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- require "Polycode/SceneEntity"
- class "SceneMesh" (SceneEntity)
- function SceneMesh:__index__(name)
- if name == "showVertexNormals" then
- return Polycore.SceneMesh_get_showVertexNormals(self.__ptr)
- end
- end
- function SceneMesh:__set_callback(name,value)
- if name == "showVertexNormals" then
- Polycore.SceneMesh_set_showVertexNormals(self.__ptr, value)
- return true
- end
- return false
- end
- function SceneMesh:SceneMesh(...)
- 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 = Polycore.SceneMesh(unpack(arg))
- end
- end
- function SceneMesh:Render()
- local retVal = Polycore.SceneMesh_Render(self.__ptr)
- end
- function SceneMesh:getLocalShaderOptions()
- local retVal = Polycore.SceneMesh_getLocalShaderOptions(self.__ptr)
- if Polycore.__ptr_lookup[retVal] ~= nil then
- return Polycore.__ptr_lookup[retVal]
- else
- Polycore.__ptr_lookup[retVal] = ShaderBinding("__skip_ptr__")
- Polycore.__ptr_lookup[retVal].__ptr = retVal
- return Polycore.__ptr_lookup[retVal]
- end
- end
- function SceneMesh:getMesh()
- local retVal = Polycore.SceneMesh_getMesh(self.__ptr)
- if Polycore.__ptr_lookup[retVal] ~= nil then
- return Polycore.__ptr_lookup[retVal]
- else
- Polycore.__ptr_lookup[retVal] = Mesh("__skip_ptr__")
- Polycore.__ptr_lookup[retVal].__ptr = retVal
- return Polycore.__ptr_lookup[retVal]
- end
- end
- function SceneMesh:getTexture()
- local retVal = Polycore.SceneMesh_getTexture(self.__ptr)
- if Polycore.__ptr_lookup[retVal] ~= nil then
- return Polycore.__ptr_lookup[retVal]
- else
- Polycore.__ptr_lookup[retVal] = Texture("__skip_ptr__")
- Polycore.__ptr_lookup[retVal].__ptr = retVal
- return Polycore.__ptr_lookup[retVal]
- end
- end
- function SceneMesh:getMaterial()
- local retVal = Polycore.SceneMesh_getMaterial(self.__ptr)
- if Polycore.__ptr_lookup[retVal] ~= nil then
- return Polycore.__ptr_lookup[retVal]
- else
- Polycore.__ptr_lookup[retVal] = Material("__skip_ptr__")
- Polycore.__ptr_lookup[retVal].__ptr = retVal
- return Polycore.__ptr_lookup[retVal]
- end
- end
- function SceneMesh:loadTexture(fileName, clamp)
- local retVal = Polycore.SceneMesh_loadTexture(self.__ptr, fileName, clamp)
- end
- function SceneMesh:loadSkeleton(fileName)
- local retVal = Polycore.SceneMesh_loadSkeleton(self.__ptr, fileName)
- end
- function SceneMesh:setTexture(texture)
- local retVal = Polycore.SceneMesh_setTexture(self.__ptr, texture.__ptr)
- end
- function SceneMesh:setMaterial(material)
- local retVal = Polycore.SceneMesh_setMaterial(self.__ptr, material.__ptr)
- end
- function SceneMesh:setMaterialByName(materialName)
- local retVal = Polycore.SceneMesh_setMaterialByName(self.__ptr, materialName)
- end
- function SceneMesh:setMesh(mesh)
- local retVal = Polycore.SceneMesh_setMesh(self.__ptr, mesh.__ptr)
- end
- function SceneMesh:setSkeleton(skeleton)
- local retVal = Polycore.SceneMesh_setSkeleton(self.__ptr, skeleton.__ptr)
- end
- function SceneMesh:getSkeleton()
- local retVal = Polycore.SceneMesh_getSkeleton(self.__ptr)
- if Polycore.__ptr_lookup[retVal] ~= nil then
- return Polycore.__ptr_lookup[retVal]
- else
- Polycore.__ptr_lookup[retVal] = Skeleton("__skip_ptr__")
- Polycore.__ptr_lookup[retVal].__ptr = retVal
- return Polycore.__ptr_lookup[retVal]
- end
- end
- function SceneMesh:renderMeshLocally()
- local retVal = Polycore.SceneMesh_renderMeshLocally(self.__ptr)
- end
- function SceneMesh:cacheToVertexBuffer(cache)
- local retVal = Polycore.SceneMesh_cacheToVertexBuffer(self.__ptr, cache)
- end
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