#ifndef __AA_OGRE_H #define __AA_OGRE_H #include extern "C" { int init(int shadow_type, const char* res_filename, int autocreatewindow, const char* title, float bg_r, float bg_g, float bg_b, int manager_type); void setAmbientLight(float ambient_light_r, float ambient_light_g, float ambient_light_b); int newEntity(const char* name, const char* model, int castshadows); void setEntityPosition(const char* name, float x, float y, float z); int cleanup(); int render(); void clearScene(); void addLight(const char* lightname, int lighttype, float diffcolor_r, float diffcolor_g, float diffcolor_b, float speccolor_r, float speccolor_g, float speccolor_b, float direction_x, float direction_y, float direction_z, float pos_x, float pos_y, float pos_z, float range_min_rad, float range_max_rad); void addPlane(float plane_x, float plane_y, float plane_z, float shift, const char *planename, float size_x, float size_y, int xseg, int yseg, float utile, float vtile, float upvec_x, float upvec_y, float upvec_z, float pos_x, float pos_y, float pos_z, const char *materialname, int castshadows); void setupCamera(float pos_x, float pos_y, float pos_z, float look_x, float look_y, float look_z, float roll); void addEntity(const char* name, const char* mesh, float pos_x, float pos_y, float pos_z, float scale_x, float scale_y, float scale_z, float pitch, float yaw, float roll); int newEntity(const char* name, const char* model, int castshadows); void setLightType(const char* lightname, int lighttype); void setLightDiffuseColor(const char* lightname, float color_r, float color_g, float color_b); void setLightSpecularColor(const char* lightname, float color_r, float color_g, float color_b); void setLightDirection(const char* lightname, float x, float y, float z); void setLightPosition(const char* lightname, float x, float y, float z); void setSpotlightRange(const char* lightname, float min_rad, float max_rad); void newLight(const char* lightname); void rotateEntity(const char* name, float yaw, float pitch, float roll, int space); void rotateCamera(float yaw, float pitch, float roll, int space); void translateEntity(const char* name, float x, float y, float z, int space); void translateCamera(float x, float y, float z); void setLightVisible(const char* name, int vis); void setSkyDome(int enabled, const char* texture, float curvature); void setWorldGeometry(const char* cfg); void setCameraPosition(float x, float y, float z); void getCameraPosition(float* x, float* y, float* z); int raySceneQuerySimple(float orig_x, float orig_y, float orig_z, float dir_x, float dir_y, float dir_z, float* res_x, float* res_y, float* res_z); int raySceneQueryMouseSimple (float xpos, float ypos, float* res_x, float* res_y, float* res_z); } #endif