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- require "Polycode/SceneEntity"
- class "SceneLight" (SceneEntity)
- function SceneLight:SceneLight(type, intensity, distance, parentScene)
- if self.__ptr == nil then
- self.__ptr = Polycore.SceneLight(type, intensity, distance, parentScene)
- end
- end
- function SceneLight:getIntensity()
- return Polycore.SceneLight_getIntensity(self.__ptr)
- end
- function SceneLight:getDistance()
- return Polycore.SceneLight_getDistance(self.__ptr)
- end
- function SceneLight:getType()
- return Polycore.SceneLight_getType(self.__ptr)
- end
- function SceneLight:renderDepthMap(scene)
- return Polycore.SceneLight_renderDepthMap(self.__ptr, scene.__ptr)
- end
- function SceneLight:Render()
- return Polycore.SceneLight_Render(self.__ptr)
- end
- function SceneLight:getLightViewMatrix()
- return Polycore.SceneLight_getLightViewMatrix(self.__ptr)
- end
- function SceneLight:getZBufferTexture()
- return Polycore.SceneLight_getZBufferTexture(self.__ptr)
- end
- function SceneLight:setLightColor(r, g, b)
- return Polycore.SceneLight_setLightColor(self.__ptr, r, g, b)
- end
- function SceneLight:enableShadows(val, resolution)
- return Polycore.SceneLight_enableShadows(self.__ptr, val, resolution)
- end
- function SceneLight:setShadowMapFOV(fov)
- return Polycore.SceneLight_setShadowMapFOV(self.__ptr, fov)
- end
- function SceneLight:areShadowsEnabled()
- return Polycore.SceneLight_areShadowsEnabled(self.__ptr)
- end
- function SceneLight:getLightType()
- return Polycore.SceneLight_getLightType(self.__ptr)
- end
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