Updated wrappers
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@@ -13,26 +13,34 @@
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#include <osg/Object>
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#include <osgSim/LightPointSystem>
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// Must undefine IN and OUT macros defined in Windows headers
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#ifdef IN
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#undef IN
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#endif
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#ifdef OUT
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#undef OUT
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#endif
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BEGIN_ENUM_REFLECTOR(osgSim::LightPointSystem::AnimationState)
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EnumLabel(osgSim::LightPointSystem::ANIMATION_ON);
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EnumLabel(osgSim::LightPointSystem::ANIMATION_OFF);
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EnumLabel(osgSim::LightPointSystem::ANIMATION_RANDOM);
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I_EnumLabel(osgSim::LightPointSystem::ANIMATION_ON);
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I_EnumLabel(osgSim::LightPointSystem::ANIMATION_OFF);
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I_EnumLabel(osgSim::LightPointSystem::ANIMATION_RANDOM);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(osgSim::LightPointSystem)
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BaseType(osg::Object);
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Constructor0();
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ConstructorWithDefaults2(IN, const osgSim::LightPointSystem &, lps, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY);
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Method0(osg::Object *, cloneType);
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Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop);
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Method1(bool, isSameKindAs, IN, const osg::Object *, obj);
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Method0(const char *, libraryName);
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Method0(const char *, className);
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Method1(void, setIntensity, IN, float, intensity);
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Method0(float, getIntensity);
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Method1(void, setAnimationState, IN, osgSim::LightPointSystem::AnimationState, state);
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Method0(osgSim::LightPointSystem::AnimationState, getAnimationState);
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Property(osgSim::LightPointSystem::AnimationState, AnimationState);
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Property(float, Intensity);
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I_BaseType(osg::Object);
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I_Constructor0();
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I_ConstructorWithDefaults2(IN, const osgSim::LightPointSystem &, lps, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY);
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I_Method0(osg::Object *, cloneType);
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I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop);
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I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj);
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I_Method0(const char *, libraryName);
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I_Method0(const char *, className);
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I_Method1(void, setIntensity, IN, float, intensity);
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I_Method0(float, getIntensity);
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I_Method1(void, setAnimationState, IN, osgSim::LightPointSystem::AnimationState, state);
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I_Method0(osgSim::LightPointSystem::AnimationState, getAnimationState);
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I_Property(osgSim::LightPointSystem::AnimationState, AnimationState);
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I_Property(float, Intensity);
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END_REFLECTOR
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