feat(scripting): add transform orientation overloads

This commit is contained in:
2026-03-27 14:39:19 +08:00
parent 727b6ca249
commit 3e2608a802
6 changed files with 141 additions and 0 deletions

View File

@@ -101,9 +101,15 @@ namespace XCEngine
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_Rotate(ulong gameObjectUUID, ref Vector3 eulers, int relativeTo);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_RotateAxisAngle(ulong gameObjectUUID, ref Vector3 axis, float angle, int relativeTo);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_LookAt(ulong gameObjectUUID, ref Vector3 target);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_LookAtWithUp(ulong gameObjectUUID, ref Vector3 target, ref Vector3 up);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_TransformPoint(ulong gameObjectUUID, ref Vector3 point, out Vector3 transformedPoint);

View File

@@ -231,11 +231,26 @@ namespace XCEngine
InternalCalls.Transform_Rotate(GameObjectUUID, ref eulers, (int)relativeTo);
}
public void Rotate(Vector3 axis, float angle)
{
Rotate(axis, angle, Space.Self);
}
public void Rotate(Vector3 axis, float angle, Space relativeTo)
{
InternalCalls.Transform_RotateAxisAngle(GameObjectUUID, ref axis, angle, (int)relativeTo);
}
public void LookAt(Vector3 worldPosition)
{
InternalCalls.Transform_LookAt(GameObjectUUID, ref worldPosition);
}
public void LookAt(Vector3 worldPosition, Vector3 worldUp)
{
InternalCalls.Transform_LookAtWithUp(GameObjectUUID, ref worldPosition, ref worldUp);
}
public Vector3 TransformPoint(Vector3 point)
{
InternalCalls.Transform_TransformPoint(GameObjectUUID, ref point, out Vector3 transformedPoint);