Mesh.lua 12 KB

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  1. require "Polycode/Resource"
  2. class "Mesh" (Resource)
  3. Mesh.TRISTRIP_MESH = 0
  4. Mesh.TRI_MESH = 1
  5. Mesh.TRIFAN_MESH = 2
  6. Mesh.LINE_MESH = 4
  7. Mesh.POINT_MESH = 5
  8. Mesh.LINE_STRIP_MESH = 6
  9. Mesh.LINE_LOOP_MESH = 7
  10. function Mesh:__getvar(name)
  11. if name == "indexedMesh" then
  12. return Polycode.Mesh_get_indexedMesh(self.__ptr)
  13. elseif name == "vertexPositionArray" then
  14. local retVal = Polycode.Mesh_get_vertexPositionArray(self.__ptr)
  15. if retVal == nil then return nil end
  16. local __c = _G["VertexDataArray"]("__skip_ptr__")
  17. __c.__ptr = retVal
  18. return __c
  19. elseif name == "vertexColorArray" then
  20. local retVal = Polycode.Mesh_get_vertexColorArray(self.__ptr)
  21. if retVal == nil then return nil end
  22. local __c = _G["VertexDataArray"]("__skip_ptr__")
  23. __c.__ptr = retVal
  24. return __c
  25. elseif name == "vertexNormalArray" then
  26. local retVal = Polycode.Mesh_get_vertexNormalArray(self.__ptr)
  27. if retVal == nil then return nil end
  28. local __c = _G["VertexDataArray"]("__skip_ptr__")
  29. __c.__ptr = retVal
  30. return __c
  31. elseif name == "vertexTexCoordArray" then
  32. local retVal = Polycode.Mesh_get_vertexTexCoordArray(self.__ptr)
  33. if retVal == nil then return nil end
  34. local __c = _G["VertexDataArray"]("__skip_ptr__")
  35. __c.__ptr = retVal
  36. return __c
  37. elseif name == "vertexTexCoord2Array" then
  38. local retVal = Polycode.Mesh_get_vertexTexCoord2Array(self.__ptr)
  39. if retVal == nil then return nil end
  40. local __c = _G["VertexDataArray"]("__skip_ptr__")
  41. __c.__ptr = retVal
  42. return __c
  43. elseif name == "vertexTangentArray" then
  44. local retVal = Polycode.Mesh_get_vertexTangentArray(self.__ptr)
  45. if retVal == nil then return nil end
  46. local __c = _G["VertexDataArray"]("__skip_ptr__")
  47. __c.__ptr = retVal
  48. return __c
  49. elseif name == "vertexBoneWeightArray" then
  50. local retVal = Polycode.Mesh_get_vertexBoneWeightArray(self.__ptr)
  51. if retVal == nil then return nil end
  52. local __c = _G["VertexDataArray"]("__skip_ptr__")
  53. __c.__ptr = retVal
  54. return __c
  55. elseif name == "vertexBoneIndexArray" then
  56. local retVal = Polycode.Mesh_get_vertexBoneIndexArray(self.__ptr)
  57. if retVal == nil then return nil end
  58. local __c = _G["VertexDataArray"]("__skip_ptr__")
  59. __c.__ptr = retVal
  60. return __c
  61. elseif name == "indexArray" then
  62. local retVal = Polycode.Mesh_get_indexArray(self.__ptr)
  63. if retVal == nil then return nil end
  64. local __c = _G["IndexDataArray"]("__skip_ptr__")
  65. __c.__ptr = retVal
  66. return __c
  67. end
  68. if Resource["__getvar"] ~= nil then
  69. return Resource.__getvar(self, name)
  70. end
  71. end
  72. function Mesh:__setvar(name,value)
  73. if name == "indexedMesh" then
  74. Polycode.Mesh_set_indexedMesh(self.__ptr, value)
  75. return true
  76. elseif name == "vertexPositionArray" then
  77. Polycode.Mesh_set_vertexPositionArray(self.__ptr, value.__ptr)
  78. return true
  79. elseif name == "vertexColorArray" then
  80. Polycode.Mesh_set_vertexColorArray(self.__ptr, value.__ptr)
  81. return true
  82. elseif name == "vertexNormalArray" then
  83. Polycode.Mesh_set_vertexNormalArray(self.__ptr, value.__ptr)
  84. return true
  85. elseif name == "vertexTexCoordArray" then
  86. Polycode.Mesh_set_vertexTexCoordArray(self.__ptr, value.__ptr)
  87. return true
  88. elseif name == "vertexTexCoord2Array" then
  89. Polycode.Mesh_set_vertexTexCoord2Array(self.__ptr, value.__ptr)
  90. return true
  91. elseif name == "vertexTangentArray" then
  92. Polycode.Mesh_set_vertexTangentArray(self.__ptr, value.__ptr)
  93. return true
  94. elseif name == "vertexBoneWeightArray" then
  95. Polycode.Mesh_set_vertexBoneWeightArray(self.__ptr, value.__ptr)
  96. return true
  97. elseif name == "vertexBoneIndexArray" then
  98. Polycode.Mesh_set_vertexBoneIndexArray(self.__ptr, value.__ptr)
  99. return true
  100. elseif name == "indexArray" then
  101. Polycode.Mesh_set_indexArray(self.__ptr, value.__ptr)
  102. return true
  103. end
  104. if Resource["__setvar"] ~= nil then
  105. return Resource.__setvar(self, name, value)
  106. else
  107. return false
  108. end
  109. end
  110. function Mesh:Mesh(...)
