Added Collider component and Ray struct for C#
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/************************************************************************************//*!
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\file Collider.cxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Oct 20, 2022
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\brief Contains the definition of the functions of the managed Collider class.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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// Precompiled Headers
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#include "SHpch.h"
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// Primary Header
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#include "Collider.hxx"
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#include "Utility/Debug.hxx"
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* ColliderBound - Constructors */
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/*---------------------------------------------------------------------------------*/
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ColliderBound::ColliderBound(int arrayIdx, Entity attachedEntity)
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: arrayIndex { arrayIdx }
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, entity { attachedEntity }
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{}
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/*---------------------------------------------------------------------------------*/
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/* ColliderBound - Setter Functions */
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/*---------------------------------------------------------------------------------*/
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void ColliderBound::updateArrayIndex(int index)
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{
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arrayIndex = index;
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}
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/*---------------------------------------------------------------------------------*/
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/* BoxColliderBound - Constructors */
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/*---------------------------------------------------------------------------------*/
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BoxColliderBound::BoxColliderBound(int arrayIdx, Entity attachedEntity)
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: ColliderBound { arrayIndex, attachedEntity }
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{}
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/*---------------------------------------------------------------------------------*/
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/* BoxColliderBound - Properties */
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/*---------------------------------------------------------------------------------*/
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Vector3 BoxColliderBound::Center::get()
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{
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return Convert::ToCLI(getNativeBoundObject<SHBoundingBox>().GetCenter());
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}
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void BoxColliderBound::Center::set(Vector3 value)
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{
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getNativeBoundObject<SHBoundingBox>().SetCenter(Convert::ToNative(value));
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}
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Vector3 BoxColliderBound::HalfExtents::get()
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{
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return Convert::ToCLI(getNativeBoundObject<SHBoundingBox>().GetHalfExtents());
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}
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void BoxColliderBound::HalfExtents::set(Vector3 value)
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{
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getNativeBoundObject<SHBoundingBox>().SetHalfExtents(Convert::ToNative(value));
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}
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Vector3 BoxColliderBound::Min::get()
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{
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return Convert::ToCLI(getNativeBoundObject<SHBoundingBox>().GetMin());
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}
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void BoxColliderBound::Min::set(Vector3 value)
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{
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getNativeBoundObject<SHBoundingBox>().SetMin(Convert::ToNative(value));
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}
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Vector3 BoxColliderBound::Max::get()
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{
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return Convert::ToCLI(getNativeBoundObject<SHBoundingBox>().GetMax());
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}
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void BoxColliderBound::Max::set(Vector3 value)
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{
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getNativeBoundObject<SHBoundingBox>().SetMax(Convert::ToNative(value));
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}
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/*---------------------------------------------------------------------------------*/
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/* BoxColliderBound - Usage Functions */
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/*---------------------------------------------------------------------------------*/
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bool BoxColliderBound::TestPoint(Vector3 point)
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{
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return getNativeBoundObject<SHBoundingBox>().TestPoint(Convert::ToNative(point));
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}
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bool BoxColliderBound::Raycast(Ray ray, float maxDistance)
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{
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return getNativeBoundObject<SHBoundingBox>().Raycast(Convert::ToNative(ray), maxDistance);
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}
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/*---------------------------------------------------------------------------------*/
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/* BoxColliderBound - Properties */
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/*---------------------------------------------------------------------------------*/
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Vector3 SphereColliderBound::Center::get()
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{
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return Convert::ToCLI(getNativeBoundObject<SHBoundingSphere>().GetCenter());
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}
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void SphereColliderBound::Center::set(Vector3 value)
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{
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getNativeBoundObject<SHBoundingSphere>().SetCenter(Convert::ToNative(value));
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}
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float SphereColliderBound::Radius::get()
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{
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return getNativeBoundObject<SHBoundingSphere>().GetRadius();
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}
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void SphereColliderBound::Radius::set(float value)
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{
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getNativeBoundObject<SHBoundingSphere>().SetRadius(value);
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}
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/*---------------------------------------------------------------------------------*/
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/* SphereColliderBound - Usage Functions */
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/*---------------------------------------------------------------------------------*/
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bool SphereColliderBound::TestPoint(Vector3 point)
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{
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return getNativeBoundObject<SHBoundingBox>().TestPoint(Convert::ToNative(point));
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}
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bool SphereColliderBound::Raycast(Ray ray, float maxDistance)
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{
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return getNativeBoundObject<SHBoundingBox>().Raycast(Convert::ToNative(ray), maxDistance);
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}
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/*---------------------------------------------------------------------------------*/
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/* SphereColliderBound - Constructors */
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/*---------------------------------------------------------------------------------*/
