feat(scripting): add transform orientation overloads
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@@ -73,6 +73,7 @@ set(XCENGINE_GAME_SCRIPT_SOURCES
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${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/LifecycleProbe.cs
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${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformConversionProbe.cs
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${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformMotionProbe.cs
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${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformOrientationProbe.cs
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${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformSpaceProbe.cs
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)
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40
managed/GameScripts/TransformOrientationProbe.cs
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40
managed/GameScripts/TransformOrientationProbe.cs
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@@ -0,0 +1,40 @@
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using XCEngine;
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namespace Gameplay
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{
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public sealed class TransformOrientationProbe : MonoBehaviour
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{
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public Vector3 ObservedForwardAfterAxisAngleRotate;
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public Vector3 ObservedForwardAfterWorldAxisAngleRotate;
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public Vector3 ObservedForwardAfterDefaultLookAt;
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public Vector3 ObservedRightAfterDefaultLookAt;
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public Vector3 ObservedUpAfterDefaultLookAt;
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public Vector3 ObservedForwardAfterLookAtWithUp;
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public Vector3 ObservedRightAfterLookAtWithUp;
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public Vector3 ObservedUpAfterLookAtWithUp;
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public void Start()
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{
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transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
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transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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transform.Rotate(new Vector3(0.0f, 1.0f, 0.0f), 90.0f);
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ObservedForwardAfterAxisAngleRotate = transform.forward;
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transform.Rotate(new Vector3(1.0f, 0.0f, 0.0f), 90.0f, Space.World);
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ObservedForwardAfterWorldAxisAngleRotate = transform.forward;
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transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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transform.LookAt(new Vector3(1.0f, 0.0f, 1.0f));
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ObservedForwardAfterDefaultLookAt = transform.forward;
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ObservedRightAfterDefaultLookAt = transform.right;
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ObservedUpAfterDefaultLookAt = transform.up;
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transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
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transform.LookAt(new Vector3(1.0f, 0.0f, 1.0f), new Vector3(1.0f, 0.0f, 0.0f));
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ObservedForwardAfterLookAtWithUp = transform.forward;
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ObservedRightAfterLookAtWithUp = transform.right;
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ObservedUpAfterLookAtWithUp = transform.up;
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}
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}
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}
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@@ -101,9 +101,15 @@ namespace XCEngine
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_Rotate(ulong gameObjectUUID, ref Vector3 eulers, int relativeTo);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_RotateAxisAngle(ulong gameObjectUUID, ref Vector3 axis, float angle, int relativeTo);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_LookAt(ulong gameObjectUUID, ref Vector3 target);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_LookAtWithUp(ulong gameObjectUUID, ref Vector3 target, ref Vector3 up);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_TransformPoint(ulong gameObjectUUID, ref Vector3 point, out Vector3 transformedPoint);
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@@ -231,11 +231,26 @@ namespace XCEngine
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InternalCalls.Transform_Rotate(GameObjectUUID, ref eulers, (int)relativeTo);
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}
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public void Rotate(Vector3 axis, float angle)
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{
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Rotate(axis, angle, Space.Self);
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}
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public void Rotate(Vector3 axis, float angle, Space relativeTo)
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{
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InternalCalls.Transform_RotateAxisAngle(GameObjectUUID, ref axis, angle, (int)relativeTo);
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}
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public void LookAt(Vector3 worldPosition)
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{
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InternalCalls.Transform_LookAt(GameObjectUUID, ref worldPosition);
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}
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public void LookAt(Vector3 worldPosition, Vector3 worldUp)
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{
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InternalCalls.Transform_LookAtWithUp(GameObjectUUID, ref worldPosition, ref worldUp);
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}
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public Vector3 TransformPoint(Vector3 point)
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{
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InternalCalls.Transform_TransformPoint(GameObjectUUID, ref point, out Vector3 transformedPoint);
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