require('Polycode/Entity') function SceneLight(type,intensity,constantAttenuation,linearAttenuation,quadraticAttenuation) { if(arguments[0] != "__skip_ptr__") { this.__ptr = Polycode.SceneLight(type,intensity,constantAttenuation,linearAttenuation,quadraticAttenuation) } } SceneLight.POINT_LIGHT = 0 SceneLight.SPOT_LIGHT = 1 SceneLight.prototype = Object.create(Entity.prototype) SceneLight.prototype.getIntensity = function() { return Polycode.SceneLight_getIntensity(this.__ptr) } SceneLight.prototype.setIntensity = function(newIntensity) { Polycode.SceneLight_setIntensity(this.__ptr, newIntensity) } SceneLight.prototype.setAttenuation = function(constantAttenuation,linearAttenuation,quadraticAttenuation) { Polycode.SceneLight_setAttenuation(this.__ptr, constantAttenuation, linearAttenuation, quadraticAttenuation) } SceneLight.prototype.getConstantAttenuation = function() { return Polycode.SceneLight_getConstantAttenuation(this.__ptr) } SceneLight.prototype.getLinearAttenuation = function() { return Polycode.SceneLight_getLinearAttenuation(this.__ptr) } SceneLight.prototype.getQuadraticAttenuation = function() { return Polycode.SceneLight_getQuadraticAttenuation(this.__ptr) } SceneLight.prototype.getType = function() { return Polycode.SceneLight_getType(this.__ptr) } SceneLight.prototype.getZBufferTexture = function() { var retVal = new Texture("__skip_ptr__") retVal.__ptr = Polycode.SceneLight_getZBufferTexture(this.__ptr) return retVal } SceneLight.prototype.setSpecularLightColor = function(r,g,b,a) { Polycode.SceneLight_setSpecularLightColor(this.__ptr, r, g, b, a) } SceneLight.prototype.setDiffuseLightColor = function(r,g,b,a) { Polycode.SceneLight_setDiffuseLightColor(this.__ptr, r, g, b, a) } SceneLight.prototype.setLightColor = function(r,g,b,a) { Polycode.SceneLight_setLightColor(this.__ptr, r, g, b, a) } SceneLight.prototype.setSpotlightProperties = function(spotlightCutoff,spotlightExponent) { Polycode.SceneLight_setSpotlightProperties(this.__ptr, spotlightCutoff, spotlightExponent) } SceneLight.prototype.getSpotlightCutoff = function() { return Polycode.SceneLight_getSpotlightCutoff(this.__ptr) } SceneLight.prototype.getSpotlightExponent = function() { return Polycode.SceneLight_getSpotlightExponent(this.__ptr) } SceneLight.prototype.enableShadows = function(val,resolution) { Polycode.SceneLight_enableShadows(this.__ptr, val, resolution) } SceneLight.prototype.setShadowMapFOV = function(fov) { Polycode.SceneLight_setShadowMapFOV(this.__ptr, fov) } SceneLight.prototype.getShadowMapFOV = function() { return Polycode.SceneLight_getShadowMapFOV(this.__ptr) } SceneLight.prototype.getShadowMapResolution = function() { return Polycode.SceneLight_getShadowMapResolution(this.__ptr) } SceneLight.prototype.areShadowsEnabled = function() { return Polycode.SceneLight_areShadowsEnabled(this.__ptr) } SceneLight.prototype.getLightType = function() { return Polycode.SceneLight_getLightType(this.__ptr) } SceneLight.prototype.setLightImportance = function(newImportance) { Polycode.SceneLight_setLightImportance(this.__ptr, newImportance) } SceneLight.prototype.getLightImportance = function() { return Polycode.SceneLight_getLightImportance(this.__ptr) } SceneLight.prototype.setLightType = function(lightType) { Polycode.SceneLight_setLightType(this.__ptr, lightType) } SceneLight.prototype.getLightInfo = function() { var retVal = new LightInfo("__skip_ptr__") retVal.__ptr = Polycode.SceneLight_getLightInfo(this.__ptr) return retVal }