feat(scripting): add mesh component script wrappers

This commit is contained in:
2026-03-27 14:52:00 +08:00
parent 2b0df52446
commit bea849646f
12 changed files with 448 additions and 8 deletions

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@@ -17,6 +17,7 @@ public:
const Resources::ResourceHandle<Resources::Mesh>& GetMeshHandle() const { return m_mesh; } const Resources::ResourceHandle<Resources::Mesh>& GetMeshHandle() const { return m_mesh; }
const std::string& GetMeshPath() const { return m_meshPath; } const std::string& GetMeshPath() const { return m_meshPath; }
void SetMeshPath(const std::string& meshPath);
void SetMesh(const Resources::ResourceHandle<Resources::Mesh>& mesh); void SetMesh(const Resources::ResourceHandle<Resources::Mesh>& mesh);
void SetMesh(Resources::Mesh* mesh); void SetMesh(Resources::Mesh* mesh);
void ClearMesh(); void ClearMesh();

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@@ -18,8 +18,10 @@ public:
size_t GetMaterialCount() const { return m_materials.size(); } size_t GetMaterialCount() const { return m_materials.size(); }
Resources::Material* GetMaterial(size_t index) const; Resources::Material* GetMaterial(size_t index) const;
const Resources::ResourceHandle<Resources::Material>& GetMaterialHandle(size_t index) const; const Resources::ResourceHandle<Resources::Material>& GetMaterialHandle(size_t index) const;
const std::string& GetMaterialPath(size_t index) const;
const std::vector<std::string>& GetMaterialPaths() const { return m_materialPaths; } const std::vector<std::string>& GetMaterialPaths() const { return m_materialPaths; }
void SetMaterialPath(size_t index, const std::string& materialPath);
void SetMaterial(size_t index, const Resources::ResourceHandle<Resources::Material>& material); void SetMaterial(size_t index, const Resources::ResourceHandle<Resources::Material>& material);
void SetMaterial(size_t index, Resources::Material* material); void SetMaterial(size_t index, Resources::Material* material);
void SetMaterials(const std::vector<Resources::ResourceHandle<Resources::Material>>& materials); void SetMaterials(const std::vector<Resources::ResourceHandle<Resources::Material>>& materials);

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@@ -15,6 +15,16 @@ std::string ToStdString(const Containers::String& value) {
} // namespace } // namespace
void MeshFilterComponent::SetMeshPath(const std::string& meshPath) {
m_meshPath = meshPath;
if (m_meshPath.empty()) {
m_mesh.Reset();
return;
}
m_mesh = Resources::ResourceManager::Get().Load<Resources::Mesh>(m_meshPath.c_str());
}
void MeshFilterComponent::SetMesh(const Resources::ResourceHandle<Resources::Mesh>& mesh) { void MeshFilterComponent::SetMesh(const Resources::ResourceHandle<Resources::Mesh>& mesh) {
m_mesh = mesh; m_mesh = mesh;
m_meshPath = mesh.Get() != nullptr ? ToStdString(mesh->GetPath()) : std::string(); m_meshPath = mesh.Get() != nullptr ? ToStdString(mesh->GetPath()) : std::string();
@@ -52,10 +62,7 @@ void MeshFilterComponent::Deserialize(std::istream& is) {
const std::string value = token.substr(eqPos + 1); const std::string value = token.substr(eqPos + 1);
if (key == "mesh") { if (key == "mesh") {
m_meshPath = value; SetMeshPath(value);
if (!m_meshPath.empty()) {
m_mesh = Resources::ResourceManager::Get().Load<Resources::Mesh>(m_meshPath.c_str());
}
} }
} }
} }