  111. local arg = {...}
  112. if type(arg[1]) == "table" and count(arg) == 1 then
  113. if ""..arg[1].__classname == "Resource" then
  114. self.__ptr = arg[1].__ptr
  115. return
  116. end
  117. end
  118. for k,v in pairs(arg) do
  119. if type(v) == "table" then
  120. if v.__ptr ~= nil then
  121. arg[k] = v.__ptr
  122. end
  123. end
  124. end
  125. if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
  126. self.__ptr = Polycode.Mesh(unpack(arg))
  127. end
  128. end
  129. function Mesh:MeshFromFileName(fileName)
  130. local retVal = Polycode.Mesh_MeshFromFileName(self.__ptr, fileName)
  131. if retVal == nil then return nil end
  132. local __c = _G["Mesh"]("__skip_ptr__")
  133. __c.__ptr = retVal
  134. return __c
  135. end
  136. function Mesh:loadMesh(fileName)
  137. local retVal = Polycode.Mesh_loadMesh(self.__ptr, fileName)
  138. end
  139. function Mesh:clearMesh()
  140. local retVal = Polycode.Mesh_clearMesh(self.__ptr)
  141. end
  142. function Mesh:saveToFile(fileName, writeNormals, writeTangents, writeColors, writeBoneWeights, writeUVs, writeSecondaryUVs)
  143. local retVal = Polycode.Mesh_saveToFile(self.__ptr, fileName, writeNormals, writeTangents, writeColors, writeBoneWeights, writeUVs, writeSecondaryUVs)
  144. end
  145. function Mesh:loadFromFile(inFile)
  146. local retVal = Polycode.Mesh_loadFromFile(self.__ptr, inFile.__ptr)
  147. end
  148. function Mesh:getVertexCount()
  149. local retVal = Polycode.Mesh_getVertexCount(self.__ptr)
  150. return retVal
  151. end
  152. function Mesh:createPlane(w, h, tilingValue)
  153. local retVal = Polycode.Mesh_createPlane(self.__ptr, w, h, tilingValue)
  154. end
  155. function Mesh:createVPlane(w, h, tilingValue)
  156. local retVal = Polycode.Mesh_createVPlane(self.__ptr, w, h, tilingValue)
  157. end
  158. function Mesh:createCircle(w, h, numSegments, tilingValue)
  159. local retVal = Polycode.Mesh_createCircle(self.__ptr, w, h, numSegments, tilingValue)
  160. end
  161. function Mesh:createLineCircle(w, h, numSegments, tilingValue)
  162. local retVal = Polycode.Mesh_createLineCircle(self.__ptr, w, h, numSegments, tilingValue)
  163. end
  164. function Mesh:createTorus(radius, tubeRadius, segmentsW, segmentsH, tilingValue)
  165. local retVal = Polycode.Mesh_createTorus(self.__ptr, radius, tubeRadius, segmentsW, segmentsH, tilingValue)
  166. end
  167. function Mesh:createBox(w, d, h, tilingValue)
  168. local retVal = Polycode.Mesh_createBox(self.__ptr, w, d, h, tilingValue)
  169. end
  170. function Mesh:createSphere(radius, numRings, numSegments, tilingValue)
  171. local retVal = Polycode.Mesh_createSphere(self.__ptr, radius, numRings, numSegments, tilingValue)
  172. end
  173. function Mesh:createIcosphere(radius, subdivisions)
  174. local retVal = Polycode.Mesh_createIcosphere(self.__ptr, radius, subdivisions)
  175. end
  176. function Mesh:createOctosphere(radius, subdivisions)
  177. local retVal = Polycode.Mesh_createOctosphere(self.__ptr, radius, subdivisions)
  178. end
  179. function Mesh:createCylinder(height, radius, numSegments, capped, tilingValue)
