SceneParticleEmitter.lua 1.0 KB

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  1. require "Polycode/SceneEntity"
  2. class "SceneParticleEmitter" (SceneEntity)
  3. function SceneParticleEmitter:SceneParticleEmitter(...)
  4. for k,v in pairs(arg) do
  5. if type(v) == "table" then
  6. if v.__ptr ~= nil then
  7. arg[k] = v.__ptr
  8. end
  9. end
  10. end
  11. if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
  12. self.__ptr = Polycore.SceneParticleEmitter(unpack(arg))
  13. Polycore.__ptr_lookup[self.__ptr] = self
  14. end
  15. end
  16. function SceneParticleEmitter:addParticleBody(particleBody)
  17. local retVal = Polycore.SceneParticleEmitter_addParticleBody(self.__ptr, particleBody.__ptr)
  18. end
  19. function SceneParticleEmitter:getBaseMatrix()
  20. local retVal = Polycore.SceneParticleEmitter_getBaseMatrix(self.__ptr)
  21. if Polycore.__ptr_lookup[retVal] ~= nil then
  22. return Polycore.__ptr_lookup[retVal]
  23. else
  24. Polycore.__ptr_lookup[retVal] = Matrix4("__skip_ptr__")
  25. Polycore.__ptr_lookup[retVal].__ptr = retVal
  26. return Polycore.__ptr_lookup[retVal]
  27. end
  28. end
  29. function SceneParticleEmitter:Update()
  30. local retVal = Polycore.SceneParticleEmitter_Update(self.__ptr)
  31. end