArray<float>> GetGlobalPositionIcall;
internal static unsafe delegate*<int, NativeArray<float>> GetPositionIcall;
internal static unsafe delegate*<int, float, float, float, void> SetPositionIcall;
internal static unsafe delegate*<int, float, float, float, float, float, float, void> LookAtIcall;
internal static unsafe delegate*<int, float, float, float, void> RotateIcall;
public TransformComponent(int entityId)
{
EntityID = entityId;
}
/// <summary>
/// Rotates the transform using euler angles
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
public void Rotate(float x, float y, float z)
{
unsafe { RotateIcall(EntityID, x, y, z); }
}
public Vector3 Rotation { get; set; }
public Vector3 GlobalRotation
{
get { return new Vector3(); }
set
{
}
}
public Vector3 LocalPosition
{
get
{
unsafe
{
NativeArray<float> result = GetPositionIcall(EntityID);
return new Vector3(result[0], result[1], result[2]);
}
}
set
{
unsafe { SetPositionIcall(EntityID, value.X, value.Y, value.Z); }
}
}
public Vector3 GlobalPosition
{
get
{
unsafe
{
NativeArray<float> result = GetGlobalPositionIcall(EntityID);
return new Vector3(result[0], result[1], result[2]);
}
}
set { }
}
public void LookAt(Vector3 targetPosition)
{
LookAt(targetPosition, new(0, 1, 0)); // Default up direction
}
public void LookAt(Vector3 targetPosition, Vector3 up)
{
unsafe { LookAtIcall(EntityID, targetPosition.X, targetPosition.Y, targetPosition.Z, up.X, up.Y, up.Z); }
}
}
public class LightComponent : IComponent
{
internal static unsafe delegate*<int, float> GetLightIntensityIcall;
internal static unsafe delegate*<int, float, void> SetLightIntensityIcall;
internal static unsafe delegate*<int, float, float, float, void> SetLightColorIcall;
public enum LightType
{
Directional,
Point,
Spot
}
public LightComponent(int entityId)
{
EntityID = entityId;
}
public LightType Type { get; set; }
public float Intensity
{
get
{
unsafe
{
return GetLightIntensityIcall(EntityID);
}
}
set
{
unsafe
{
SetLightIntensityIcall(EntityID, value);
}
}
}
public Color Color
{
get { return Color; }
set
{
unsafe { SetLightColorIcall(EntityID, (float)value.R, (float)value.G, (float)value.B); }
}
}
public bool CastShadows { get; set; }
public bool Volumetric { get; set; }
public bool SyncWithSky { get; set; }
}
public class CameraComponent : IComponent
{
internal static unsafe delegate*<int, NativeArray<float>> GetDirectionIcall;
internal static unsafe delegate*<int, float, void> SetCameraFOVIcall;
internal static unsafe delegate*<int, float> GetCameraFOVIcall;
public CameraComponent(int entityId)
{
EntityID = entityId;
}
public float FOV
{
get
{
unsafe { return GetCameraFOVIcall(EntityID); }
}
set
{
unsafe { SetCameraFOVIcall(EntityID, value); }
}
}
public Vector3 Direction
{
get
{
unsafe
{
NativeArray<float> direction = GetDirectionIcall(EntityID);
return new Vector3(direction[0], direction[1], direction[2]);
}
}
}
}
public class AudioEmitterComponent : IComponent
{
internal static unsafe delegate*<int, bool> GetIsPlayingIcall;
internal static unsafe delegate*<int, bool, void> SetIsPlayingIcall;
public AudioEmitterComponent(int entityId)
{
EntityID = entityId;
}
public string AudioClip { get; set; }
public bool Loop { get; set; }
public bool Spatialized { get; set; }
public bool Playing
{
get { unsafe { return GetIsPlayingIcall(EntityID); } }
set { unsafe { SetIsPlayingIcall(EntityID, value); } }
}
}
public class ModelComponent : IComponent
{
public ModelComponent(int entityId)
{
EntityID = entityId;
}
public string Mesh { get; set; }
}
public class SkinnedModelComponent : IComponent
{
internal static unsafe delegate*<int, NativeString, void> PlayIcall;
