require "Polycode/SceneMesh" class "SceneParticleEmitter" (SceneMesh) SceneParticleEmitter.PARTICLE_TYPE_POINT = 0 SceneParticleEmitter.PARTICLE_TYPE_QUAD = 1 SceneParticleEmitter.PARTICLE_TYPE_MESH = 2 function SceneParticleEmitter:__getvar(name) if name == "useScaleCurve" then return Polycode.SceneParticleEmitter_get_useScaleCurve(self.__ptr) elseif name == "scaleCurve" then local retVal = Polycode.SceneParticleEmitter_get_scaleCurve(self.__ptr) if retVal == nil then return nil end local __c = _G["BezierCurve"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "useColorCurves" then return Polycode.SceneParticleEmitter_get_useColorCurves(self.__ptr) elseif name == "colorCurveR" then local retVal = Polycode.SceneParticleEmitter_get_colorCurveR(self.__ptr) if retVal == nil then return nil end local __c = _G["BezierCurve"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "colorCurveG" then local retVal = Polycode.SceneParticleEmitter_get_colorCurveG(self.__ptr) if retVal == nil then return nil end local __c = _G["BezierCurve"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "colorCurveB" then local retVal = Polycode.SceneParticleEmitter_get_colorCurveB(self.__ptr) if retVal == nil then return nil end local __c = _G["BezierCurve"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "colorCurveA" then local retVal = Polycode.SceneParticleEmitter_get_colorCurveA(self.__ptr) if retVal == nil then return nil end local __c = _G["BezierCurve"]("__skip_ptr__") __c.__ptr = retVal return __c elseif name == "colorDeviation" then local retVal = Polycode.SceneParticleEmitter_get_colorDeviation(self.__ptr) if retVal == nil then return nil end local __c = _G["Color"]("__skip_ptr__") __c.__ptr = retVal return __c end if SceneMesh["__getvar"] ~= nil then return SceneMesh.__getvar(self, name) end end function SceneParticleEmitter:__setvar(name,value) if name == "useScaleCurve" then Polycode.SceneParticleEmitter_set_useScaleCurve(self.__ptr, value) return true elseif name == "scaleCurve" then Polycode.SceneParticleEmitter_set_scaleCurve(self.__ptr, value.__ptr) return true elseif name == "useColorCurves" then Polycode.SceneParticleEmitter_set_useColorCurves(self.__ptr, value) return true elseif name == "colorCurveR" then Polycode.SceneParticleEmitter_set_colorCurveR(self.__ptr, value.__ptr) return true elseif name == "colorCurveG" then Polycode.SceneParticleEmitter_set_colorCurveG(self.__ptr, value.__ptr) return true elseif name == "colorCurveB" then Polycode.SceneParticleEmitter_set_colorCurveB(self.__ptr, value.__ptr) return true elseif name == "colorCurveA" then Polycode.SceneParticleEmitter_set_colorCurveA(self.__ptr, value.__ptr) return true elseif name == "colorDeviation" then Polycode.SceneParticleEmitter_set_colorDeviation(self.__ptr, value.__ptr) return true end if SceneMesh["__setvar"] ~= nil then return SceneMesh.__setvar(self, name, value) else return false end end function SceneParticleEmitter:SceneParticleEmitter(...) local arg = {...} if type(arg[1]) == "table" and count(arg) == 1 then if ""..arg[1].__classname == "SceneMesh" 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.SceneParticleEmitter(unpack(arg)) end end function SceneParticleEmitter:setParticleCount(newParticleCount) local retVal = Polycode.SceneParticleEmitter_setParticleCount(self.__ptr, newParticleCount) end function SceneParticleEmitter:getParticleCount() local retVal = Polycode.SceneParticleEmitter_getParticleCount(self.__ptr) return retVal end function SceneParticleEmitter:setParticleLifetime(lifetime) local retVal = Polycode.SceneParticleEmitter_setParticleLifetime(self.__ptr, lifetime) end function SceneParticleEmitter:getParticleLifetime() local retVal = Polycode.SceneParticleEmitter_getParticleLifetime(self.__ptr) return retVal end function SceneParticleEmitter:setDirectionDeviation(newDeviation) local retVal = Polycode.SceneParticleEmitter_setDirectionDeviation(self.__ptr, newDeviation.__ptr) end function SceneParticleEmitter:getDirectionDeviation() local retVal = Polycode.SceneParticleEmitter_getDirectionDeviation(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneParticleEmitter:setEmitterSize(newSize) local retVal = Polycode.SceneParticleEmitter_setEmitterSize(self.__ptr, newSize.__ptr) end function SceneParticleEmitter:getEmitterSize() local retVal = Polycode.SceneParticleEmitter_getEmitterSize(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneParticleEmitter:setGravity(newGravity) local retVal = Polycode.SceneParticleEmitter_setGravity(self.