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- require "Polycode/SceneMesh"
- class "SceneCurve" (SceneMesh)
- function SceneCurve:__getvar(name)
- if name == "renderCurve" then
- return Polycode.SceneCurve_get_renderCurve(self.__ptr)
- elseif name == "curveResolution" then
- return Polycode.SceneCurve_get_curveResolution(self.__ptr)
- end
- if SceneMesh["__getvar"] ~= nil then
- return SceneMesh.__getvar(self, name)
- end
- end
- function SceneCurve:__setvar(name,value)
- if name == "renderCurve" then
- Polycode.SceneCurve_set_renderCurve(self.__ptr, value)
- return true
- elseif name == "curveResolution" then
- Polycode.SceneCurve_set_curveResolution(self.__ptr, value)
- return true
- end
- if SceneMesh["__setvar"] ~= nil then
- return SceneMesh.__setvar(self, name, value)
- else
- return false
- end
- end
- function SceneCurve:SceneCurve(...)
- local arg = {...}
- if type(arg[1]) == "table" and count(arg) == 1 then
- if ""..arg[1].__classname == "SceneMesh" then
- self.__ptr = arg[1].__ptr
- return
- end
- end
- 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.SceneCurve(unpack(arg))
- end
- end
- function SceneCurve:getWorldPointAt(t)
- local retVal = Polycode.SceneCurve_getWorldPointAt(self.__ptr, t)
- if retVal == nil then return nil end
- local __c = _G["Vector3"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- end
- function SceneCurve:__delete()
- if self then Polycode.delete_SceneCurve(self.__ptr) end
- end
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