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@@ -39,6 +39,22 @@ const Resources::ResourceHandle<Resources::Material>& MeshRendererComponent::Get
return index < m_materials.size() ? m_materials[index] : kNullHandle; return index < m_materials.size() ? m_materials[index] : kNullHandle;
} }
const std::string& MeshRendererComponent::GetMaterialPath(size_t index) const {
static const std::string kEmptyPath;
return index < m_materialPaths.size() ? m_materialPaths[index] : kEmptyPath;
}
void MeshRendererComponent::SetMaterialPath(size_t index, const std::string& materialPath) {
EnsureMaterialSlot(index);
m_materialPaths[index] = materialPath;
if (materialPath.empty()) {
m_materials[index].Reset();
return;
}
m_materials[index] = Resources::ResourceManager::Get().Load<Resources::Material>(materialPath.c_str());
}
void MeshRendererComponent::SetMaterial(size_t index, const Resources::ResourceHandle<Resources::Material>& material) { void MeshRendererComponent::SetMaterial(size_t index, const Resources::ResourceHandle<Resources::Material>& material) {
EnsureMaterialSlot(index); EnsureMaterialSlot(index);
m_materials[index] = material; m_materials[index] = material;
@@ -100,9 +116,7 @@ void MeshRendererComponent::Deserialize(std::istream& is) {
m_materialPaths = SplitMaterialPaths(value); m_materialPaths = SplitMaterialPaths(value);
m_materials.resize(m_materialPaths.size()); m_materials.resize(m_materialPaths.size());
for (size_t i = 0; i < m_materialPaths.size(); ++i) { for (size_t i = 0; i < m_materialPaths.size(); ++i) {
if (!m_materialPaths[i].empty()) { SetMaterialPath(i, m_materialPaths[i]);
m_materials[i] = Resources::ResourceManager::Get().Load<Resources::Material>(m_materialPaths[i].c_str());
}
} }
} else if (key == "castShadows") { } else if (key == "castShadows") {
m_castShadows = (std::stoi(value) != 0); m_castShadows = (std::stoi(value) != 0);