__ptr, newGravity.__ptr) end function SceneParticleEmitter:getGravity() local retVal = Polycode.SceneParticleEmitter_getGravity(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneParticleEmitter:fixedUpdate() local retVal = Polycode.SceneParticleEmitter_fixedUpdate(self.__ptr) end function SceneParticleEmitter:updateParticles(elapsed) local retVal = Polycode.SceneParticleEmitter_updateParticles(self.__ptr, elapsed) end function SceneParticleEmitter:triggerParticles(allAtOnce) local retVal = Polycode.SceneParticleEmitter_triggerParticles(self.__ptr, allAtOnce) end function SceneParticleEmitter:enableParticleSystem(val) local retVal = Polycode.SceneParticleEmitter_enableParticleSystem(self.__ptr, val) end function SceneParticleEmitter:setUseFloorPlane(val) local retVal = Polycode.SceneParticleEmitter_setUseFloorPlane(self.__ptr, val) end function SceneParticleEmitter:setFloorPlaneOffset(floorPlaneOffset) local retVal = Polycode.SceneParticleEmitter_setFloorPlaneOffset(self.__ptr, floorPlaneOffset) end function SceneParticleEmitter:setFloorDamping(floorDamping) local retVal = Polycode.SceneParticleEmitter_setFloorDamping(self.__ptr, floorDamping) end function SceneParticleEmitter:setParticlesInWorldSpace(val) local retVal = Polycode.SceneParticleEmitter_setParticlesInWorldSpace(self.__ptr, val) end function SceneParticleEmitter:getParticlesInWorldSpace() local retVal = Polycode.SceneParticleEmitter_getParticlesInWorldSpace(self.__ptr) return retVal end function SceneParticleEmitter:setPerlinEnabled(val) local retVal = Polycode.SceneParticleEmitter_setPerlinEnabled(self.__ptr, val) end function SceneParticleEmitter:getPerlinEnabled() local retVal = Polycode.SceneParticleEmitter_getPerlinEnabled(self.__ptr) return retVal end function SceneParticleEmitter:getParticleSpeed() local retVal = Polycode.SceneParticleEmitter_getParticleSpeed(self.__ptr) return retVal end function SceneParticleEmitter:setParticleSpeed(speed) local retVal = Polycode.SceneParticleEmitter_setParticleSpeed(self.__ptr, speed) end function SceneParticleEmitter:setPerlinValue(perlinValue) local retVal = Polycode.SceneParticleEmitter_setPerlinValue(self.__ptr, perlinValue.__ptr) end function SceneParticleEmitter:getPerlinValue() local retVal = Polycode.SceneParticleEmitter_getPerlinValue(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneParticleEmitter:setParticleType(particleType) local retVal = Polycode.SceneParticleEmitter_setParticleType(self.__ptr, particleType) end function SceneParticleEmitter:getParticleType() local retVal = Polycode.SceneParticleEmitter_getParticleType(self.__ptr) return retVal end function SceneParticleEmitter:setParticleSize(particleSize) local retVal = Polycode.SceneParticleEmitter_setParticleSize(self.__ptr, particleSize) end function SceneParticleEmitter:getParticleSize() local retVal = Polycode.SceneParticleEmitter_getParticleSize(self.__ptr) return retVal end function SceneParticleEmitter:setParticleRotationSpeed(rotationSpeed) local retVal = Polycode.SceneParticleEmitter_setParticleRotationSpeed(self.__ptr, rotationSpeed.__ptr) end function SceneParticleEmitter:getParticleRotationSpeed() local retVal = Polycode.SceneParticleEmitter_getParticleRotationSpeed(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneParticleEmitter:setParticleDirection(direction) local retVal = Polycode.SceneParticleEmitter_setParticleDirection(self.__ptr, direction.__ptr) end function SceneParticleEmitter:getParticleDirection() local retVal = Polycode.SceneParticleEmitter_getParticleDirection(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneParticleEmitter:setLoopParticles(val) local retVal = Polycode.SceneParticleEmitter_setLoopParticles(self.__ptr, val) end function SceneParticleEmitter:getLoopParticles() local retVal = Polycode.SceneParticleEmitter_getLoopParticles(self.__ptr) return retVal end function SceneParticleEmitter:getNumSourceMeshes() local retVal = Polycode.SceneParticleEmitter_getNumSourceMeshes(self.__ptr) return retVal end function SceneParticleEmitter:removeSourceMeshAtIndex(index) local retVal = Polycode.SceneParticleEmitter_removeSourceMeshAtIndex(self.__ptr, index) end function SceneParticleEmitter:positionParticle(index) local retVal = Polycode.SceneParticleEmitter_positionParticle(self.__ptr, index) end function SceneParticleEmitter:__delete() if self then Polycode.delete_SceneParticleEmitter(self.__ptr) end end