SceneCurve.lua 1.6 KB

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  1. require "Polycode/SceneMesh"
  2. class "SceneCurve" (SceneMesh)
  3. function SceneCurve:__getvar(name)
  4. if name == "renderCurve" then
  5. return Polycode.SceneCurve_get_renderCurve(self.__ptr)
  6. elseif name == "curveResolution" then
  7. return Polycode.SceneCurve_get_curveResolution(self.__ptr)
  8. end
  9. if SceneMesh["__getvar"] ~= nil then
  10. return SceneMesh.__getvar(self, name)
  11. end
  12. end
  13. function SceneCurve:__setvar(name,value)
  14. if name == "renderCurve" then
  15. Polycode.SceneCurve_set_renderCurve(self.__ptr, value)
  16. return true
  17. elseif name == "curveResolution" then
  18. Polycode.SceneCurve_set_curveResolution(self.__ptr, value)
  19. return true
  20. end
  21. if SceneMesh["__setvar"] ~= nil then
  22. return SceneMesh.__setvar(self, name, value)
  23. else
  24. return false
  25. end
  26. end
  27. function SceneCurve:SceneCurve(...)
  28. local arg = {...}
  29. if type(arg[1]) == "table" and count(arg) == 1 then
  30. if ""..arg[1].__classname == "SceneMesh" then
  31. self.__ptr = arg[1].__ptr
  32. return
  33. end
  34. end
  35. for k,v in pairs(arg) do
  36. if type(v) == "table" then
  37. if v.__ptr ~= nil then
  38. arg[k] = v.__ptr
  39. end
  40. end
  41. end
  42. if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
  43. self.__ptr = Polycode.SceneCurve(unpack(arg))
  44. end
  45. end
  46. function SceneCurve:getWorldPointAt(t)
  47. local retVal = Polycode.SceneCurve_getWorldPointAt(self.__ptr, t)
  48. if retVal == nil then return nil end
  49. local __c = _G["Vector3"]("__skip_ptr__")
  50. __c.__ptr = retVal
  51. return __c
  52. end
  53. function SceneCurve:Update()
  54. local retVal = Polycode.SceneCurve_Update(self.__ptr)
  55. end
  56. function SceneCurve:__delete()
  57. if self then Polycode.delete_SceneCurve(self.__ptr) end
  58. end