require "Polycode/Resource" class "Mesh" (Resource) Mesh.TRISTRIP_MESH = 0 Mesh.TRI_MESH = 1 Mesh.TRIFAN_MESH = 2 Mesh.LINE_MESH = 4 Mesh.POINT_MESH = 5 Mesh.LINE_STRIP_MESH = 6 Mesh.LINE_LOOP_MESH = 7 function Mesh:__getvar(name) if name == "indexedMesh" then return Polycode.Mesh_get_indexedMesh(self.__ptr) elseif name == "vertexPositionArray" then local retVal = Polycode.Mesh_get_vertexPositionArray(self.__ptr) if retVal == nil then return nil end local __c = _G["VertexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "vertexColorArray" then local retVal = Polycode.Mesh_get_vertexColorArray(self.__ptr) if retVal == nil then return nil end local __c = _G["VertexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "vertexNormalArray" then local retVal = Polycode.Mesh_get_vertexNormalArray(self.__ptr) if retVal == nil then return nil end local __c = _G["VertexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "vertexTexCoordArray" then local retVal = Polycode.Mesh_get_vertexTexCoordArray(self.__ptr) if retVal == nil then return nil end local __c = _G["VertexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "vertexTexCoord2Array" then local retVal = Polycode.Mesh_get_vertexTexCoord2Array(self.__ptr) if retVal == nil then return nil end local __c = _G["VertexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "vertexTangentArray" then local retVal = Polycode.Mesh_get_vertexTangentArray(self.__ptr) if retVal == nil then return nil end local __c = _G["VertexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "vertexBoneWeightArray" then local retVal = Polycode.Mesh_get_vertexBoneWeightArray(self.__ptr) if retVal == nil then return nil end local __c = _G["VertexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "vertexBoneIndexArray" then local retVal = Polycode.Mesh_get_vertexBoneIndexArray(self.__ptr) if retVal == nil then return nil end local __c = _G["VertexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "indexArray" then local retVal = Polycode.Mesh_get_indexArray(self.__ptr) if retVal == nil then return nil end local __c = _G["IndexDataArray"]("__skip_ptr__") __c.__ptr = retVal return __c end if Resource["__getvar"] ~= nil then return Resource.__getvar(self, name) end end function Mesh:__setvar(name,value) if name == "indexedMesh" then Polycode.Mesh_set_indexedMesh(self.__ptr, value) return true elseif name == "vertexPositionArray" then Polycode.Mesh_set_vertexPositionArray(self.__ptr, value.__ptr) return true elseif name == "vertexColorArray" then Polycode.Mesh_set_vertexColorArray(self.__ptr, value.__ptr) return true elseif name == "vertexNormalArray" then Polycode.Mesh_set_vertexNormalArray(self.__ptr, value.__ptr) return true elseif name == "vertexTexCoordArray" then Polycode.Mesh_set_vertexTexCoordArray(self.__ptr, value.__ptr) return true elseif name == "vertexTexCoord2Array" then Polycode.Mesh_set_vertexTexCoord2Array(self.__ptr, value.__ptr) return true elseif name == "vertexTangentArray" then Polycode.Mesh_set_vertexTangentArray(self.__ptr, value.__ptr) return true elseif name == "vertexBoneWeightArray" then Polycode.Mesh_set_vertexBoneWeightArray(self.__ptr, value.__ptr) return true elseif name == "vertexBoneIndexArray" then Polycode.Mesh_set_vertexBoneIndexArray(self.__ptr, value.__ptr) return true elseif name == "indexArray" then Polycode.Mesh_set_indexArray(self.__ptr, value.__ptr) return true end if Resource["__setvar"] ~= nil then return Resource.__setvar(self, name, value) else return false end end function Mesh:Mesh(...) local arg = {...} if type(arg[1]) == "table" and count(arg) == 1 then if ""..arg[1].