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@@ -3,6 +3,8 @@
#include "Components/CameraComponent.h" #include "Components/CameraComponent.h"
#include "Components/GameObject.h" #include "Components/GameObject.h"
#include "Components/LightComponent.h" #include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Components/TransformComponent.h" #include "Components/TransformComponent.h"
#include "Debug/Logger.h" #include "Debug/Logger.h"
#include "Scene/Scene.h" #include "Scene/Scene.h"
@@ -39,6 +41,8 @@ enum class ManagedComponentKind {
Transform, Transform,
Camera, Camera,
Light, Light,
MeshFilter,
MeshRenderer,
}; };
MonoRootState& GetMonoRootState() { MonoRootState& GetMonoRootState() {
@@ -116,6 +120,12 @@ ManagedComponentKind ResolveManagedComponentKind(MonoReflectionType* reflectionT
if (namespaceName == "XCEngine" && className == "Light") { if (namespaceName == "XCEngine" && className == "Light") {
return ManagedComponentKind::Light; return ManagedComponentKind::Light;
} }
if (namespaceName == "XCEngine" && className == "MeshFilter") {
return ManagedComponentKind::MeshFilter;
}
if (namespaceName == "XCEngine" && className == "MeshRenderer") {
return ManagedComponentKind::MeshRenderer;
}
return ManagedComponentKind::Unknown; return ManagedComponentKind::Unknown;
} }
@@ -200,6 +210,10 @@ bool HasNativeComponent(Components::GameObject* gameObject, ManagedComponentKind
return gameObject->GetComponent<Components::CameraComponent>() != nullptr; return gameObject->GetComponent<Components::CameraComponent>() != nullptr;
case ManagedComponentKind::Light: case ManagedComponentKind::Light:
return gameObject->GetComponent<Components::LightComponent>() != nullptr; return gameObject->GetComponent<Components::LightComponent>() != nullptr;
case ManagedComponentKind::MeshFilter:
return gameObject->GetComponent<Components::MeshFilterComponent>() != nullptr;
case ManagedComponentKind::MeshRenderer:
return gameObject->GetComponent<Components::MeshRendererComponent>() != nullptr;
case ManagedComponentKind::Unknown: case ManagedComponentKind::Unknown:
return false; return false;
} }
@@ -217,6 +231,16 @@ Components::LightComponent* FindLightComponent(uint64_t gameObjectUUID) {
return gameObject ? gameObject->GetComponent<Components::LightComponent>() : nullptr; return gameObject ? gameObject->GetComponent<Components::LightComponent>() : nullptr;
} }
Components::MeshFilterComponent* FindMeshFilterComponent(uint64_t gameObjectUUID) {
Components::GameObject* gameObject = FindGameObjectByUUID(gameObjectUUID);
return gameObject ? gameObject->GetComponent<Components::MeshFilterComponent>() : nullptr;
}
Components::MeshRendererComponent* FindMeshRendererComponent(uint64_t gameObjectUUID) {
Components::GameObject* gameObject = FindGameObjectByUUID(gameObjectUUID);
return gameObject ? gameObject->GetComponent<Components::MeshRendererComponent>() : nullptr;
}
Components::Space ResolveManagedSpace(int32_t value) { Components::Space ResolveManagedSpace(int32_t value) {
return value == static_cast<int32_t>(Components::Space::World) return value == static_cast<int32_t>(Components::Space::World)
? Components::Space::World ? Components::Space::World
@@ -827,6 +851,94 @@ void InternalCall_Light_SetCastsShadows(uint64_t gameObjectUUID, mono_bool value
component->SetCastsShadows(value != 0); component->SetCastsShadows(value != 0);
} }
MonoString* InternalCall_MeshFilter_GetMeshPath(uint64_t gameObjectUUID) {
Components::MeshFilterComponent* component = FindMeshFilterComponent(gameObjectUUID);
return mono_string_new(
mono_domain_get(),
component ? component->GetMeshPath().c_str() : "");
}
void InternalCall_MeshFilter_SetMeshPath(uint64_t gameObjectUUID, MonoString* path) {
Components::MeshFilterComponent* component = FindMeshFilterComponent(gameObjectUUID);
if (!component) {
return;
}
component->SetMeshPath(MonoStringToUtf8(path));
}
int32_t InternalCall_MeshRenderer_GetMaterialCount(uint64_t gameObjectUUID) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
return component ? static_cast<int32_t>(component->GetMaterialCount()) : 0;
}
MonoString* InternalCall_MeshRenderer_GetMaterialPath(uint64_t gameObjectUUID, int32_t index) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
const std::string path =
(component && index >= 0) ? component->GetMaterialPath(static_cast<size_t>(index)) : std::string();
return mono_string_new(mono_domain_get(), path.c_str());
}
void InternalCall_MeshRenderer_SetMaterialPath(uint64_t gameObjectUUID, int32_t index, MonoString* path) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
