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@@ -0,0 +1,272 @@
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+class "MeshGeometry"
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+
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+MeshGeometry.TRISTRIP_MESH = 0
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+MeshGeometry.TRI_MESH = 1
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+MeshGeometry.TRIFAN_MESH = 2
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+MeshGeometry.LINE_MESH = 4
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+MeshGeometry.POINT_MESH = 5
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+MeshGeometry.LINE_STRIP_MESH = 6
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+MeshGeometry.LINE_LOOP_MESH = 7
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+
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+function MeshGeometry:__getvar(name)
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+ if name == "meshType" then
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+ return Polycode.MeshGeometry_get_meshType(self.__ptr)
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+ elseif name == "dataChanged" then
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+ return Polycode.MeshGeometry_get_dataChanged(self.__ptr)
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+ elseif name == "indexedMesh" then
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+ return Polycode.MeshGeometry_get_indexedMesh(self.__ptr)
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+ end
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+end
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+
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+function MeshGeometry:__setvar(name,value)
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+ if name == "meshType" then
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+ Polycode.MeshGeometry_set_meshType(self.__ptr, value)
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+ return true
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+ elseif name == "dataChanged" then
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+ Polycode.MeshGeometry_set_dataChanged(self.__ptr, value)
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+ return true
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+ elseif name == "indexedMesh" then
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+ Polycode.MeshGeometry_set_indexedMesh(self.__ptr, value)
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+ return true
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+ end
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+ return false
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+end
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+function MeshGeometry:MeshGeometry(...)
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+ local arg = {...}
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+ for k,v in pairs(arg) do
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+ if type(v) == "table" then
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+ if v.__ptr ~= nil then
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+ arg[k] = v.__ptr
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+ end
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+ end
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+ end
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+ if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
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+ self.__ptr = Polycode.MeshGeometry(unpack(arg))
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+ end
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+end
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+
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+function MeshGeometry:clearMesh()
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+ local retVal = Polycode.MeshGeometry_clearMesh(self.__ptr)
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+end
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+
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+function MeshGeometry:getVertexCount()
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+ local retVal = Polycode.MeshGeometry_getVertexCount(self.__ptr)
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+ return retVal
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+end
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+
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+function MeshGeometry:createPlane(w, h, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createPlane(self.__ptr, w, h, tilingValue)
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+end
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+
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+function MeshGeometry:createVPlane(w, h, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createVPlane(self.__ptr, w, h, tilingValue)
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+end
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+
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+function MeshGeometry:createCircle(w, h, numSegments, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createCircle(self.__ptr, w, h, numSegments, tilingValue)
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+end
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+
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+function MeshGeometry:createLineCircle(w, h, numSegments, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createLineCircle(self.__ptr, w, h, numSegments, tilingValue)
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+end
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+
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+function MeshGeometry:createTorus(radius, tubeRadius, segmentsW, segmentsH, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createTorus(self.__ptr, radius, tubeRadius, segmentsW, segmentsH, tilingValue)
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+end
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+
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+function MeshGeometry:createBox(w, d, h, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createBox(self.__ptr, w, d, h, tilingValue)
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+end
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+
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+function MeshGeometry:createSphere(radius, numRings, numSegments, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createSphere(self.__ptr, radius, numRings, numSegments, tilingValue)
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+end
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+
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+function MeshGeometry:createIcosphere(radius, subdivisions)
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+ local retVal = Polycode.MeshGeometry_createIcosphere(self.__ptr, radius, subdivisions)
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+end
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+
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+function MeshGeometry:createOctosphere(radius, subdivisions)
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+ local retVal = Polycode.MeshGeometry_createOctosphere(self.__ptr, radius, subdivisions)
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+end
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+
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+function MeshGeometry:createCylinder(height, radius, numSegments, capped, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createCylinder(self.__ptr, height, radius, numSegments, capped, tilingValue)