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SphereColliderBound::SphereColliderBound(int arrayIndex, Entity attachedEntity)
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: ColliderBound{ arrayIndex, attachedEntity }
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{}
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/*---------------------------------------------------------------------------------*/
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/* Collider - Constructors */
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/*---------------------------------------------------------------------------------*/
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Collider::Collider(Entity entity)
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: Component(entity)
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{}
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/*---------------------------------------------------------------------------------*/
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/* Collider - Properties */
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/*---------------------------------------------------------------------------------*/
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int Collider::ColliderBoundsCount::get()
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{
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return static_cast<int>(GetNativeComponent()->GetColliders().size());
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}
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/*---------------------------------------------------------------------------------*/
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/* Collider - ColliderBound Functions */
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/*---------------------------------------------------------------------------------*/
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ColliderBound^ Collider::GetColliderBound(int index)
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{
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// Populate the list if it hasn't been
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if (subColliderList == nullptr)
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{
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subColliderList = gcnew System::Collections::Generic::List<ColliderBound^>();
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for (const auto& collider : GetNativeComponent()->GetColliders())
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{
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ColliderBound^ bound = nullptr;
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switch (collider.first.GetType())
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{
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case SHCollider::Type::BOX:
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bound = gcnew BoxColliderBound(index, Owner.GetEntity());
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break;
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case SHCollider::Type::SPHERE:
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bound = gcnew SphereColliderBound(index, Owner.GetEntity());
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break;
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case SHCollider::Type::CAPSULE:
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// TODO
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break;
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default:
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Debug::LogWarning("[Collider] An invalid Collider Type was detected. Skipping.");
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break;
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}
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// Add into list
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subColliderList->Add(bound);
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}
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}
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// Check if valid
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if (index < 0 || index >= subColliderList->Count)
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throw gcnew System::ArgumentException("[Collider] Invalid index for Collider Bound retrieval.");
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// Return the bound
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return subColliderList[index];
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}
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generic<typename T>
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T Collider::GetColliderBound(int index)
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{
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return safe_cast<T>(GetColliderBound(index));
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}
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}
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/************************************************************************************//*!
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\file Collider.h++
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Oct 20, 2022
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\brief Contains the definition of templated functions for the managed Collider
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and related classes.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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#pragma once
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// Primary Include
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#include "Component.hxx"
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namespace SHADE
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{
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template<typename ColliderBoundType>
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ColliderBoundType& SHADE::ColliderBound::getNativeBoundObject()
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{
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SHColliderComponent* collider = SHComponentManager::GetComponent_s<SHColliderComponent>(entity);
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if (!collider)
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throw gcnew System::InvalidOperationException("Unable to retrieve Collider component!");
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try
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{
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auto& bounds = collider->GetCollider(arrayIndex);
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if (bounds.GetType() != SHCollider::Type::BOX)
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throw gcnew System::InvalidOperationException("Attempted to retrieve invalid ColliderBound.");
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return reinterpret_cast<ColliderBoundType&>(bounds);
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}
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catch (std::invalid_argument&)
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{
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throw gcnew System::IndexOutOfRangeException("Attempted to retrieve out of range ColliderBound!");
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}
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}
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}
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/************************************************************************************//*!
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\file Collider.hxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Oct 20, 2022
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\brief Contains the definition of the managed Collider class with the
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declaration of functions for working with it.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2022 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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#pragma once
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// External Dependencies
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#include "Physics/Components/SHColliderComponent.h"
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// Project Includes
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#include "Components/Component.hxx"
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#include "Math/Vector3.hxx"
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#include "Utility/Convert.hxx"
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#include "Math/Ray.hxx"
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namespace SHADE
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{
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/// <summary>
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/// Base interface for all Collider Shapes.
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/// </summary>
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public ref class ColliderBound
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Usage Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Checks if the specified point is within this shape's bounds.
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/// </summary>
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/// <param name="point">Point to test with.</param>
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/// <returns>True if the point is in the shape's bounds.</returns>
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virtual bool TestPoint(Vector3 point) = 0;
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/// <summary>
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/// Computes a Raycast and checks if there is a collision with any object.
