void LightSceneNode_SetLight(IntPtr light, M_SCOLORF ambient, M_SCOLORF diffuse, M_SCOLORF specular, M_VECT3DF pos, M_VECT3DF dir, M_VECT3DF attenuation, float falloff, float innercone, float outercone, float radius, bool castshadows, E_LIGHT_TYPE type) { SLight slight = ((ILightSceneNode*)light)->getLightData(); slight.AmbientColor = MU_SCOLORF(ambient); slight.DiffuseColor = MU_SCOLORF(diffuse); slight.SpecularColor = MU_SCOLORF(specular); slight.Position = MU_VECT3DF(pos); slight.Direction = MU_VECT3DF(dir); slight.Attenuation = MU_VECT3DF (attenuation); slight.Falloff = falloff; slight.InnerCone = innercone; slight.OuterCone = outercone; slight.Radius = radius; slight.CastShadows = castshadows; slight.Type = type; ((ILightSceneNode*)light)->getLightData() = slight; }
IntPtr SceneManager_AddLightSceneNode(IntPtr scenemanager, IntPtr parent, M_VECT3DF position, M_SCOLORF color, float radius, int id) { return GetSceneFromIntPtr(scenemanager)->addLightSceneNode((ISceneNode*) parent, MU_VECT3DF(position), MU_SCOLORF(color), radius, id); }