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Model API JSDoc
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#include <RegisteredMetaTypes.h>
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#include <RegisteredMetaTypes.h>
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class QScriptEngine;
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class QScriptEngine;
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/**jsdoc
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* The <code>Model</code> API provides the ability to manipulate meshes. You can get the meshes for an entity using
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* {@link Entities.getMeshes}, or create a new mesh using {@link Model.newMesh}.
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* <p>See also, the {@link Graphics} API.</p>
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*
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* @namespace Model
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*
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* @hifi-interface
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* @hifi-client-entity
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* @hifi-avatar
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* @hifi-server-entity
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* @hifi-assignment-client
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*
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* @deprecated This API is deprecated. Use the {@link Graphics} API instead.
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*/
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class ModelScriptingInterface : public QObject {
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class ModelScriptingInterface : public QObject {
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Q_OBJECT
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Q_OBJECT
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public:
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public:
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ModelScriptingInterface(QObject* parent);
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ModelScriptingInterface(QObject* parent);
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/**jsdoc
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* Exports meshes to an OBJ format model.
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* @function Model.meshToOBJ
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* @param {MeshProxy[]} meshes - The meshes to export.
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* @returns {string} The OBJ format representation of the meshes.
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*/
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Q_INVOKABLE QString meshToOBJ(MeshProxyList in);
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Q_INVOKABLE QString meshToOBJ(MeshProxyList in);
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/**jsdoc
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* Combines multiple meshes into one.
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* @function Model.appendMeshes
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* @param {MeshProxy[]} meshes - The meshes to combine.
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* @returns {MeshProxy} The combined mesh.
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*/
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Q_INVOKABLE QScriptValue appendMeshes(MeshProxyList in);
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Q_INVOKABLE QScriptValue appendMeshes(MeshProxyList in);
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/**jsdoc
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* Transforms the vertices in a mesh.
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* @function Model.transformMesh
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* @param {Mat4} transform - The transform to apply.
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* @param {MeshProxy} mesh - The mesh to apply the transform to.
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* @returns {MeshProxy|boolean} The transformed mesh, if valid. <code>false</code> if an error.
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*/
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Q_INVOKABLE QScriptValue transformMesh(glm::mat4 transform, MeshProxy* meshProxy);
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Q_INVOKABLE QScriptValue transformMesh(glm::mat4 transform, MeshProxy* meshProxy);
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/**jsdoc
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* Creates a new mesh.
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* @function Model.newMesh
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* @param {Vec3[]} vertices - The vertices in the mesh.
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* @param {Vec3[]} normals - The normals in the mesh.
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* @param {MeshFace[]} faces - The faces in the mesh.
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* @returns {MeshProxy} A new mesh.
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*/
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Q_INVOKABLE QScriptValue newMesh(const QVector<glm::vec3>& vertices,
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Q_INVOKABLE QScriptValue newMesh(const QVector<glm::vec3>& vertices,
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const QVector<glm::vec3>& normals,
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const QVector<glm::vec3>& normals,
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const QVector<MeshFace>& faces);
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const QVector<MeshFace>& faces);
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/**jsdoc
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* Gets the number of vertices in a mesh.
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* @function Model.getVertexCount
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* @param {MeshProxy} mesh - The mesh to count the vertices in.
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* @returns {number|boolean} The number of vertices in the mesh, if valid. <code>false</code> if an error.
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*/
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Q_INVOKABLE QScriptValue getVertexCount(MeshProxy* meshProxy);
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Q_INVOKABLE QScriptValue getVertexCount(MeshProxy* meshProxy);
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/**jsdoc
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* Gets the position of a vertex in a mesh.
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* @function Model.getVertex
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* @param {MeshProxy} mesh - The mesh.
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* @param {number} index - The index of the vertex to get.
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* @returns {Vec3|boolean} The local position of the vertex relative to the mesh, if valid. <code>false</code> if an error.
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*/
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Q_INVOKABLE QScriptValue getVertex(MeshProxy* meshProxy, int vertexIndex);
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Q_INVOKABLE QScriptValue getVertex(MeshProxy* meshProxy, int vertexIndex);
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private:
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private:
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@ -1306,6 +1306,11 @@ void meshesFromScriptValue(const QScriptValue& value, MeshProxyList &out) {
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}
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}
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/**jsdoc
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* A triangle in a mesh.
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* @typedef {object} MeshFace
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* @property {number[]} vertices - The indexes of the three vertices that make up the fase.
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*/
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QScriptValue meshFaceToScriptValue(QScriptEngine* engine, const MeshFace &meshFace) {
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QScriptValue meshFaceToScriptValue(QScriptEngine* engine, const MeshFace &meshFace) {
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QScriptValue obj = engine->newObject();
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QScriptValue obj = engine->newObject();
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obj.setProperty("vertices", qVectorIntToScriptValue(engine, meshFace.vertexIndices));
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obj.setProperty("vertices", qVectorIntToScriptValue(engine, meshFace.vertexIndices));
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