// ***************************************************************************
//
//   Generated automatically by genwrapper.
//   Please DO NOT EDIT this file!
//
// ***************************************************************************

#include <osgIntrospection/ReflectionMacros>
#include <osgIntrospection/TypedMethodInfo>
#include <osgIntrospection/StaticMethodInfo>
#include <osgIntrospection/Attributes>

#include <osg/CopyOp>
#include <osg/NodeVisitor>
#include <osg/Object>
#include <osgShadow/ShadowTechnique>
#include <osgShadow/ShadowedScene>

// Must undefine IN and OUT macros defined in Windows headers
#ifdef IN
#undef IN
#endif
#ifdef OUT
#undef OUT
#endif

BEGIN_OBJECT_REFLECTOR(osgShadow::ShadowedScene)
	I_DeclaringFile("osgShadow/ShadowedScene");
	I_BaseType(osg::Group);
	I_ConstructorWithDefaults1(IN, osgShadow::ShadowTechnique *, st, 0,
	                           Properties::NON_EXPLICIT,
	                           ____ShadowedScene__ShadowTechnique_P1,
	                           "",
	                           "");
	I_ConstructorWithDefaults2(IN, const osgShadow::ShadowedScene &, es, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
	                           ____ShadowedScene__C5_ShadowedScene_R1__C5_osg_CopyOp_R1,
	                           "",
	                           "");
	I_Method0(osg::Object *, cloneType,
	          Properties::VIRTUAL,
	          __osg_Object_P1__cloneType,
	          "clone an object of the same type as the node. ",
	          "");
	I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop,
	          Properties::VIRTUAL,
	          __osg_Object_P1__clone__C5_osg_CopyOp_R1,
	          "return a clone of a node, with Object* return type. ",
	          "");
	I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj,
	          Properties::VIRTUAL,
	          __bool__isSameKindAs__C5_osg_Object_P1,
	          "return true if this and obj are of the same kind of object. ",
	          "");
	I_Method0(const char *, className,
	          Properties::VIRTUAL,
	          __C5_char_P1__className,
	          "return the name of the node's class type. ",
	          "");
	I_Method0(const char *, libraryName,
	          Properties::VIRTUAL,
	          __C5_char_P1__libraryName,
	          "return the name of the node's library. ",
	          "");
	I_Method1(void, accept, IN, osg::NodeVisitor &, nv,
	          Properties::VIRTUAL,
	          __void__accept__osg_NodeVisitor_R1,
	          "Visitor Pattern : calls the apply method of a NodeVisitor with this node's type. ",
	          "");
	I_Method1(void, traverse, IN, osg::NodeVisitor &, nv,
	          Properties::VIRTUAL,
	          __void__traverse__osg_NodeVisitor_R1,
	          "Traverse downwards : calls children's accept method with NodeVisitor. ",
	          "");
	I_Method1(void, setReceivesShadowTraversalMask, IN, unsigned int, mask,
	          Properties::NON_VIRTUAL,
	          __void__setReceivesShadowTraversalMask__unsigned_int,
	          "",
	          "");
	I_Method0(unsigned int, getReceivesShadowTraversalMask,
	          Properties::NON_VIRTUAL,
	          __unsigned_int__getReceivesShadowTraversalMask,
	          "",
	          "");
	I_Method1(void, setCastsShadowTraversalMask, IN, unsigned int, mask,
	          Properties::NON_VIRTUAL,
	          __void__setCastsShadowTraversalMask__unsigned_int,
	          "",
	          "");
	I_Method0(unsigned int, getCastsShadowTraversalMask,
	          Properties::NON_VIRTUAL,
	          __unsigned_int__getCastsShadowTraversalMask,
	          "",
	          "");
	I_Method1(void, setShadowTechnique, IN, osgShadow::ShadowTechnique *, technique,
	          Properties::NON_VIRTUAL,
	          __void__setShadowTechnique__ShadowTechnique_P1,
	          "",
	          "");
	I_Method0(osgShadow::ShadowTechnique *, getShadowTechnique,
	          Properties::NON_VIRTUAL,
	          __ShadowTechnique_P1__getShadowTechnique,
	          "",
	          "");
	I_Method0(const osgShadow::ShadowTechnique *, getShadowTechnique,
	          Properties::NON_VIRTUAL,
	          __C5_ShadowTechnique_P1__getShadowTechnique,
	          "",
	          "");
	I_Method0(void, cleanSceneGraph,
	          Properties::NON_VIRTUAL,
	          __void__cleanSceneGraph,
	          "Clean scene graph from any shadow technique specific nodes, state and drawables. ",
	          "");
	I_Method0(void, dirty,
	          Properties::NON_VIRTUAL,
	          __void__dirty,
	          "Dirty any cache data structures held in the attached ShadowTechnqiue. ",
	          "");
	I_SimpleProperty(unsigned int, CastsShadowTraversalMask, 
	                 __unsigned_int__getCastsShadowTraversalMask, 
	                 __void__setCastsShadowTraversalMask__unsigned_int);
	I_SimpleProperty(unsigned int, ReceivesShadowTraversalMask, 
	                 __unsigned_int__getReceivesShadowTraversalMask, 
	                 __void__setReceivesShadowTraversalMask__unsigned_int);
	I_SimpleProperty(osgShadow::ShadowTechnique *, ShadowTechnique, 
	                 __ShadowTechnique_P1__getShadowTechnique, 
	                 __void__setShadowTechnique__ShadowTechnique_P1);
END_REFLECTOR

