// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #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_ENUM_REFLECTOR(osgSim::LightPointSystem::AnimationState) I_EnumLabel(osgSim::LightPointSystem::ANIMATION_ON); I_EnumLabel(osgSim::LightPointSystem::ANIMATION_OFF); I_EnumLabel(osgSim::LightPointSystem::ANIMATION_RANDOM); END_REFLECTOR BEGIN_OBJECT_REFLECTOR(osgSim::LightPointSystem) I_BaseType(osg::Object); I_Constructor0(); I_ConstructorWithDefaults2(IN, const osgSim::LightPointSystem &, lps, , 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_Method1(void, setIntensity, IN, float, intensity); I_Method0(float, getIntensity); I_Method1(void, setAnimationState, IN, osgSim::LightPointSystem::AnimationState, state); I_Method0(osgSim::LightPointSystem::AnimationState, getAnimationState); I_Property(osgSim::LightPointSystem::AnimationState, AnimationState); I_Property(float, Intensity); END_REFLECTOR