public SkinnedModelComponent(int entityId)
{
EntityID = entityId;
}
public bool Playing { get; set; }
public int CurrentAnimation { get; set; }
public void Play(string name)
{
unsafe { PlayIcall(EntityID, name); }
}
}
public class BoneComponent : IComponent
{
public BoneComponent(int entityId)
{
EntityID = entityId;
}
public string Name { get; set; }
}
public class RigidbodyComponent : IComponent
{
public RigidbodyComponent(int entityId) { }
public float Mass { get; set; }
}
public class BoxCollider : IComponent
{
public BoxCollider(int entityId)
{
EntityID = entityId;
}
public Vector3 Scale { get; set; }
}
public class SphereCollider : IComponent
{
public SphereCollider(int entityId)
{
EntityID = entityId;
}
public float Radius { get; set; }
}
public class CapsuleColliderComponent : IComponent
{
public CapsuleColliderComponent(int entityId)
{
EntityID = entityId;
}
public float Radius { get; set; }
public float Height { get; set; }
}
public class CylinderColliderComponent : IComponent
{
public CylinderColliderComponent(int entityId)
{
EntityID = entityId;
}
public float Radius { get; set; }
public float Height { get; set; }
}
public class MeshColliderComponent : IComponent
{
public MeshColliderComponent(int entityId)
{
EntityID = entityId;
}
public int Mesh { get; set; }
}
public class CharacterControllerComponent : IComponent
{
internal static unsafe delegate*<int, float, float, float, void> MoveAndSlideIcall;
internal static unsafe delegate*<int, bool> IsOnGroundIcall;
internal static unsafe delegate*<int, NativeArray<float>> GetGroundVelocityIcall;
internal static unsafe delegate*<int, NativeArray<float>> GetGroundNormalIcall;
public CharacterControllerComponent(int entityId)
{
EntityID = entityId;
}
public void MoveAndSlide(Vector3 velocity)
{
unsafe { MoveAndSlideIcall(EntityID, velocity.X, velocity.Y, velocity.Z); }
}
public bool IsOnGround()
{
unsafe { return IsOnGroundIcall(EntityID); }
}
public Vector3 GetGroundNormal()
{
unsafe
{
NativeArray<float> resultArray = GetGroundNormalIcall(EntityID);
return new(resultArray[0], resultArray[1], resultArray[2]);
}
}
public Vector3 GetGroundVelocity()
{
unsafe
{
NativeArray<float> resultArray = GetGroundVelocityIcall(EntityID);
return new(resultArray[0], resultArray[1], resultArray[2]);
}
}
}
public class ParticleEmitterComponent : IComponent
{
public ParticleEmitterComponent(int entityId) { }
public float Amount { get; set; }
public float Life { get; set; }
public Vector3 Gravity { get; set; }
}
public class QuakeMapComponent : IComponent
{
public QuakeMapComponent(int entityId) { }
public string Map { get; set; }
public bool BuildCollisions { get; set; }
public void Build() { }
}
public class BSPBrushComponent : IComponent
{
public BSPBrushComponent(int entityId)
{
EntityID = entityId;
}
}
public class SpriteComponent : IComponent
{
public SpriteComponent(int entityId) { }
public string Sprite { get; set; }
}
public class NavMeshVolumeComponent : IComponent
{
internal static unsafe delegate*<int, float, float, float, float, float, float, NativeArray<float>> FindPathIcall;
public NavMeshVolumeComponent(int entityId) { EntityID = entityId; }
public List<Vector3> FindStraightPath(Vector3 start, Vector3 end)
{
List<Vector3> pathWaypoints = [];
unsafe
{
NativeArray<float> waypoints = FindPathIcall(EntityID, start.X, start.Y, start.Z, end.X, end.Y, end.Z);
for(int i = 0; i < waypoints.Length; i += 3)
{
Vector3 waypointPosition = new Vector3(waypoints[i], waypoints[i + 1], waypoints[i + 2]);
pathWaypoints.Add(waypointPosition);
}
return pathWaypoints;
}
}
}
}