// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include #include #include #include #include #include #include // Must undefine IN and OUT macros defined in Windows headers #ifdef IN #undef IN #endif #ifdef OUT #undef OUT #endif BEGIN_OBJECT_REFLECTOR(osg::Light) I_BaseType(osg::StateAttribute); I_Constructor0(); I_ConstructorWithDefaults2(IN, const osg::Light &, light, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY); I_Method0(osg::Object *, cloneType); I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop); I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj); I_Method0(const char *, libraryName); I_Method0(const char *, className); I_Method0(osg::StateAttribute::Type, getType); I_Method1(int, compare, IN, const osg::StateAttribute &, sa); I_Method0(unsigned int, getMember); I_Method1(bool, getModeUsage, IN, osg::StateAttribute::ModeUsage &, usage); I_Method1(void, setLightNum, IN, int, num); I_Method0(int, getLightNum); I_Method1(void, setAmbient, IN, const osg::Vec4 &, ambient); I_Method0(const osg::Vec4 &, getAmbient); I_Method1(void, setDiffuse, IN, const osg::Vec4 &, diffuse); I_Method0(const osg::Vec4 &, getDiffuse); I_Method1(void, setSpecular, IN, const osg::Vec4 &, specular); I_Method0(const osg::Vec4 &, getSpecular); I_Method1(void, setPosition, IN, const osg::Vec4 &, position); I_Method0(const osg::Vec4 &, getPosition); I_Method1(void, setDirection, IN, const osg::Vec3 &, direction); I_Method0(const osg::Vec3 &, getDirection); I_Method1(void, setConstantAttenuation, IN, float, constant_attenuation); I_Method0(float, getConstantAttenuation); I_Method1(void, setLinearAttenuation, IN, float, linear_attenuation); I_Method0(float, getLinearAttenuation); I_Method1(void, setQuadraticAttenuation, IN, float, quadratic_attenuation); I_Method0(float, getQuadraticAttenuation); I_Method1(void, setSpotExponent, IN, float, spot_exponent); I_Method0(float, getSpotExponent); I_Method1(void, setSpotCutoff, IN, float, spot_cutoff); I_Method0(float, getSpotCutoff); I_Method0(void, captureLightState); I_Method1(void, apply, IN, osg::State &, state); I_Property(const osg::Vec4 &, Ambient); I_Property(float, ConstantAttenuation); I_Property(const osg::Vec4 &, Diffuse); I_Property(const osg::Vec3 &, Direction); I_Property(int, LightNum); I_Property(float, LinearAttenuation); I_ReadOnlyProperty(unsigned int, Member); I_Property(const osg::Vec4 &, Position); I_Property(float, QuadraticAttenuation); I_Property(const osg::Vec4 &, Specular); I_Property(float, SpotCutoff); I_Property(float, SpotExponent); I_ReadOnlyProperty(osg::StateAttribute::Type, Type); END_REFLECTOR