#pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptObject.h" #include "BsRendererMeshData.h" namespace BansheeEngine { // Note: Do not modify, it must match the layout of C# enum IndexType enum class ScriptIndexType { Index16, Index32 }; class BS_SCR_BE_EXPORT ScriptMeshData : public ScriptObject { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "MeshData") RendererMeshDataPtr getInternalValue() const { return mMeshData; } static MonoObject* create(const RendererMeshDataPtr& meshData); static MonoObject* create(const MeshDataPtr& meshData); private: ScriptMeshData(MonoObject* managedInstance); ~ScriptMeshData(); void initialize(const RendererMeshDataPtr& meshData); static void internal_CreateInstance(MonoObject* instance, int numVertices, int numIndices, VertexLayout vertex, ScriptIndexType index); static MonoArray* internal_GetPositions(ScriptMeshData* thisPtr); static void internal_SetPositions(ScriptMeshData* thisPtr, MonoArray* value); static MonoArray* internal_GetNormals(ScriptMeshData* thisPtr); static void internal_SetNormals(ScriptMeshData* thisPtr, MonoArray* value); static MonoArray* internal_GetTangents(ScriptMeshData* thisPtr); static void internal_SetTangents(ScriptMeshData* thisPtr, MonoArray* value); static MonoArray* internal_GetColors(ScriptMeshData* thisPtr); static void internal_SetColors(ScriptMeshData* thisPtr, MonoArray* value); static MonoArray* internal_GetUV0(ScriptMeshData* thisPtr); static void internal_SetUV0(ScriptMeshData* thisPtr, MonoArray* value); static MonoArray* internal_GetUV1(ScriptMeshData* thisPtr); static void internal_SetUV1(ScriptMeshData* thisPtr, MonoArray* value); static MonoArray* internal_GetBoneWeights(ScriptMeshData* thisPtr); static void internal_SetBoneWeights(ScriptMeshData* thisPtr, MonoArray* value); static MonoArray* internal_GetIndices(ScriptMeshData* thisPtr); static void internal_SetIndices(ScriptMeshData* thisPtr, MonoArray* value); static int internal_GetVertexCount(ScriptMeshData* thisPtr); static int internal_GetIndexCount(ScriptMeshData* thisPtr); static bool checkIsLocked(ScriptMeshData* thisPtr); RendererMeshDataPtr mMeshData; }; }