require "Polycode/Scene" class "GenericScene" (Scene) ENTITY_MESH = 0 ENTITY_LIGHT = 1 ENTITY_CAMERA = 2 ENTITY_ENTITY = 3 ENTITY_COLLMESH = 4 function GenericScene:GenericScene(...) for k,v in pairs(arg) do if type(v) == "table" then if v.__ptr ~= nil then arg[k] = v.__ptr end end end if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then self.__ptr = Polycore.GenericScene(unpack(arg)) end end function GenericScene:Render() local retVal = Polycore.GenericScene_Render(self.__ptr) end function GenericScene:RenderDepthOnly(targetCamera) local retVal = Polycore.GenericScene_RenderDepthOnly(self.__ptr, targetCamera.__ptr) end function GenericScene:addGrid(gridTexture) local retVal = Polycore.GenericScene_addGrid(self.__ptr, gridTexture) end function GenericScene:readString(inFile) local retVal = Polycore.GenericScene_readString(inFile.__ptr) return retVal end function GenericScene:loadScene(fileName) local retVal = Polycore.GenericScene_loadScene(self.__ptr, fileName) end function GenericScene:generateLightmaps(lightMapRes, lightMapQuality, numRadPasses) local retVal = Polycore.GenericScene_generateLightmaps(self.__ptr, lightMapRes, lightMapQuality, numRadPasses) end function GenericScene:addLight(light) local retVal = Polycore.GenericScene_addLight(self.__ptr, light.__ptr) end function GenericScene:getNearestLight(pos) local retVal = Polycore.GenericScene_getNearestLight(self.__ptr, pos.__ptr) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = SceneLight("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function GenericScene:writeEntityMatrix(entity, outFile) local retVal = Polycore.GenericScene_writeEntityMatrix(self.__ptr, entity.__ptr, outFile.__ptr) end function GenericScene:writeString(str, outFile) local retVal = Polycore.GenericScene_writeString(self.__ptr, str, outFile.__ptr) end function GenericScene:saveScene(fileName) local retVal = Polycore.GenericScene_saveScene(self.__ptr, fileName) end function GenericScene:getNumStaticGeometry() local retVal = Polycore.GenericScene_getNumStaticGeometry(self.__ptr) return retVal end function GenericScene:getStaticGeometry(index) local retVal = Polycore.GenericScene_getStaticGeometry(self.__ptr, index) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = SceneMesh("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function GenericScene:loadCollisionChild(entity, autoCollide, type) local retVal = Polycore.GenericScene_loadCollisionChild(self.__ptr, entity.__ptr, autoCollide, type) end function GenericScene:getNumLights() local retVal = Polycore.GenericScene_getNumLights(self.__ptr) return retVal end function GenericScene:getLight(index) local retVal = Polycore.GenericScene_getLight(self.__ptr, index) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = SceneLight("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function GenericScene:getCustomEntityByType(type) local retVal = Polycore.GenericScene_getCustomEntityByType(self.__ptr, type) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = SceneEntity("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end