if (!component || index < 0) {
return;
}
component->SetMaterialPath(static_cast<size_t>(index), MonoStringToUtf8(path));
}
void InternalCall_MeshRenderer_ClearMaterials(uint64_t gameObjectUUID) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
if (!component) {
return;
}
component->ClearMaterials();
}
mono_bool InternalCall_MeshRenderer_GetCastShadows(uint64_t gameObjectUUID) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
return (component && component->GetCastShadows()) ? 1 : 0;
}
void InternalCall_MeshRenderer_SetCastShadows(uint64_t gameObjectUUID, mono_bool value) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
if (!component) {
return;
}
component->SetCastShadows(value != 0);
}
mono_bool InternalCall_MeshRenderer_GetReceiveShadows(uint64_t gameObjectUUID) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
return (component && component->GetReceiveShadows()) ? 1 : 0;
}
void InternalCall_MeshRenderer_SetReceiveShadows(uint64_t gameObjectUUID, mono_bool value) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
if (!component) {
return;
}
component->SetReceiveShadows(value != 0);
}
int32_t InternalCall_MeshRenderer_GetRenderLayer(uint64_t gameObjectUUID) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
return component ? static_cast<int32_t>(component->GetRenderLayer()) : 0;
}
void InternalCall_MeshRenderer_SetRenderLayer(uint64_t gameObjectUUID, int32_t value) {
Components::MeshRendererComponent* component = FindMeshRendererComponent(gameObjectUUID);
if (!component) {
return;
}
component->SetRenderLayer(static_cast<uint32_t>(std::max(value, 0)));
}
void RegisterInternalCalls() { void RegisterInternalCalls() {
if (GetInternalCallRegistrationState()) { if (GetInternalCallRegistrationState()) {
return; return;
@@ -893,6 +1005,18 @@ void RegisterInternalCalls() {
mono_add_internal_call("XCEngine.InternalCalls::Light_SetSpotAngle", reinterpret_cast<const void*>(&InternalCall_Light_SetSpotAngle)); mono_add_internal_call("XCEngine.InternalCalls::Light_SetSpotAngle", reinterpret_cast<const void*>(&InternalCall_Light_SetSpotAngle));
mono_add_internal_call("XCEngine.InternalCalls::Light_GetCastsShadows", reinterpret_cast<const void*>(&InternalCall_Light_GetCastsShadows)); mono_add_internal_call("XCEngine.InternalCalls::Light_GetCastsShadows", reinterpret_cast<const void*>(&InternalCall_Light_GetCastsShadows));
mono_add_internal_call("XCEngine.InternalCalls::Light_SetCastsShadows", reinterpret_cast<const void*>(&InternalCall_Light_SetCastsShadows)); mono_add_internal_call("XCEngine.InternalCalls::Light_SetCastsShadows", reinterpret_cast<const void*>(&InternalCall_Light_SetCastsShadows));
mono_add_internal_call("XCEngine.InternalCalls::MeshFilter_GetMeshPath", reinterpret_cast<const void*>(&InternalCall_MeshFilter_GetMeshPath));
mono_add_internal_call("XCEngine.InternalCalls::MeshFilter_SetMeshPath", reinterpret_cast<const void*>(&InternalCall_MeshFilter_SetMeshPath));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_GetMaterialCount", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_GetMaterialCount));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_GetMaterialPath", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_GetMaterialPath));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_SetMaterialPath", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_SetMaterialPath));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_ClearMaterials", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_ClearMaterials));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_GetCastShadows", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_GetCastShadows));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_SetCastShadows", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_SetCastShadows));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_GetReceiveShadows", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_GetReceiveShadows));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_SetReceiveShadows", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_SetReceiveShadows));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_GetRenderLayer", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_GetRenderLayer));
mono_add_internal_call("XCEngine.InternalCalls::MeshRenderer_SetRenderLayer", reinterpret_cast<const void*>(&InternalCall_MeshRenderer_SetRenderLayer));
GetInternalCallRegistrationState() = true; GetInternalCallRegistrationState() = true;
} }

