//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptObject.h" #include "BsRendererMeshData.h" namespace BansheeEngine { /** @addtogroup ScriptInteropEngine * @{ */ /** Valid index types for mesh indices. */ // Note: Do not modify, it must match the layout of C# enum IndexType enum class ScriptIndexType { Index16, Index32 }; /** Interop class between C++ & CLR for RendererMeshData. */ class BS_SCR_BE_EXPORT ScriptMeshData : public ScriptObject { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "MeshData") /** Returns the internal wrapped mesh data. */ RendererMeshDataPtr getInternalValue() const { return mMeshData; } /** Creates a new managed MeshData object from the provided native render mesh data. */ static MonoObject* create(const RendererMeshDataPtr& meshData); /** Creates a new managed MeshData object from the provided native mesh data. */ static MonoObject* create(const MeshDataPtr& meshData); private: ScriptMeshData(MonoObject* managedInstance); ~ScriptMeshData(); /** Initializes the object. Must be called after construction and before use. */ void initialize(const RendererMeshDataPtr& meshData); /** Checks is the underlying mesh data of the provided object locked. When locked mesh data cannot be accessed. */ static bool checkIsLocked(ScriptMeshData* thisPtr); RendererMeshDataPtr mMeshData; /************************************************************************/ /* CLR HOOKS */ /************************************************************************/ 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); }; /** @} */ }