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+end
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+
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+function MeshGeometry:createCone(height, radius, numSegments, tilingValue)
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+ local retVal = Polycode.MeshGeometry_createCone(self.__ptr, height, radius, numSegments, tilingValue)
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+end
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+
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+function MeshGeometry:recenterMesh()
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+ local retVal = Polycode.MeshGeometry_recenterMesh(self.__ptr)
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+ if retVal == nil then return nil end
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+ local __c = _G["Vector3"]("__skip_ptr__")
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+ __c.__ptr = retVal
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+ return __c
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+end
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+
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+function MeshGeometry:setVertexAtOffset(offset, x, y, z)
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+ local retVal = Polycode.MeshGeometry_setVertexAtOffset(self.__ptr, offset, x, y, z)
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+end
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+
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+function MeshGeometry:addVertexWithUVAndNormal(x, y, z, u, v, nx, ny, nz)
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+ local retVal = Polycode.MeshGeometry_addVertexWithUVAndNormal(self.__ptr, x, y, z, u, v, nx, ny, nz)
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+end
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+
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+function MeshGeometry:addTexCoord(u, v)
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+ local retVal = Polycode.MeshGeometry_addTexCoord(self.__ptr, u, v)
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+end
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+
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+function MeshGeometry:addTexCoord2(u, v)
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+ local retVal = Polycode.MeshGeometry_addTexCoord2(self.__ptr, u, v)
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+end
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+
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+function MeshGeometry:addTangent(x, y, z)
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+ local retVal = Polycode.MeshGeometry_addTangent(self.__ptr, x, y, z)
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+end
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+
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+function MeshGeometry:addVertexWithUV(x, y, z, u, v)
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+ local retVal = Polycode.MeshGeometry_addVertexWithUV(self.__ptr, x, y, z, u, v)
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+end
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+
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+function MeshGeometry:addVertex(x, y, z)
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+ local retVal = Polycode.MeshGeometry_addVertex(self.__ptr, x, y, z)
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+end
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+
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+function MeshGeometry:addNormal(nx, ny, nz)
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+ local retVal = Polycode.MeshGeometry_addNormal(self.__ptr, nx, ny, nz)
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+end
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+
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+function MeshGeometry:addBoneAssignments(b1Weight, b1Index, b2Weight, b2Index, b3Weight, b3Index, b4Weight, b4Index)
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+ local retVal = Polycode.MeshGeometry_addBoneAssignments(self.__ptr, b1Weight, b1Index, b2Weight, b2Index, b3Weight, b3Index, b4Weight, b4Index)
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+end
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+
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+function MeshGeometry:addColor(r, g, b, a)
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+ local retVal = Polycode.MeshGeometry_addColor(self.__ptr, r, g, b, a)
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+end
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+
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+function MeshGeometry:getVertexPosition(vertexOffset)
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+ local retVal = Polycode.MeshGeometry_getVertexPosition(self.__ptr, vertexOffset)
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+ if retVal == nil then return nil end
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+ local __c = _G["Vector3"]("__skip_ptr__")
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+ __c.__ptr = retVal
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+ return __c
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+end
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+
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+function MeshGeometry:getVertexPositionAtIndex(index)
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+ local retVal = Polycode.MeshGeometry_getVertexPositionAtIndex(self.__ptr, index)
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+ if retVal == nil then return nil end
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+ local __c = _G["Vector3"]("__skip_ptr__")
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+ __c.__ptr = retVal
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+ return __c
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+end
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+
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+function MeshGeometry:getVertexTexCoord(vertexOffset)
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+ local retVal = Polycode.MeshGeometry_getVertexTexCoord(self.__ptr, vertexOffset)
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+ if retVal == nil then return nil end
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+ local __c = _G["Vector2"]("__skip_ptr__")
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+ __c.__ptr = retVal
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+ return __c
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+end
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+
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+function MeshGeometry:getVertexTexCoordAtIndex(index)
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+ local retVal = Polycode.MeshGeometry_getVertexTexCoordAtIndex(self.__ptr, index)
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+ if retVal == nil then return nil end
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+ local __c = _G["Vector2"]("__skip_ptr__")
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+ __c.__ptr = retVal
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+ return __c
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+end
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+
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+function MeshGeometry:Copy()
