-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathMesh.lua
147 lines (146 loc) · 4.58 KB
/
Mesh.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
---@meta Ravenscript
---*Unity Type*
---
---[RS Docs](http://ravenfieldgame.com/ravenscript/api/Mesh.html)
---@class Mesh: Component
---@overload fun():Mesh
---@operator call:Mesh
---@field bindposes Matrix4x4[]
---**Const**
---@field blendShapeCount int
---@field bounds Bounds
---@field colors Color[]
---**Const**
---@field isReadable bool
---@field name string
---@field normals Vector3[]
---@field subMeshCount int
---@field tangents Vector4[]
---@field triangles int[]
---@field uv Vector2[]
---@field uv2 Vector2[]
---@field uv3 Vector2[]
---@field uv4 Vector2[]
---@field uv5 Vector2[]
---@field uv6 Vector2[]
---@field uv7 Vector2[]
---@field uv8 Vector2[]
---**Const**
---@field vertexAttributeCount int
---**Const**
---@field vertexBufferCount int
---**Const**
---@field vertexCount int
---@field vertices Vector3[]
Mesh = {
---@param shapeName string
---@param frameWeight float
---@param deltaVertices Vector3[]
---@param deltaNormals Vector3[]
---@param deltaTangents Vector3[]
AddBlendShapeFrame = function(shapeName, frameWeight, deltaVertices, deltaNormals, deltaTangents) end,
---@param keepVertexLayout? bool
Clear = function(keepVertexLayout) end,
ClearBlendShapes = function() end,
---@param submesh int
---@return UInt32
GetBaseVertex = function(submesh) end,
---@param bindposes Matrix4x4[]
GetBindposes = function(bindposes) end,
---@param shapeIndex int
---@return int
GetBlendShapeFrameCount = function(shapeIndex) end,
---@param shapeIndex int
---@param frameIndex int
---@return float
GetBlendShapeFrameWeight = function(shapeIndex, frameIndex) end,
---@param shapeIndex int
---@param frameIndex int
---@param deltaVertices Vector3
---@param deltaNormals Vector3
---@param deltaTangents Vector3
GetBlendShapeFrameVertices = function(shapeIndex, frameIndex, deltaVertices, deltaNormals, deltaTangents) end,
---@param blendShapeName string
---@return int
GetBlendShapeIndex = function(blendShapeName) end,
---@param shapeIndex int
---@return string
GetBlendShapeName = function(shapeIndex) end,
---@return Byte[]
GetBonesPerVertex = function() end,
---@param colors Color[]
GetColors = function(colors) end,
---@return int
GetHashCode = function() end,
---@param submesh int
---@return UInt32
GetIndexCount = function(submesh) end,
---@param submesh int
---@return UInt32
GetIndexStart = function(submesh) end,
---@param indices? int[]
---@param submesh int
---@param applyBaseVertex? bool
---@return int[]
GetIndices = function(indices, submesh, applyBaseVertex) end,
---@param normals Vector3
GetNormals = function(normals) end,
---@param tangents Vector4
GetTangents = function(tangents) end,
---@param indices? int[]
---@param submesh int
---@param applyBaseVertex? bool
---@return int[]
GetTriangles = function(indices, submesh, applyBaseVertex) end,
---@param uvSetIndex int
---@return float
GetUVDistributionMetric = function(uvSetIndex) end,
---@param channel int
---@param uvs Vector2
GetUVs = function(channel, uvs) end,
---@param vertices Vector3[]
GetVertices = function(vertices) end,
MarkDynamic = function() end,
MarkModified = function() end,
Optimize = function() end,
OptimizeIndexBuffers = function() end,
OptimizeReorderVertexBuffer = function() end,
RecalculateBounds = function() end,
RecalculateNormals = function() end,
RecalculateTangents = function() end,
---@param uvSetIndex int
---@param uvAreaThreshold float
RecalculateUVDistributionMetric = function(uvSetIndex, uvAreaThreshold) end,
---@param uvAreaThreshold float
RecalculateUVDistributionMetrics = function(uvAreaThreshold) end,
---@param inColors Color[]
---@param start? int
---@param length? int
SetColors = function(inColors, start, length) end,
---@param inNormals Vector3[]
---@param start? int
---@param length? int
SetNormals = function(inNormals, start, length) end,
---@param inTangents Vector4[]
---@param start? int
---@param length? int
SetTangents = function(inTangents, start, length) end,
---@param triangles int[] | UInt16[]
---@param trianglesStart? int
---@param trianglesLength? int
---@param submesh int
---@param calculateBounds? bool
---@param baseVertex? int
SetTriangles = function(triangles, trianglesStart, trianglesLength, submesh, calculateBounds, baseVertex) end,
---@param channel int
---@param uvs Vector2[] | Vector3[] | Vector4[]
---@param start int
---@param length int
SetUVs = function(channel, uvs, start, length) end,
---@param inVertices Vector3
---@param start int
---@param length int
SetVertices = function(inVertices, start, length) end,
---@param markNoLongerReadable bool
UploadMeshData = function(markNoLongerReadable) end,
}