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- require "Polycode/Entity"
- class "SceneLight" (Entity)
- SceneLight.POINT_LIGHT = 0
- SceneLight.SPOT_LIGHT = 1
- function SceneLight:SceneLight(...)
- local arg = {...}
- if type(arg[1]) == "table" and count(arg) == 1 then
- if ""..arg[1].__classname == "Entity" then
- self.__ptr = arg[1].__ptr
- return
- end
- end
- for k,v in pairs(arg) do
- if type(v) == "table" then
- if v.__ptr ~= nil then
- arg[k] = v.__ptr
- end
- end
- end
- if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
- self.__ptr = Polycode.SceneLight(unpack(arg))
- end
- end
- function SceneLight:getIntensity()
- local retVal = Polycode.SceneLight_getIntensity(self.__ptr)
- return retVal
- end
- function SceneLight:setIntensity(newIntensity)
- local retVal = Polycode.SceneLight_setIntensity(self.__ptr, newIntensity)
- end
- function SceneLight:setAttenuation(constantAttenuation, linearAttenuation, quadraticAttenuation)
- local retVal = Polycode.SceneLight_setAttenuation(self.__ptr, constantAttenuation, linearAttenuation, quadraticAttenuation)
- end
- function SceneLight:getConstantAttenuation()
- local retVal = Polycode.SceneLight_getConstantAttenuation(self.__ptr)
- return retVal
- end
- function SceneLight:getLinearAttenuation()
- local retVal = Polycode.SceneLight_getLinearAttenuation(self.__ptr)
- return retVal
- end
- function SceneLight:getQuadraticAttenuation()
- local retVal = Polycode.SceneLight_getQuadraticAttenuation(self.__ptr)
- return retVal
- end
- function SceneLight:getType()
- local retVal = Polycode.SceneLight_getType(self.__ptr)
- return retVal
- end
- function SceneLight:getZBufferTexture()
- local retVal = Polycode.SceneLight_getZBufferTexture(self.__ptr)
- if retVal == nil then return nil end
- local __c = _G["shared_ptr<Texture>"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- end
- function SceneLight:setSpecularLightColor(r, g, b, a)
- local retVal = Polycode.SceneLight_setSpecularLightColor(self.__ptr, r, g, b, a)
- end
- function SceneLight:setDiffuseLightColor(r, g, b, a)
- local retVal = Polycode.SceneLight_setDiffuseLightColor(self.__ptr, r, g, b, a)
- end
- function SceneLight:setLightColor(r, g, b, a)
- local retVal = Polycode.SceneLight_setLightColor(self.__ptr, r, g, b, a)
- end
- function SceneLight:setSpotlightProperties(spotlightCutoff, spotlightExponent)
- local retVal = Polycode.SceneLight_setSpotlightProperties(self.__ptr, spotlightCutoff, spotlightExponent)
- end
- function SceneLight:getSpotlightCutoff()
- local retVal = Polycode.SceneLight_getSpotlightCutoff(self.__ptr)
- return retVal
- end
- function SceneLight:getSpotlightExponent()
- local retVal = Polycode.SceneLight_getSpotlightExponent(self.__ptr)
- return retVal
- end
- function SceneLight:enableShadows(val, resolution)
- local retVal = Polycode.SceneLight_enableShadows(self.__ptr, val, resolution)
- end
- function SceneLight:setShadowMapFOV(fov)
- local retVal = Polycode.SceneLight_setShadowMapFOV(self.__ptr, fov)
- end
- function SceneLight:getShadowMapFOV()
- local retVal = Polycode.SceneLight_getShadowMapFOV(self.__ptr)
- return retVal
- end
- function SceneLight:getShadowMapResolution()
- local retVal = Polycode.SceneLight_getShadowMapResolution(self.__ptr)
- return retVal
- end
- function SceneLight:areShadowsEnabled()
- local retVal = Polycode.SceneLight_areShadowsEnabled(self.__ptr)
- return retVal
- end
- function SceneLight:getLightType()
- local retVal = Polycode.SceneLight_getLightType(self.__ptr)
- return retVal
- end
- function SceneLight:setLightImportance(newImportance)
- local retVal = Polycode.SceneLight_setLightImportance(self.__ptr, newImportance)
- end
- function SceneLight:getLightImportance()
- local retVal = Polycode.SceneLight_getLightImportance(self.__ptr)
- return retVal
- end
- function SceneLight:setLightType(lightType)
- local retVal = Polycode.SceneLight_setLightType(self.__ptr, lightType)
- end
- function SceneLight:getLightInfo()
- local retVal = Polycode.SceneLight_getLightInfo(self.__ptr)
- if retVal == nil then return nil end
- local __c = _G["LightInfo"]("__skip_ptr__")
- __c.__ptr = retVal
- return __c
- end
- function SceneLight:__delete()
- if self then Polycode.delete_SceneLight(self.__ptr) end
- end
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