// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #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(osgFX::SpecularHighlights) I_BaseType(osgFX::Effect); I_Constructor0(); I_ConstructorWithDefaults2(IN, const osgFX::SpecularHighlights &, copy, , 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 *, className); I_Method0(const char *, libraryName); I_Method1(void, accept, IN, osg::NodeVisitor &, nv); I_Method0(const char *, effectName); I_Method0(const char *, effectDescription); I_Method0(const char *, effectAuthor); I_Method0(int, getLightNumber); I_Method1(void, setLightNumber, IN, int, n); I_Method0(int, getTextureUnit); I_Method1(void, setTextureUnit, IN, int, n); I_Method0(const osg::Vec4 &, getSpecularColor); I_Method1(void, setSpecularColor, IN, const osg::Vec4 &, color); I_Method0(float, getSpecularExponent); I_Method1(void, setSpecularExponent, IN, float, e); I_Property(int, LightNumber); I_Property(const osg::Vec4 &, SpecularColor); I_Property(float, SpecularExponent); I_Property(int, TextureUnit); END_REFLECTOR