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+ local retVal = Polycode.MeshGeometry_Copy(self.__ptr)
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+ if retVal == nil then return nil end
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+ local __c = _G["MeshGeometry"]("__skip_ptr__")
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+ __c.__ptr = retVal
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+ return __c
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+end
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+
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+function MeshGeometry:getRadius()
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+ local retVal = Polycode.MeshGeometry_getRadius(self.__ptr)
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+ return retVal
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+end
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+
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+function MeshGeometry:calculateNormals()
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+ local retVal = Polycode.MeshGeometry_calculateNormals(self.__ptr)
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+end
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+
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+function MeshGeometry:calculateTangents()
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+ local retVal = Polycode.MeshGeometry_calculateTangents(self.__ptr)
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+end
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+
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+function MeshGeometry:getMeshType()
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+ local retVal = Polycode.MeshGeometry_getMeshType(self.__ptr)
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+ return retVal
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+end
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+
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+function MeshGeometry:setMeshType(newType)
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+ local retVal = Polycode.MeshGeometry_setMeshType(self.__ptr, newType)
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+end
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+
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+function MeshGeometry:getIndexGroupSize()
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+ local retVal = Polycode.MeshGeometry_getIndexGroupSize(self.__ptr)
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+ return retVal
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+end
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+
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+function MeshGeometry:calculateBBox()
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+ local retVal = Polycode.MeshGeometry_calculateBBox(self.__ptr)
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+ if retVal == nil then return nil end
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+ local __c = _G["Vector3"]("__skip_ptr__")
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+ __c.__ptr = retVal
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+ return __c
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+end
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+
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+function MeshGeometry:addIndexedFace(i1, i2)
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+ local retVal = Polycode.MeshGeometry_addIndexedFace(self.__ptr, i1, i2)
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+end
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+
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+function MeshGeometry:addIndex(index)
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+ local retVal = Polycode.MeshGeometry_addIndex(self.__ptr, index)
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+end
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+
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+function MeshGeometry:removeVertexRange(beginRemoveVertex, vertexRemovalCount)
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+ local retVal = Polycode.MeshGeometry_removeVertexRange(self.__ptr, beginRemoveVertex, vertexRemovalCount)
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+end
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+
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+function MeshGeometry:removeFace(faceIndex)
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+ local retVal = Polycode.MeshGeometry_removeFace(self.__ptr, faceIndex)
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+end
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+
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+function MeshGeometry:removeUnusedVertices()
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+ local retVal = Polycode.MeshGeometry_removeUnusedVertices(self.__ptr)
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+ return retVal
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+end
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+
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+function MeshGeometry:getIndexCount()
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+ local retVal = Polycode.MeshGeometry_getIndexCount(self.__ptr)
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+ return retVal
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+end
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+
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+function MeshGeometry:subdivideToRadius(radius, subdivisions)
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+ local retVal = Polycode.MeshGeometry_subdivideToRadius(self.__ptr, radius, subdivisions)
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+end
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+
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+function MeshGeometry:calculateFaceTangent(v1, v2, v3, texCoord1, texCoord2, texCoord3)
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+ local retVal = Polycode.MeshGeometry_calculateFaceTangent(self.__ptr, v1.__ptr, v2.__ptr, v3.__ptr, texCoord1.__ptr, texCoord2.__ptr, texCoord3.__ptr)
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+ if retVal == nil then return nil end
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+ local __c = _G["Vector3"]("__skip_ptr__")
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+ __c.__ptr = retVal
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+ return __c
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+end
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+
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+function MeshGeometry:saveAsOBJ(fileName)
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+ local retVal = Polycode.MeshGeometry_saveAsOBJ(self.__ptr, fileName)
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+end
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+
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+function MeshGeometry:normalizeBoneWeights()
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+ local retVal = Polycode.MeshGeometry_normalizeBoneWeights(self.__ptr)
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+end
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+
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+function MeshGeometry:__delete()
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+ if self then Polycode.delete_MeshGeometry(self.__ptr) end
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+end
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