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@@ -50,13 +50,15 @@ foreach(XCENGINE_REQUIRED_PATH
endforeach() endforeach()
set(XCENGINE_SCRIPT_CORE_SOURCES set(XCENGINE_SCRIPT_CORE_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Camera.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Behaviour.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Behaviour.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Camera.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Component.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Component.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Debug.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Debug.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/GameObject.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/GameObject.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/InternalCalls.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/InternalCalls.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Light.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Light.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/MeshFilter.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/MeshRenderer.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/MonoBehaviour.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/MonoBehaviour.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Quaternion.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Quaternion.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Space.cs ${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Space.cs
@@ -71,6 +73,7 @@ set(XCENGINE_GAME_SCRIPT_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/BuiltinComponentProbe.cs ${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/BuiltinComponentProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/HierarchyProbe.cs ${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/HierarchyProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/LifecycleProbe.cs ${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/LifecycleProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/MeshComponentProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformConversionProbe.cs ${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformConversionProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformMotionProbe.cs ${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformMotionProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformOrientationProbe.cs ${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformOrientationProbe.cs

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@@ -0,0 +1,60 @@
using XCEngine;
namespace Gameplay
{
public sealed class MeshComponentProbe : MonoBehaviour
{
public bool HasMeshFilter;
public bool HasMeshRenderer;
public bool MeshFilterLookupSucceeded;
public bool MeshRendererLookupSucceeded;
public string ObservedInitialMeshPath = string.Empty;
public string ObservedUpdatedMeshPath = string.Empty;
public int ObservedInitialMaterialCount;
public string ObservedInitialMaterial0Path = string.Empty;
public bool ObservedInitialCastShadows;
public bool ObservedInitialReceiveShadows;
public int ObservedInitialRenderLayer;
public int ObservedUpdatedMaterialCount;
public string ObservedUpdatedMaterial1Path = string.Empty;
public bool ObservedUpdatedCastShadows;
public bool ObservedUpdatedReceiveShadows;
public int ObservedUpdatedRenderLayer;
public void Start()
{
HasMeshFilter = HasComponent<MeshFilter>();
HasMeshRenderer = HasComponent<MeshRenderer>();
MeshFilterLookupSucceeded = TryGetComponent(out MeshFilter meshFilter);
MeshRendererLookupSucceeded = TryGetComponent(out MeshRenderer meshRenderer);
if (meshFilter != null)
{
ObservedInitialMeshPath = meshFilter.meshPath;
meshFilter.meshPath = "Meshes/runtime_override.mesh";
ObservedUpdatedMeshPath = meshFilter.meshPath;
}
if (meshRenderer != null)
{
ObservedInitialMaterialCount = meshRenderer.materialCount;
ObservedInitialMaterial0Path = meshRenderer.GetMaterialPath(0);
ObservedInitialCastShadows = meshRenderer.castShadows;
ObservedInitialReceiveShadows = meshRenderer.receiveShadows;
ObservedInitialRenderLayer = meshRenderer.renderLayer;
meshRenderer.SetMaterialPath(1, "Materials/runtime_override.mat");
meshRenderer.castShadows = false;
meshRenderer.receiveShadows = true;
meshRenderer.renderLayer = 11;
ObservedUpdatedMaterialCount = meshRenderer.materialCount;
ObservedUpdatedMaterial1Path = meshRenderer.GetMaterialPath(1);
ObservedUpdatedCastShadows = meshRenderer.castShadows;
ObservedUpdatedReceiveShadows = meshRenderer.receiveShadows;
ObservedUpdatedRenderLayer = meshRenderer.renderLayer;
}
}
}
}

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@@ -187,5 +187,41 @@ namespace XCEngine
[MethodImpl(MethodImplOptions.InternalCall)] [MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Light_SetCastsShadows(ulong gameObjectUUID, bool value); internal static extern void Light_SetCastsShadows(ulong gameObjectUUID, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern string MeshFilter_GetMeshPath(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void MeshFilter_SetMeshPath(ulong gameObjectUUID, string path);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern int MeshRenderer_GetMaterialCount(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern string MeshRenderer_GetMaterialPath(ulong gameObjectUUID, int index);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void MeshRenderer_SetMaterialPath(ulong gameObjectUUID, int index, string path);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void MeshRenderer_ClearMaterials(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool MeshRenderer_GetCastShadows(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void MeshRenderer_SetCastShadows(ulong gameObjectUUID, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool MeshRenderer_GetReceiveShadows(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void MeshRenderer_SetReceiveShadows(ulong gameObjectUUID, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern int MeshRenderer_GetRenderLayer(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void MeshRenderer_SetRenderLayer(ulong gameObjectUUID, int value);
} }
} }

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@@ -0,0 +1,22 @@
namespace XCEngine
{
public sealed class MeshFilter : Component
{
internal MeshFilter(ulong gameObjectUUID)
: base(gameObjectUUID)
{
}
public string MeshPath
{
get => InternalCalls.MeshFilter_GetMeshPath(GameObjectUUID) ?? string.Empty;
set => InternalCalls.MeshFilter_SetMeshPath(GameObjectUUID, value ?? string.Empty);
}
public string meshPath
{
get => MeshPath;
set => MeshPath = value;
}
}
}

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@@ -0,0 +1,64 @@
namespace XCEngine
{
public sealed class MeshRenderer : Component
{
internal MeshRenderer(ulong gameObjectUUID)
: base(gameObjectUUID)
{
}
public int MaterialCount => InternalCalls.MeshRenderer_GetMaterialCount(GameObjectUUID);
public int materialCount => MaterialCount;
public bool CastShadows
{
get => InternalCalls.MeshRenderer_GetCastShadows(GameObjectUUID);
set => InternalCalls.MeshRenderer_SetCastShadows(GameObjectUUID, value);
}
public bool castShadows
{
get => CastShadows;
set => CastShadows = value;
}
public bool ReceiveShadows
{
get => InternalCalls.MeshRenderer_GetReceiveShadows(GameObjectUUID);
set => InternalCalls.MeshRenderer_SetReceiveShadows(GameObjectUUID, value);
}
public bool receiveShadows
{
get => ReceiveShadows;
set => ReceiveShadows = value;
}
public int RenderLayer
{
get => InternalCalls.MeshRenderer_GetRenderLayer(GameObjectUUID);
set => InternalCalls.MeshRenderer_SetRenderLayer(GameObjectUUID, value);
}
public int renderLayer
{
get => RenderLayer;
set => RenderLayer = value;
}
public string GetMaterialPath(int index)
{
return InternalCalls.MeshRenderer_GetMaterialPath(GameObjectUUID, index) ?? string.Empty;
}
public void SetMaterialPath(int index, string path)
{
InternalCalls.MeshRenderer_SetMaterialPath(GameObjectUUID, index, path ?? string.Empty);
}
public void ClearMaterials()
{
InternalCalls.MeshRenderer_ClearMaterials(GameObjectUUID);
}
}
}