__classname == "Resource" then self.__ptr = arg[1].__ptr return end end 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 = Polycode.Mesh(unpack(arg)) end end function Mesh:MeshFromFileName(fileName) local retVal = Polycode.Mesh_MeshFromFileName(self.__ptr, fileName) if retVal == nil then return nil end local __c = _G["Mesh"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:loadMesh(fileName) local retVal = Polycode.Mesh_loadMesh(self.__ptr, fileName) end function Mesh:clearMesh() local retVal = Polycode.Mesh_clearMesh(self.__ptr) end function Mesh:saveToFile(fileName, writeNormals, writeTangents, writeColors, writeBoneWeights, writeUVs, writeSecondaryUVs) local retVal = Polycode.Mesh_saveToFile(self.__ptr, fileName, writeNormals, writeTangents, writeColors, writeBoneWeights, writeUVs, writeSecondaryUVs) end function Mesh:loadFromFile(inFile) local retVal = Polycode.Mesh_loadFromFile(self.__ptr, inFile.__ptr) end function Mesh:getVertexCount() local retVal = Polycode.Mesh_getVertexCount(self.__ptr) return retVal end function Mesh:createPlane(w, h, tilingValue) local retVal = Polycode.Mesh_createPlane(self.__ptr, w, h, tilingValue) end function Mesh:createVPlane(w, h, tilingValue) local retVal = Polycode.Mesh_createVPlane(self.__ptr, w, h, tilingValue) end function Mesh:createCircle(w, h, numSegments, tilingValue) local retVal = Polycode.Mesh_createCircle(self.__ptr, w, h, numSegments, tilingValue) end function Mesh:createLineCircle(w, h, numSegments, tilingValue) local retVal = Polycode.Mesh_createLineCircle(self.__ptr, w, h, numSegments, tilingValue) end function Mesh:createTorus(radius, tubeRadius, segmentsW, segmentsH, tilingValue) local retVal = Polycode.Mesh_createTorus(self.__ptr, radius, tubeRadius, segmentsW, segmentsH, tilingValue) end function Mesh:createBox(w, d, h, tilingValue) local retVal = Polycode.Mesh_createBox(self.__ptr, w, d, h, tilingValue) end function Mesh:createSphere(radius, numRings, numSegments, tilingValue) local retVal = Polycode.Mesh_createSphere(self.__ptr, radius, numRings, numSegments, tilingValue) end function Mesh:createIcosphere(radius, subdivisions) local retVal = Polycode.Mesh_createIcosphere(self.__ptr, radius, subdivisions) end function Mesh:createOctosphere(radius, subdivisions) local retVal = Polycode.Mesh_createOctosphere(self.__ptr, radius, subdivisions) end function Mesh:createCylinder(height, radius, numSegments, capped, tilingValue) local retVal = Polycode.Mesh_createCylinder(self.__ptr, height, radius, numSegments, capped, tilingValue) end function Mesh:createCone(height, radius, numSegments, tilingValue) local retVal = Polycode.Mesh_createCone(self.__ptr, height, radius, numSegments, tilingValue) end function Mesh:recenterMesh() local retVal = Polycode.Mesh_recenterMesh(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:setVertexAtOffset(offset, x, y, z) local retVal = Polycode.Mesh_setVertexAtOffset(self.__ptr, offset, x, y, z) end function Mesh:addVertexWithUVAndNormal(x, y, z, u, v, nx, ny, nz) local retVal = Polycode.Mesh_addVertexWithUVAndNormal(self.__ptr, x, y, z, u, v, nx, ny, nz) end function Mesh:addTexCoord(u, v) local retVal = Polycode.Mesh_addTexCoord(self.__ptr, u, v) end function Mesh:addTexCoord2(u, v) local retVal = Polycode.Mesh_addTexCoord2(self.__ptr, u, v) end function Mesh:addTangent(x, y, z) local retVal = Polycode.Mesh_addTangent(self.__ptr, x, y, z) end function Mesh:addVertexWithUV(x, y, z, u, v) local retVal = Polycode.Mesh_addVertexWithUV(self.__ptr, x, y, z, u, v) end function Mesh:addVertex(x, y, z) local retVal = Polycode.Mesh_addVertex(self.