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

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@@ -565,6 +565,23 @@ void InternalCall_Transform_Rotate(uint64_t gameObjectUUID, XCEngine::Math::Vect
gameObject->GetTransform()->Rotate(*eulers, ResolveManagedSpace(relativeTo));
}
void InternalCall_Transform_RotateAxisAngle(
uint64_t gameObjectUUID,
XCEngine::Math::Vector3* axis,
float angle,
int32_t relativeTo) {
if (!axis) {
return;
}
Components::GameObject* gameObject = FindGameObjectByUUID(gameObjectUUID);
if (!gameObject || !gameObject->GetTransform()) {
return;
}
gameObject->GetTransform()->Rotate(*axis, angle, ResolveManagedSpace(relativeTo));
}
void InternalCall_Transform_LookAt(uint64_t gameObjectUUID, XCEngine::Math::Vector3* target) {
if (!target) {
return;
@@ -578,6 +595,22 @@ void InternalCall_Transform_LookAt(uint64_t gameObjectUUID, XCEngine::Math::Vect
gameObject->GetTransform()->LookAt(*target);
}
void InternalCall_Transform_LookAtWithUp(
uint64_t gameObjectUUID,
XCEngine::Math::Vector3* target,
XCEngine::Math::Vector3* up) {
if (!target || !up) {
return;
}
Components::GameObject* gameObject = FindGameObjectByUUID(gameObjectUUID);
if (!gameObject || !gameObject->GetTransform()) {
return;
}
gameObject->GetTransform()->LookAt(*target, *up);
}
void InternalCall_Transform_TransformPoint(uint64_t gameObjectUUID, XCEngine::Math::Vector3* point, XCEngine::Math::Vector3* outPoint) {
if (!point || !outPoint) {
return;
@@ -831,7 +864,9 @@ void RegisterInternalCalls() {
mono_add_internal_call("XCEngine.InternalCalls::Transform_GetUp", reinterpret_cast<const void*>(&InternalCall_Transform_GetUp));
mono_add_internal_call("XCEngine.InternalCalls::Transform_Translate", reinterpret_cast<const void*>(&InternalCall_Transform_Translate));
mono_add_internal_call("XCEngine.InternalCalls::Transform_Rotate", reinterpret_cast<const void*>(&InternalCall_Transform_Rotate));
mono_add_internal_call("XCEngine.InternalCalls::Transform_RotateAxisAngle", reinterpret_cast<const void*>(&InternalCall_Transform_RotateAxisAngle));
mono_add_internal_call("XCEngine.InternalCalls::Transform_LookAt", reinterpret_cast<const void*>(&InternalCall_Transform_LookAt));
mono_add_internal_call("XCEngine.InternalCalls::Transform_LookAtWithUp", reinterpret_cast<const void*>(&InternalCall_Transform_LookAtWithUp));
mono_add_internal_call("XCEngine.InternalCalls::Transform_TransformPoint", reinterpret_cast<const void*>(&InternalCall_Transform_TransformPoint));
mono_add_internal_call("XCEngine.InternalCalls::Transform_InverseTransformPoint", reinterpret_cast<const void*>(&InternalCall_Transform_InverseTransformPoint));
mono_add_internal_call("XCEngine.InternalCalls::Transform_TransformDirection", reinterpret_cast<const void*>(&InternalCall_Transform_TransformDirection));

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@@ -73,6 +73,7 @@ set(XCENGINE_GAME_SCRIPT_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/LifecycleProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformConversionProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformMotionProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformOrientationProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformSpaceProbe.cs
)

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@@ -0,0 +1,40 @@
using XCEngine;
namespace Gameplay
{
public sealed class TransformOrientationProbe : MonoBehaviour
{
public Vector3 ObservedForwardAfterAxisAngleRotate;
public Vector3 ObservedForwardAfterWorldAxisAngleRotate;
public Vector3 ObservedForwardAfterDefaultLookAt;
public Vector3 ObservedRightAfterDefaultLookAt;
public Vector3 ObservedUpAfterDefaultLookAt;
public Vector3 ObservedForwardAfterLookAtWithUp;
public Vector3 ObservedRightAfterLookAtWithUp;
public Vector3 ObservedUpAfterLookAtWithUp;
public void Start()
{
transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
transform.Rotate(new Vector3(0.0f, 1.0f, 0.0f), 90.0f);
ObservedForwardAfterAxisAngleRotate = transform.forward;
transform.Rotate(new Vector3(1.0f, 0.0f, 0.0f), 90.0f, Space.World);
ObservedForwardAfterWorldAxisAngleRotate = transform.forward;
transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
transform.LookAt(new Vector3(1.0f, 0.0f, 1.0f));
ObservedForwardAfterDefaultLookAt = transform.forward;
ObservedRightAfterDefaultLookAt = transform.right;
ObservedUpAfterDefaultLookAt = transform.up;
transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
transform.LookAt(new Vector3(1.0f, 0.0f, 1.0f), new Vector3(1.0f, 0.0f, 0.0f));
ObservedForwardAfterLookAtWithUp = transform.forward;
ObservedRightAfterLookAtWithUp = transform.right;
ObservedUpAfterLookAtWithUp = transform.up;
}
}
}