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@@ -66,6 +66,19 @@ TEST(MeshFilterComponent_Test, SerializeAndDeserializePreservesPath) {
delete mesh; delete mesh;
} }
TEST(MeshFilterComponent_Test, SetMeshPathPreservesPathWithoutLoadedResource) {
MeshFilterComponent component;
component.SetMeshPath("Meshes/runtime.mesh");
EXPECT_EQ(component.GetMeshPath(), "Meshes/runtime.mesh");
EXPECT_EQ(component.GetMesh(), nullptr);
component.SetMeshPath("");
EXPECT_EQ(component.GetMeshPath(), "");
EXPECT_EQ(component.GetMesh(), nullptr);
}
TEST(MeshRendererComponent_Test, SetMaterialsKeepsSlotsAndFlags) { TEST(MeshRendererComponent_Test, SetMaterialsKeepsSlotsAndFlags) {
GameObject gameObject("RendererHolder"); GameObject gameObject("RendererHolder");
auto* component = gameObject.AddComponent<MeshRendererComponent>(); auto* component = gameObject.AddComponent<MeshRendererComponent>();
@@ -122,4 +135,20 @@ TEST(MeshRendererComponent_Test, SerializeAndDeserializePreservesMaterialPathsAn
delete material1; delete material1;
} }
TEST(MeshRendererComponent_Test, SetMaterialPathPreservesPathWithoutLoadedResource) {
MeshRendererComponent component;
component.SetMaterialPath(1, "Materials/runtime.mat");
ASSERT_EQ(component.GetMaterialCount(), 2u);
EXPECT_EQ(component.GetMaterial(0), nullptr);
EXPECT_EQ(component.GetMaterial(1), nullptr);
EXPECT_EQ(component.GetMaterialPath(0), "");
EXPECT_EQ(component.GetMaterialPath(1), "Materials/runtime.mat");
component.SetMaterialPath(1, "");
EXPECT_EQ(component.GetMaterialPath(1), "");
EXPECT_EQ(component.GetMaterial(1), nullptr);
}
} // namespace } // namespace