__ptr, x, y, z) end function Mesh:addNormal(nx, ny, nz) local retVal = Polycode.Mesh_addNormal(self.__ptr, nx, ny, nz) end function Mesh:addBoneAssignments(b1Weight, b1Index, b2Weight, b2Index, b3Weight, b3Index, b4Weight, b4Index) local retVal = Polycode.Mesh_addBoneAssignments(self.__ptr, b1Weight, b1Index, b2Weight, b2Index, b3Weight, b3Index, b4Weight, b4Index) end function Mesh:addColor(r, g, b, a) local retVal = Polycode.Mesh_addColor(self.__ptr, r, g, b, a) end function Mesh:getVertexPosition(vertexOffset) local retVal = Polycode.Mesh_getVertexPosition(self.__ptr, vertexOffset) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:getVertexPositionAtIndex(index) local retVal = Polycode.Mesh_getVertexPositionAtIndex(self.__ptr, index) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:getVertexTexCoord(vertexOffset) local retVal = Polycode.Mesh_getVertexTexCoord(self.__ptr, vertexOffset) if retVal == nil then return nil end local __c = _G["Vector2"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:getVertexTexCoordAtIndex(index) local retVal = Polycode.Mesh_getVertexTexCoordAtIndex(self.__ptr, index) if retVal == nil then return nil end local __c = _G["Vector2"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:Copy() local retVal = Polycode.Mesh_Copy(self.__ptr) if retVal == nil then return nil end local __c = _G["Mesh"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:getRadius() local retVal = Polycode.Mesh_getRadius(self.__ptr) return retVal end function Mesh:calculateNormals() local retVal = Polycode.Mesh_calculateNormals(self.__ptr) end function Mesh:calculateTangents() local retVal = Polycode.Mesh_calculateTangents(self.__ptr) end function Mesh:getMeshType() local retVal = Polycode.Mesh_getMeshType(self.__ptr) return retVal end function Mesh:setMeshType(newType) local retVal = Polycode.Mesh_setMeshType(self.__ptr, newType) end function Mesh:getIndexGroupSize() local retVal = Polycode.Mesh_getIndexGroupSize(self.__ptr) return retVal end function Mesh:calculateBBox() local retVal = Polycode.Mesh_calculateBBox(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:hasVertexBuffer() local retVal = Polycode.Mesh_hasVertexBuffer(self.__ptr) return retVal end function Mesh:addIndexedFace(i1, i2) local retVal = Polycode.Mesh_addIndexedFace(self.__ptr, i1, i2) end function Mesh:addIndex(index) local retVal = Polycode.Mesh_addIndex(self.__ptr, index) end function Mesh:removeVertexRange(beginRemoveVertex, vertexRemovalCount) local retVal = Polycode.Mesh_removeVertexRange(self.__ptr, beginRemoveVertex, vertexRemovalCount) end function Mesh:removeFace(faceIndex) local retVal = Polycode.Mesh_removeFace(self.__ptr, faceIndex) end function Mesh:removeUnusedVertices() local retVal = Polycode.Mesh_removeUnusedVertices(self.__ptr) return retVal end function Mesh:getIndexCount() local retVal = Polycode.Mesh_getIndexCount(self.__ptr) return retVal end function Mesh:subdivideToRadius(radius, subdivisions) local retVal = Polycode.Mesh_subdivideToRadius(self.__ptr, radius, subdivisions) end function Mesh:calculateFaceTangent(v1, v2, v3, texCoord1, texCoord2, texCoord3) local retVal = Polycode.Mesh_calculateFaceTangent(self.__ptr, v1.__ptr, v2.__ptr, v3.__ptr, texCoord1.__ptr, texCoord2.__ptr, texCoord3.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function Mesh:saveAsOBJ(fileName) local retVal = Polycode.Mesh_saveAsOBJ(self.__ptr, fileName) end function Mesh:normalizeBoneWeights() local retVal = Polycode.Mesh_normalizeBoneWeights(self.__ptr) end function Mesh:__delete() if self then Polycode.delete_Mesh(self.__ptr) end end