  180. local retVal = Polycode.Mesh_createCylinder(self.__ptr, height, radius, numSegments, capped, tilingValue)
  181. end
  182. function Mesh:createCone(height, radius, numSegments, tilingValue)
  183. local retVal = Polycode.Mesh_createCone(self.__ptr, height, radius, numSegments, tilingValue)
  184. end
  185. function Mesh:recenterMesh()
  186. local retVal = Polycode.Mesh_recenterMesh(self.__ptr)
  187. if retVal == nil then return nil end
  188. local __c = _G["Vector3"]("__skip_ptr__")
  189. __c.__ptr = retVal
  190. return __c
  191. end
  192. function Mesh:setVertexAtOffset(offset, x, y, z)
  193. local retVal = Polycode.Mesh_setVertexAtOffset(self.__ptr, offset, x, y, z)
  194. end
  195. function Mesh:addVertexWithUVAndNormal(x, y, z, u, v, nx, ny, nz)
  196. local retVal = Polycode.Mesh_addVertexWithUVAndNormal(self.__ptr, x, y, z, u, v, nx, ny, nz)
  197. end
  198. function Mesh:addTexCoord(u, v)
  199. local retVal = Polycode.Mesh_addTexCoord(self.__ptr, u, v)
  200. end
  201. function Mesh:addTexCoord2(u, v)
  202. local retVal = Polycode.Mesh_addTexCoord2(self.__ptr, u, v)
  203. end
  204. function Mesh:addTangent(x, y, z)
  205. local retVal = Polycode.Mesh_addTangent(self.__ptr, x, y, z)
  206. end
  207. function Mesh:addVertexWithUV(x, y, z, u, v)
  208. local retVal = Polycode.Mesh_addVertexWithUV(self.__ptr, x, y, z, u, v)
  209. end
  210. function Mesh:addVertex(x, y, z)
  211. local retVal = Polycode.Mesh_addVertex(self.__ptr, x, y, z)
  212. end
  213. function Mesh:addNormal(nx, ny, nz)
  214. local retVal = Polycode.Mesh_addNormal(self.__ptr, nx, ny, nz)
  215. end
  216. function Mesh:addBoneAssignments(b1Weight, b1Index, b2Weight, b2Index, b3Weight, b3Index, b4Weight, b4Index)
  217. local retVal = Polycode.Mesh_addBoneAssignments(self.__ptr, b1Weight, b1Index, b2Weight, b2Index, b3Weight, b3Index, b4Weight, b4Index)
  218. end
  219. function Mesh:addColor(r, g, b, a)
  220. local retVal = Polycode.Mesh_addColor(self.__ptr, r, g, b, a)
  221. end
  222. function Mesh:getVertexPosition(vertexOffset)
  223. local retVal = Polycode.Mesh_getVertexPosition(self.__ptr, vertexOffset)
  224. if retVal == nil then return nil end
  225. local __c = _G["Vector3"]("__skip_ptr__")
  226. __c.__ptr = retVal
  227. return __c
  228. end
  229. function Mesh:getVertexPositionAtIndex(index)
  230. local retVal = Polycode.Mesh_getVertexPositionAtIndex(self.__ptr, index)
  231. if retVal == nil then return nil end
  232. local __c = _G["Vector3"]("__skip_ptr__")
  233. __c.__ptr = retVal
  234. return __c
  235. end
  236. function Mesh:getVertexTexCoord(vertexOffset)
  237. local retVal = Polycode.Mesh_getVertexTexCoord(self.__ptr, vertexOffset)
  238. if retVal == nil then return nil end
  239. local __c = _G["Vector2"]("__skip_ptr__")
  240. __c.__ptr = retVal
  241. return __c
  242. end
  243. function Mesh:getVertexTexCoordAtIndex(index)
  244. local retVal = Polycode.Mesh_getVertexTexCoordAtIndex(self.__ptr, index)
  245. if retVal == nil then return nil end
  246. local __c = _G["Vector2"]("__skip_ptr__")
  247. __c.__ptr = retVal
