#pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptGameObject.h" #include "BsScriptObject.h" #include "BsFont.h" namespace BansheeEngine { class BS_SCR_BE_EXPORT ScriptSceneObject : public ScriptObject { public: SCRIPT_OBJ(BansheeEngineAssemblyName, "BansheeEngine", "SceneObject") virtual HGameObject getNativeHandle() const { return mSceneObject; } virtual void setNativeHandle(const HGameObject& gameObject); private: friend class ScriptGameObjectManager; static void internal_createInstance(MonoObject* instance, MonoString* name); static void internal_setParent(ScriptSceneObject* nativeInstance, MonoObject* parent); static MonoObject* internal_getParent(ScriptSceneObject* nativeInstance); static UINT32 internal_getNumChildren(ScriptSceneObject* nativeInstance); static MonoObject* internal_getChild(ScriptSceneObject* nativeInstance, UINT32 idx); static void internal_getPosition(ScriptSceneObject* nativeInstance, Vector3* value); static void internal_getLocalPosition(ScriptSceneObject* nativeInstance, Vector3* value); static void internal_getRotation(ScriptSceneObject* nativeInstance, Quaternion* value); static void internal_getLocalRotation(ScriptSceneObject* nativeInstance, Quaternion* value); static void internal_getScale(ScriptSceneObject* nativeInstance, Vector3* value); static void internal_getLocalScale(ScriptSceneObject* nativeInstance, Vector3* value); static void internal_setPosition(ScriptSceneObject* nativeInstance, Vector3 value); static void internal_setLocalPosition(ScriptSceneObject* nativeInstance, Vector3 value); static void internal_setRotation(ScriptSceneObject* nativeInstance, Quaternion value); static void internal_setLocalRotation(ScriptSceneObject* nativeInstance, Quaternion value); static void internal_setLocalScale(ScriptSceneObject* nativeInstance, Vector3 value); static void internal_getLocalTransform(ScriptSceneObject* nativeInstance, Matrix4* value); static void internal_getWorldTransform(ScriptSceneObject* nativeInstance, Matrix4* value); static void internal_lookAt(ScriptSceneObject* nativeInstance, Vector3 direction, Vector3 up); static void internal_move(ScriptSceneObject* nativeInstance, Vector3 value); static void internal_moveLocal(ScriptSceneObject* nativeInstance, Vector3 value); static void internal_rotate(ScriptSceneObject* nativeInstance, Quaternion value); static void internal_roll(ScriptSceneObject* nativeInstance, Radian value); static void internal_yaw(ScriptSceneObject* nativeInstance, Radian value); static void internal_pitch(ScriptSceneObject* nativeInstance, Radian value); static void internal_setForward(ScriptSceneObject* nativeInstance, Vector3 value); static void internal_getForward(ScriptSceneObject* nativeInstance, Vector3* value); static void internal_getUp(ScriptSceneObject* nativeInstance, Vector3* value); static void internal_getRight(ScriptSceneObject* nativeInstance, Vector3* value); static void internal_destroy(ScriptSceneObject* nativeInstance, bool immediate); static bool checkIfDestroyed(ScriptSceneObject* nativeInstance); ScriptSceneObject(MonoObject* instance, const HSceneObject& sceneObject); void _onManagedInstanceDeleted(); HSceneObject mSceneObject; }; }