feat(scripting): add transform orientation overloads
This commit is contained in:
@@ -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);
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user