  248. return __c
  249. end
  250. function Mesh:Copy()
  251. local retVal = Polycode.Mesh_Copy(self.__ptr)
  252. if retVal == nil then return nil end
  253. local __c = _G["Mesh"]("__skip_ptr__")
  254. __c.__ptr = retVal
  255. return __c
  256. end
  257. function Mesh:getRadius()
  258. local retVal = Polycode.Mesh_getRadius(self.__ptr)
  259. return retVal
  260. end
  261. function Mesh:calculateNormals()
  262. local retVal = Polycode.Mesh_calculateNormals(self.__ptr)
  263. end
  264. function Mesh:calculateTangents()
  265. local retVal = Polycode.Mesh_calculateTangents(self.__ptr)
  266. end
  267. function Mesh:getMeshType()
  268. local retVal = Polycode.Mesh_getMeshType(self.__ptr)
  269. return retVal
  270. end
  271. function Mesh:setMeshType(newType)
  272. local retVal = Polycode.Mesh_setMeshType(self.__ptr, newType)
  273. end
  274. function Mesh:getIndexGroupSize()
  275. local retVal = Polycode.Mesh_getIndexGroupSize(self.__ptr)
  276. return retVal
  277. end
  278. function Mesh:calculateBBox()
  279. local retVal = Polycode.Mesh_calculateBBox(self.__ptr)
  280. if retVal == nil then return nil end
  281. local __c = _G["Vector3"]("__skip_ptr__")
  282. __c.__ptr = retVal
  283. return __c
  284. end
  285. function Mesh:hasVertexBuffer()
  286. local retVal = Polycode.Mesh_hasVertexBuffer(self.__ptr)
  287. return retVal
  288. end
  289. function Mesh:addIndexedFace(i1, i2)
  290. local retVal = Polycode.Mesh_addIndexedFace(self.__ptr, i1, i2)
  291. end
  292. function Mesh:addIndex(index)
  293. local retVal = Polycode.Mesh_addIndex(self.__ptr, index)
  294. end
  295. function Mesh:removeVertexRange(beginRemoveVertex, vertexRemovalCount)
  296. local retVal = Polycode.Mesh_removeVertexRange(self.__ptr, beginRemoveVertex, vertexRemovalCount)
  297. end
  298. function Mesh:removeFace(faceIndex)
  299. local retVal = Polycode.Mesh_removeFace(self.__ptr, faceIndex)
  300. end
  301. function Mesh:removeUnusedVertices()
  302. local retVal = Polycode.Mesh_removeUnusedVertices(self.__ptr)
  303. return retVal
  304. end
  305. function Mesh:getIndexCount()
  306. local retVal = Polycode.Mesh_getIndexCount(self.__ptr)
  307. return retVal
  308. end
  309. function Mesh:subdivideToRadius(radius, subdivisions)
  310. local retVal = Polycode.Mesh_subdivideToRadius(self.__ptr, radius, subdivisions)
  311. end
  312. function Mesh:calculateFaceTangent(v1, v2, v3, texCoord1, texCoord2, texCoord3)
  313. local retVal = Polycode.Mesh_calculateFaceTangent(self.__ptr, v1.__ptr, v2.__ptr, v3.__ptr, texCoord1.__ptr, texCoord2.__ptr, texCoord3.__ptr)
  314. if retVal == nil then return nil end
  315. local __c = _G["Vector3"]("__skip_ptr__")
  316. __c.__ptr = retVal
  317. return __c
  318. end
  319. function Mesh:saveAsOBJ(fileName)
  320. local retVal = Polycode.Mesh_saveAsOBJ(self.__ptr, fileName)
  321. end
  322. function Mesh:normalizeBoneWeights()
  323. local retVal = Polycode.Mesh_normalizeBoneWeights(self.__ptr)
  324. end
  325. function Mesh:__delete()
  326. if self then Polycode.delete_Mesh(self.__ptr) end
  327. end