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