// Generated by scripts/generate.mjs from bindings/api.mjs. Do not edit.

///|
#external
pub type Mesh

///|
#module("@mizchi/three-mbt/constructors")
pub extern "js" fn Mesh::Mesh(
  geometry : BufferGeometry,
  material : Material,
) -> Mesh = "mesh"

///|
pub extern "js" fn Mesh::update_morph_targets(self : Mesh) -> Unit =
  #| (self) => self.updateMorphTargets()

///|
pub extern "js" fn Mesh::get_vertex_position(
  self : Mesh,
  index : Int,
  target : Vector3,
) -> Vector3 =
  #| (self, index, target) => self.getVertexPosition(index, target)

///|
pub extern "js" fn Mesh::morph_target_names(self : Mesh) -> FixedArray[String] =
  #| (self) => Object.keys(self.morphTargetDictionary ?? {})

///|
pub extern "js" fn Mesh::morph_target_influences(
  self : Mesh,
) -> FixedArray[Double] =
  #| (self) => self.morphTargetInfluences?.slice() ?? []

///|
extern "js" fn Mesh::ffi_morph_target_index(
  self : Mesh,
  name : String,
) -> Nullable[Int] =
  #| (self, name) => self.morphTargetDictionary && Object.hasOwn(self.morphTargetDictionary, name) ? self.morphTargetDictionary[name] : null

///|
pub fn Mesh::morph_target_index(self : Mesh, name : String) -> Int? {
  self.ffi_morph_target_index(name).to_option()
}

///|
extern "js" fn Mesh::ffi_morph_influence(
  self : Mesh,
  index : Int,
) -> Nullable[Double] =
  #| (self, index) => index >= 0 && index < (self.morphTargetInfluences?.length ?? 0) ? self.morphTargetInfluences[index] : null

///|
pub fn Mesh::morph_influence(self : Mesh, index : Int) -> Double? {
  self.ffi_morph_influence(index).to_option()
}

///|
pub extern "js" fn Mesh::set_morph_influence(
  self : Mesh,
  index : Int,
  weight : Double,
) -> Bool =
  #| (self, index, weight) => { if (index < 0 || index >= (self.morphTargetInfluences?.length ?? 0)) return false; self.morphTargetInfluences[index] = weight; return true; }

///|
pub extern "js" fn Mesh::set_morph_weight(
  self : Mesh,
  name : String,
  weight : Double,
) -> Bool =
  #| (self, name, weight) => { const dict = self.morphTargetDictionary; if (!dict || !Object.hasOwn(dict, name)) return false; const index = dict[name]; if (index < 0 || index >= (self.morphTargetInfluences?.length ?? 0)) return false; self.morphTargetInfluences[index] = weight; return true; }

///|
pub fn Mesh::as_object3d(self : Mesh) -> Object3D = "%identity"

///|
pub extern "js" fn Mesh::geometry(self : Mesh) -> BufferGeometry =
  #| (self) => self.geometry

///|
pub extern "js" fn Mesh::set_geometry(
  self : Mesh,
  value : BufferGeometry,
) -> Unit =
  #| (self, value) => { self.geometry = value; }

///|
pub extern "js" fn Mesh::set_material(self : Mesh, value : Material) -> Unit =
  #| (self, value) => { self.material = value; }

///|
pub extern "js" fn Mesh::materials(self : Mesh) -> FixedArray[Material] =
  #| (self) => Array.isArray(self.material) ? self.material.slice() : [self.material]

///|
pub extern "js" fn Mesh::set_materials(
  self : Mesh,
  materials : FixedArray[Material],
) -> Unit =
  #| (self, materials) => { self.material = materials.slice(); }

///|
pub extern "js" fn Mesh::cast_shadow(self : Mesh) -> Bool =
  #| (self) => self.castShadow

///|
pub extern "js" fn Mesh::set_cast_shadow(self : Mesh, value : Bool) -> Unit =
  #| (self, value) => { self.castShadow = value; }

///|
pub extern "js" fn Mesh::receive_shadow(self : Mesh) -> Bool =
  #| (self) => self.receiveShadow

///|
pub extern "js" fn Mesh::set_receive_shadow(self : Mesh, value : Bool) -> Unit =
  #| (self, value) => { self.receiveShadow = value; }

///|
pub extern "js" fn Mesh::id(self : Mesh) -> Int =
  #| (self) => self.id

///|
pub extern "js" fn Mesh::uuid(self : Mesh) -> String =
  #| (self) => self.uuid