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/// </summary>
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/// <param name="ray">The ray to cast.</param>
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/// <param name="maxDistance">Maximum distance for the raycast check.</param>
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/// <returns>True if the ray intersects with an object in the scene.</returns>
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virtual bool Raycast(Ray ray, float maxDistance) = 0;
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protected:
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/*-----------------------------------------------------------------------------*/
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/* Constructors */
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/*-----------------------------------------------------------------------------*/
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ColliderBound(int arrayIdx, Entity attachedEntity);
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/*-----------------------------------------------------------------------------*/
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/* Data Members */
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/*-----------------------------------------------------------------------------*/
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int arrayIndex; // Index into the colliders vector on the native object
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Entity entity; // Entity holding the collider component that this collider bounds is on
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/*-----------------------------------------------------------------------------*/
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/* Helper Functions */
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/*-----------------------------------------------------------------------------*/
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template<typename ColliderBoundType>
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ColliderBoundType& getNativeBoundObject();
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Setter Functions */
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/*-----------------------------------------------------------------------------*/
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void updateArrayIndex(int index);
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};
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/// <summary>
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/// Box-shaped Collider Bound.
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/// </summary>
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public ref class BoxColliderBound : public ColliderBound
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Center of the Bounding Box formed by this bound.
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/// </summary>
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property Vector3 Center
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{
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Vector3 get();
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void set(Vector3 value);
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}
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/// <summary>
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/// Half of the scale of the Bounding Box formed by this bound.
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/// </summary>
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property Vector3 HalfExtents
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{
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Vector3 get();
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void set(Vector3 value);
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}
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/// <summary>
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/// Position of the bottom left back corner of the Bounding Box formed by this
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/// bound.
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/// </summary>
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property Vector3 Min
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{
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Vector3 get();
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void set(Vector3 value);
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}
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/// <summary>
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/// Position of the top right front corner of the Bounding Box formed by this
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/// bound.
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/// </summary>
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property Vector3 Max
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{
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Vector3 get();
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void set(Vector3 value);
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}
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/*-----------------------------------------------------------------------------*/
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/* ColliderBound Functions */
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/*-----------------------------------------------------------------------------*/
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/// <inheritdoc/>
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bool TestPoint(Vector3 point) override;
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/// <inheritdoc/>
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bool Raycast(Ray ray, float maxDistance) override;
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Constructors */
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/*-----------------------------------------------------------------------------*/
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BoxColliderBound(int arrayIndex, Entity attachedEntity);
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};
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/// <summary>
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/// Sphere-shaped Collider Bound.
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/// </summary>
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public ref class SphereColliderBound : public ColliderBound
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Center of the Bounding Sphere formed by this bound.
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/// </summary>
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property Vector3 Center
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{
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Vector3 get();
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void set(Vector3 value);
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}
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/// <summary>
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/// Radius of the Bounding Sphere formed by this bound.
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/// </summary>
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property float Radius
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{
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float get();
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void set(float value);
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}
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/*-----------------------------------------------------------------------------*/
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/* ColliderBound Functions */
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/*-----------------------------------------------------------------------------*/
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/// <inheritdoc/>
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bool TestPoint(Vector3 point) override;
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/// <inheritdoc/>
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bool Raycast(Ray ray, float maxDistance) override;
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Constructors */
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/*-----------------------------------------------------------------------------*/
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SphereColliderBound(int arrayIndex, Entity attachedEntity);
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};
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/// <summary>
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/// CLR version of the the SHADE Engine's SHColliderComponent.
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/// A single Collider component can contain one or multiple Collider Bounds.
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/// </summary>
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public ref class Collider : public Component<SHColliderComponent>
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{
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Constructors */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Constructs a Collider Component that represents a native SHColliderComponent
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/// component tied to the specified Entity.
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/// </summary>
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/// <param name="entity">Entity that this Component will be tied to.</param>
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Collider(Entity entity);
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public:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Total number of ColliderBounds in the Collider component.
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/// </summary>
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property int ColliderBoundsCount
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{
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int get();
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}
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/*-----------------------------------------------------------------------------*/
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/* Usage Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Retrieves a ColliderBound at the specified index in the ColliderBound list.
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/// </summary>
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/// <param name="index">Index to retrieve a ColliderBound from.</param>
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/// <returns>ColliderBound for the specified index.</returns>
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ColliderBound^ GetColliderBound(int index);
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/// <summary>
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/// Retrieves a ColliderBound at the specified index in the ColliderBound list
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/// and casts it to the appropriate type.
