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- class "Ray"
- function Ray:__getvar(name)
- if name == "origin" then
- local retVal = Polycode.Ray_get_origin(self.__ptr)
- if retVal == nil then return nil end
- local __c = _G["Vector3"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- elseif name == "direction" then
- local retVal = Polycode.Ray_get_direction(self.__ptr)
- if retVal == nil then return nil end
- local __c = _G["Vector3"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- elseif name == "inv_direction" then
- local retVal = Polycode.Ray_get_inv_direction(self.__ptr)
- if retVal == nil then return nil end
- local __c = _G["Vector3"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- end
- end
- function Ray:__setvar(name,value)
- if name == "origin" then
- Polycode.Ray_set_origin(self.__ptr, value.__ptr)
- return true
- elseif name == "direction" then
- Polycode.Ray_set_direction(self.__ptr, value.__ptr)
- return true
- elseif name == "inv_direction" then
- Polycode.Ray_set_inv_direction(self.__ptr, value.__ptr)
- return true
- end
- return false
- end
- function Ray:Ray(...)
- local arg = {...}
- 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.Ray(unpack(arg))
- end
- end
- function Ray:boxIntersect(box, transformMatrix, vnear, vfar)
- local retVal = Polycode.Ray_boxIntersect(self.__ptr, box.__ptr, transformMatrix.__ptr, vnear, vfar)
- return retVal
- end
- function Ray:planeIntersectPoint(planeNormal, planeDistance)
- local retVal = Polycode.Ray_planeIntersectPoint(self.__ptr, planeNormal.__ptr, planeDistance)
- if retVal == nil then return nil end
- local __c = _G["Vector3"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- end
- function Ray:tranformByMatrix(matrix)
- local retVal = Polycode.Ray_tranformByMatrix(self.__ptr, matrix.__ptr)
- if retVal == nil then return nil end
- local __c = _G["Ray"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- end
- function Ray:closestPointOnRay(point)
- local retVal = Polycode.Ray_closestPointOnRay(self.__ptr, point.__ptr)
- if retVal == nil then return nil end
- local __c = _G["Vector3"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- end
- function Ray:polygonIntersect(v1, v2, v3)
- local retVal = Polycode.Ray_polygonIntersect(self.__ptr, v1.__ptr, v2.__ptr, v3.__ptr)
- return retVal
- end
- function Ray:__delete()
- if self then Polycode.delete_Ray(self.__ptr) end
- end
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