///|
pub extern "js" fn Mesh::kind(self : Mesh) -> String =
  #| (self) => self.type

///|
pub extern "js" fn Mesh::name(self : Mesh) -> String =
  #| (self) => self.name

///|
pub extern "js" fn Mesh::visible(self : Mesh) -> Bool =
  #| (self) => self.visible

///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn Mesh::position(self : Mesh) -> Vector3 =
  #| (self) => self.position

///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn Mesh::rotation(self : Mesh) -> Euler =
  #| (self) => self.rotation

///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn Mesh::quaternion(self : Mesh) -> Quaternion =
  #| (self) => self.quaternion

///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn Mesh::scale(self : Mesh) -> Vector3 =
  #| (self) => self.scale

///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn Mesh::up(self : Mesh) -> Vector3 =
  #| (self) => self.up

///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn Mesh::matrix(self : Mesh) -> Matrix4 =
  #| (self) => self.matrix

///|
/// Returns the live three.js reference, not a copy.
pub extern "js" fn Mesh::matrix_world(self : Mesh) -> Matrix4 =
  #| (self) => self.matrixWorld

///|
pub extern "js" fn Mesh::set_name(self : Mesh, name : String) -> Unit =
  #| (self, name) => { self.name = name; }

///|
pub extern "js" fn Mesh::set_visible(self : Mesh, visible : Bool) -> Unit =
  #| (self, visible) => { self.visible = visible; }

///|
pub extern "js" fn Mesh::children(self : Mesh) -> FixedArray[Object3D] =
  #| (self) => self.children.slice()

///|
pub extern "js" fn Mesh::add(self : Mesh, child : Object3D) -> Object3D =
  #| (self, child) => self.add(child)

///|
pub extern "js" fn Mesh::remove(self : Mesh, child : Object3D) -> Object3D =
  #| (self, child) => self.remove(child)

///|
pub extern "js" fn Mesh::attach(self : Mesh, child : Object3D) -> Object3D =
  #| (self, child) => self.attach(child)

///|
pub extern "js" fn Mesh::remove_from_parent(self : Mesh) -> Object3D =
  #| (self) => self.removeFromParent()

///|
pub extern "js" fn Mesh::look_at(self : Mesh, target : Vector3) -> Unit =
  #| (self, target) => self.lookAt(target)

///|
pub extern "js" fn Mesh::rotate_x(self : Mesh, angle : Double) -> Object3D =
  #| (self, angle) => self.rotateX(angle)

///|
pub extern "js" fn Mesh::rotate_y(self : Mesh, angle : Double) -> Object3D =
  #| (self, angle) => self.rotateY(angle)

///|
pub extern "js" fn Mesh::rotate_z(self : Mesh, angle : Double) -> Object3D =
  #| (self, angle) => self.rotateZ(angle)

///|
pub extern "js" fn Mesh::translate_x(
  self : Mesh,
  distance : Double,
) -> Object3D =
  #| (self, distance) => self.translateX(distance)

///|
pub extern "js" fn Mesh::translate_y(
  self : Mesh,
  distance : Double,
) -> Object3D =
  #| (self, distance) => self.translateY(distance)

///|
pub extern "js" fn Mesh::translate_z(
  self : Mesh,
  distance : Double,
) -> Object3D =
  #| (self, distance) => self.translateZ(distance)

///|
pub extern "js" fn Mesh::apply_matrix4(self : Mesh, matrix : Matrix4) -> Unit =
  #| (self, matrix) => self.applyMatrix4(matrix)

///|
pub extern "js" fn Mesh::apply_quaternion(
  self : Mesh,
  quaternion : Quaternion,
) -> Object3D =
  #| (self, quaternion) => self.applyQuaternion(quaternion)

///|
pub extern "js" fn Mesh::update_matrix(self : Mesh) -> Unit =
  #| (self) => self.updateMatrix()

///|
pub extern "js" fn Mesh::update_matrix_world(self : Mesh, force : Bool) -> Unit =
  #| (self, force) => self.updateMatrixWorld(force)

///|
pub extern "js" fn Mesh::update_world_matrix(
  self : Mesh,
  update_parents : Bool,
  update_children : Bool,
) -> Unit =
  #| (self, update_parents, update_children) => self.updateWorldMatrix(update_parents, update_children)

///|
pub extern "js" fn Mesh::get_world_position(
  self : Mesh,
  target : Vector3,
) -> Vector3 =
  #| (self, target) => self.getWorldPosition(target)