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/// </summary>
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/// <typeparam name="T">Type of the ColliderBound to cast to.</typeparam>
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/// <param name="index">Index to retrieve a ColliderBound from.</param>
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/// <returns>ColliderBound for the specified index.</returns>
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generic<typename T> where T:ColliderBound
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T GetColliderBound(int index);
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private:
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System::Collections::Generic::List<ColliderBound^>^ subColliderList; // TODO: Update elements in this list if the list on native collider changes
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};
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}
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#include "Collider.h++"
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@ -0,0 +1,28 @@
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/************************************************************************************//*!
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\file Ray.cxx
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Oct 20, 2022
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\brief Contains the definitions of functions of the Vector2 struct.
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Note: This file is written in C++17/CLI.
|
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|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
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||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
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// Precompiled Headers
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#include "SHpch.h"
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// Primary Header
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#include "Math/Ray.hxx"
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namespace SHADE
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{
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/*---------------------------------------------------------------------------------*/
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/* Constructors */
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/*---------------------------------------------------------------------------------*/
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Ray::Ray(Vector3 origin, Vector3 direction)
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: Origin { origin }
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, Direction{ direction }
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{}
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}
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/************************************************************************************//*!
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\file Ray.hxx
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\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 20, 2021
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\brief Contains the definitions of Vector2 struct.
|
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|
||||
Note: This file is written in C++17/CLI.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
||||
#pragma once
|
||||
|
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// Project Includes
|
||||
#include "Vector3.hxx"
|
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|
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namespace SHADE
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{
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///<summary>
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/// CLR version of the the SHADE Engine's Ray class that represents a ray in
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/// 3-Dimensional space.
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/// </summary>
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public value struct Ray
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{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Public Members */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// The start point of the ray.
|
||||
/// </summary>
|
||||
Vector3 Origin;
|
||||
/// <summary>
|
||||
/// The direction that a ray travels in.
|
||||
/// </summary>
|
||||
Vector3 Direction;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Creates a ray starting at origin along direction.
|
||||
/// </summary>
|
||||
/// <param name="origin">Source of the ray.</param>
|
||||
/// <param name="direction">Direction the ray travels in.</param>
|
||||
Ray(Vector3 origin, Vector3 direction);
|
||||
};
|
||||
}
|
|
@ -40,6 +40,7 @@ namespace SHADE
|
|||
const double Z = vec.z;
|
||||
return SHVec3(X, Y, Z);
|
||||
}
|
||||
|
||||
Vector3 Convert::ToCLI(const SHVec3& vec)
|
||||
{
|
||||
return Vector3(vec.x, vec.y, vec.z);
|
||||
|
@ -56,6 +57,16 @@ namespace SHADE
|
|||
return Vector2(vec.x, vec.y);
|
||||
}
|
||||
|
||||
SHRay Convert::ToNative(Ray vec)
|
||||
{
|
||||
return SHRay(ToNative(vec.Origin), ToNative(vec.Direction));
|
||||
}
|
||||
|
||||
Ray Convert::ToCLI(const SHRay& vec)
|
||||
{
|
||||
return Ray(ToCLI(vec.position), ToCLI(vec.direction));
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* String Conversions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -18,10 +18,12 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "ECS_Base/Entity/SHEntity.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Math/SHRay.h"
|
||||
// Project Includes
|
||||
#include "Engine/Entity.hxx"
|
||||
#include "Math/Vector2.hxx"
|
||||
#include "Math/Vector3.hxx"
|
||||
#include "Math/Ray.hxx"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -74,6 +76,18 @@ namespace SHADE
|
|||
/// <param name="vec">The native Vector2 to convert from.</param>
|
||||
/// <returns>Managed copy of a native Vector2.</returns>
|
||||
static Vector2 ToCLI(const SHVec2& vec);
|
||||
/// <summary>
|
||||
/// Converts from a managed Vector2 to a native Vector2.
|
||||
/// </summary>
|
||||
/// <param name="vec">The managed Vector2 to convert from.</param>
|
||||
/// <returns>Native copy of a managed Vector2.</returns>
|
||||
static SHRay ToNative(Ray vec);
|
||||
/// <summary>
|
||||
/// Converts from a native Vector2 to a managed Vector2.
|
||||
/// </summary>
|
||||
/// <param name="vec">The native Vector2 to convert from.</param>
|
||||
/// <returns>Managed copy of a native Vector2.</returns>
|
||||
static Ray ToCLI(const SHRay& vec);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* String Conversions */
|
||||
|
|
Loading…
Reference in New Issue