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@@ -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);

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@@ -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);

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@@ -470,6 +470,50 @@ TEST_F(MonoScriptRuntimeTest, TransformConversionApiTransformsPointsAndDirection
ExpectVector3Near(host->GetTransform()->InverseTransformDirection(XCEngine::Math::Vector3(1.0f, 0.0f, 0.0f)), XCEngine::Math::Vector3(0.0f, 0.0f, 1.0f));
}
TEST_F(MonoScriptRuntimeTest, TransformOrientationOverloadsSupportAxisAngleAndCustomUpVector) {
Scene* runtimeScene = CreateScene("MonoRuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
ScriptComponent* component = AddScript(host, "Gameplay", "TransformOrientationProbe");
engine->OnRuntimeStart(runtimeScene);
engine->OnUpdate(0.016f);
XCEngine::Math::Vector3 observedForwardAfterAxisAngleRotate;
XCEngine::Math::Vector3 observedForwardAfterWorldAxisAngleRotate;
XCEngine::Math::Vector3 observedForwardAfterDefaultLookAt;
XCEngine::Math::Vector3 observedRightAfterDefaultLookAt;
XCEngine::Math::Vector3 observedUpAfterDefaultLookAt;
XCEngine::Math::Vector3 observedForwardAfterLookAtWithUp;
XCEngine::Math::Vector3 observedRightAfterLookAtWithUp;
XCEngine::Math::Vector3 observedUpAfterLookAtWithUp;
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedForwardAfterAxisAngleRotate", observedForwardAfterAxisAngleRotate));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedForwardAfterWorldAxisAngleRotate", observedForwardAfterWorldAxisAngleRotate));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedForwardAfterDefaultLookAt", observedForwardAfterDefaultLookAt));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedRightAfterDefaultLookAt", observedRightAfterDefaultLookAt));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpAfterDefaultLookAt", observedUpAfterDefaultLookAt));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedForwardAfterLookAtWithUp", observedForwardAfterLookAtWithUp));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedRightAfterLookAtWithUp", observedRightAfterLookAtWithUp));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpAfterLookAtWithUp", observedUpAfterLookAtWithUp));
ExpectVector3Near(observedForwardAfterAxisAngleRotate, XCEngine::Math::Vector3(1.0f, 0.0f, 0.0f));
ExpectVector3Near(observedForwardAfterWorldAxisAngleRotate, XCEngine::Math::Vector3(1.0f, 0.0f, 0.0f));
EXPECT_NEAR(observedForwardAfterDefaultLookAt.Magnitude(), 1.0f, 0.001f);
EXPECT_NEAR(observedRightAfterDefaultLookAt.Magnitude(), 1.0f, 0.001f);
EXPECT_NEAR(observedUpAfterDefaultLookAt.Magnitude(), 1.0f, 0.001f);
EXPECT_NEAR(observedForwardAfterLookAtWithUp.Magnitude(), 1.0f, 0.001f);
EXPECT_NEAR(observedRightAfterLookAtWithUp.Magnitude(), 1.0f, 0.001f);
EXPECT_NEAR(observedUpAfterLookAtWithUp.Magnitude(), 1.0f, 0.001f);
EXPECT_GT((observedRightAfterLookAtWithUp - observedRightAfterDefaultLookAt).Magnitude(), 0.5f);
EXPECT_GT((observedUpAfterLookAtWithUp - observedUpAfterDefaultLookAt).Magnitude(), 0.5f);
ExpectVector3Near(host->GetTransform()->GetForward(), observedForwardAfterLookAtWithUp);
ExpectVector3Near(host->GetTransform()->GetRight(), observedRightAfterLookAtWithUp);
ExpectVector3Near(host->GetTransform()->GetUp(), observedUpAfterLookAtWithUp);
}
TEST_F(MonoScriptRuntimeTest, ManagedBehaviourCanDisableItselfThroughEnabledProperty) {
Scene* runtimeScene = CreateScene("MonoRuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");