///|
pub extern "js" fn Mesh::get_world_quaternion(
  self : Mesh,
  target : Quaternion,
) -> Quaternion =
  #| (self, target) => self.getWorldQuaternion(target)

///|
pub extern "js" fn Mesh::get_world_scale(
  self : Mesh,
  target : Vector3,
) -> Vector3 =
  #| (self, target) => self.getWorldScale(target)

///|
pub extern "js" fn Mesh::get_world_direction(
  self : Mesh,
  target : Vector3,
) -> Vector3 =
  #| (self, target) => self.getWorldDirection(target)

///|
pub extern "js" fn Mesh::local_to_world(
  self : Mesh,
  vector : Vector3,
) -> Vector3 =
  #| (self, vector) => self.localToWorld(vector)

///|
pub extern "js" fn Mesh::world_to_local(
  self : Mesh,
  vector : Vector3,
) -> Vector3 =
  #| (self, vector) => self.worldToLocal(vector)

///|
pub extern "js" fn Mesh::traverse(
  self : Mesh,
  callback : (Object3D) -> Unit,
) -> Unit =
  #| (self, callback) => self.traverse(callback)

///|
pub extern "js" fn Mesh::traverse_visible(
  self : Mesh,
  callback : (Object3D) -> Unit,
) -> Unit =
  #| (self, callback) => self.traverseVisible(callback)

///|
/// Copies coordinates into the live position vector; does not retain the input vector.
pub extern "js" fn Mesh::set_position(self : Mesh, position : Vector3) -> Unit =
  #| (self, position) => { self.position.copy(position); }

///|
/// Sets local position coordinates while preserving the live position reference.
pub extern "js" fn Mesh::set_position_xyz(
  self : Mesh,
  x : Double,
  y : Double,
  z : Double,
) -> Unit =
  #| (self, x, y, z) => { self.position.set(x, y, z); }

///|
/// Copies Euler angles and order; native quaternion synchronization is preserved.
pub extern "js" fn Mesh::set_rotation(self : Mesh, rotation : Euler) -> Unit =
  #| (self, rotation) => { self.rotation.copy(rotation); }

///|
/// Sets local Euler angles in radians, retaining the current Euler order.
pub extern "js" fn Mesh::set_rotation_xyz(
  self : Mesh,
  x : Double,
  y : Double,
  z : Double,
) -> Unit =
  #| (self, x, y, z) => { self.rotation.set(x, y, z); }

///|
/// Copies quaternion components; native Euler synchronization is preserved. Does not normalize.
pub extern "js" fn Mesh::set_quaternion(
  self : Mesh,
  quaternion : Quaternion,
) -> Unit =
  #| (self, quaternion) => { self.quaternion.copy(quaternion); }

///|
/// Copies local scale components into the existing live scale vector.
pub extern "js" fn Mesh::set_scale(self : Mesh, scale : Vector3) -> Unit =
  #| (self, scale) => { self.scale.copy(scale); }

///|
/// Sets the three local scale components.
pub extern "js" fn Mesh::set_scale_xyz(
  self : Mesh,
  x : Double,
  y : Double,
  z : Double,
) -> Unit =
  #| (self, x, y, z) => { self.scale.set(x, y, z); }

///|
/// Sets all local scale components to the supplied value.
pub extern "js" fn Mesh::set_uniform_scale(self : Mesh, scale : Double) -> Unit =
  #| (self, scale) => { self.scale.setScalar(scale); }

///|
/// Adds a child using native reparenting and event behavior.
pub extern "js" fn Mesh::add_child(self : Mesh, child : Object3D) -> Unit =
  #| (self, child) => { self.add(child); }

///|
/// Adds children in order using native reparenting and event behavior. An empty list is a no-op.
pub extern "js" fn Mesh::add_children(
  self : Mesh,
  children : FixedArray[Object3D],
) -> Unit =
  #| (self, children) => { if (children.length > 0) { self.add(...children); }; }

///|
/// Adds this object to the parent, retaining this object as the cascade receiver.
pub extern "js" fn Mesh::add_to(self : Mesh, parent : Object3D) -> Unit =
  #| (self, parent) => { parent.add(self); }

///|
/// Removes a child using native event behavior. Does not dispose resources.
pub extern "js" fn Mesh::remove_child(self : Mesh, child : Object3D) -> Unit =
  #| (self, child) => { self.remove(child); }