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@@ -2,6 +2,8 @@
#include <XCEngine/Components/CameraComponent.h> #include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/LightComponent.h> #include <XCEngine/Components/LightComponent.h>
#include <XCEngine/Components/MeshFilterComponent.h>
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Math/Vector3.h> #include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Math/Vector4.h> #include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Scene/Scene.h> #include <XCEngine/Scene/Scene.h>
@@ -315,6 +317,82 @@ TEST_F(MonoScriptRuntimeTest, ManagedBuiltInComponentWrappersReadAndWriteCameraA
EXPECT_TRUE(light->GetCastsShadows()); EXPECT_TRUE(light->GetCastsShadows());
} }
TEST_F(MonoScriptRuntimeTest, ManagedMeshComponentWrappersReadAndWritePathsAndFlags) {
Scene* runtimeScene = CreateScene("MonoRuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
MeshFilterComponent* meshFilter = host->AddComponent<MeshFilterComponent>();
MeshRendererComponent* meshRenderer = host->AddComponent<MeshRendererComponent>();
ScriptComponent* component = AddScript(host, "Gameplay", "MeshComponentProbe");
meshFilter->SetMeshPath("Meshes/initial.mesh");
meshRenderer->SetMaterialPath(0, "Materials/initial.mat");
meshRenderer->SetCastShadows(true);
meshRenderer->SetReceiveShadows(false);
meshRenderer->SetRenderLayer(7);
engine->OnRuntimeStart(runtimeScene);
engine->OnUpdate(0.016f);
bool hasMeshFilter = false;
bool hasMeshRenderer = false;
bool meshFilterLookupSucceeded = false;
bool meshRendererLookupSucceeded = false;
std::string observedInitialMeshPath;
std::string observedUpdatedMeshPath;
int32_t observedInitialMaterialCount = 0;
std::string observedInitialMaterial0Path;
bool observedInitialCastShadows = false;
bool observedInitialReceiveShadows = true;
int32_t observedInitialRenderLayer = 0;
int32_t observedUpdatedMaterialCount = 0;
std::string observedUpdatedMaterial1Path;
bool observedUpdatedCastShadows = true;
bool observedUpdatedReceiveShadows = false;
int32_t observedUpdatedRenderLayer = 0;
EXPECT_TRUE(runtime->TryGetFieldValue(component, "HasMeshFilter", hasMeshFilter));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "HasMeshRenderer", hasMeshRenderer));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "MeshFilterLookupSucceeded", meshFilterLookupSucceeded));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "MeshRendererLookupSucceeded", meshRendererLookupSucceeded));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialMeshPath", observedInitialMeshPath));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedMeshPath", observedUpdatedMeshPath));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialMaterialCount", observedInitialMaterialCount));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialMaterial0Path", observedInitialMaterial0Path));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialCastShadows", observedInitialCastShadows));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialReceiveShadows", observedInitialReceiveShadows));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialRenderLayer", observedInitialRenderLayer));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedMaterialCount", observedUpdatedMaterialCount));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedMaterial1Path", observedUpdatedMaterial1Path));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedCastShadows", observedUpdatedCastShadows));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedReceiveShadows", observedUpdatedReceiveShadows));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedRenderLayer", observedUpdatedRenderLayer));
EXPECT_TRUE(hasMeshFilter);
EXPECT_TRUE(hasMeshRenderer);
EXPECT_TRUE(meshFilterLookupSucceeded);
EXPECT_TRUE(meshRendererLookupSucceeded);
EXPECT_EQ(observedInitialMeshPath, "Meshes/initial.mesh");
EXPECT_EQ(observedUpdatedMeshPath, "Meshes/runtime_override.mesh");
EXPECT_EQ(observedInitialMaterialCount, 1);
EXPECT_EQ(observedInitialMaterial0Path, "Materials/initial.mat");
EXPECT_TRUE(observedInitialCastShadows);
EXPECT_FALSE(observedInitialReceiveShadows);
EXPECT_EQ(observedInitialRenderLayer, 7);
EXPECT_EQ(observedUpdatedMaterialCount, 2);
EXPECT_EQ(observedUpdatedMaterial1Path, "Materials/runtime_override.mat");
EXPECT_FALSE(observedUpdatedCastShadows);
EXPECT_TRUE(observedUpdatedReceiveShadows);
EXPECT_EQ(observedUpdatedRenderLayer, 11);
EXPECT_EQ(meshFilter->GetMeshPath(), "Meshes/runtime_override.mesh");
ASSERT_EQ(meshRenderer->GetMaterialCount(), 2u);
EXPECT_EQ(meshRenderer->GetMaterialPath(0), "Materials/initial.mat");
EXPECT_EQ(meshRenderer->GetMaterialPath(1), "Materials/runtime_override.mat");
EXPECT_FALSE(meshRenderer->GetCastShadows());
EXPECT_TRUE(meshRenderer->GetReceiveShadows());
EXPECT_EQ(meshRenderer->GetRenderLayer(), 11u);
}
TEST_F(MonoScriptRuntimeTest, TransformHierarchyApiExposesParentChildAndReparenting) { TEST_F(MonoScriptRuntimeTest, TransformHierarchyApiExposesParentChildAndReparenting) {
Scene* runtimeScene = CreateScene("MonoRuntimeScene"); Scene* runtimeScene = CreateScene("MonoRuntimeScene");
GameObject* root = runtimeScene->CreateGameObject("Root"); GameObject* root = runtimeScene->CreateGameObject("Root");