From Marco Jez, improvements to osgIntrospection, and new automatically generated
osgWrappers/osg set.
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71
src/osgWrappers/osg/Light.cpp
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71
src/osgWrappers/osg/Light.cpp
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// ***************************************************************************
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//
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// Generated automatically by genwrapper.
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// Please DO NOT EDIT this file!
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//
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// ***************************************************************************
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#include <osgIntrospection/ReflectionMacros>
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#include <osgIntrospection/TypedMethodInfo>
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#include <osgIntrospection/Attributes>
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#include <osg/CopyOp>
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#include <osg/Light>
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#include <osg/Object>
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#include <osg/State>
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#include <osg/StateAttribute>
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#include <osg/Vec3>
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#include <osg/Vec4>
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BEGIN_OBJECT_REFLECTOR(osg::Light)
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BaseType(osg::StateAttribute);
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Constructor0();
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ConstructorWithDefaults2(IN, const osg::Light &, light, , 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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Method0(osg::StateAttribute::Type, getType);
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Method1(int, compare, IN, const osg::StateAttribute &, sa);
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Method0(unsigned int, getMember);
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Method1(bool, getModeUsage, IN, osg::StateAttribute::ModeUsage &, usage);
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Method1(void, setLightNum, IN, int, num);
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Method0(int, getLightNum);
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Method1(void, setAmbient, IN, const osg::Vec4 &, ambient);
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Method0(const osg::Vec4 &, getAmbient);
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Method1(void, setDiffuse, IN, const osg::Vec4 &, diffuse);
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Method0(const osg::Vec4 &, getDiffuse);
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Method1(void, setSpecular, IN, const osg::Vec4 &, specular);
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Method0(const osg::Vec4 &, getSpecular);
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Method1(void, setPosition, IN, const osg::Vec4 &, position);
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Method0(const osg::Vec4 &, getPosition);
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Method1(void, setDirection, IN, const osg::Vec3 &, direction);
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Method0(const osg::Vec3 &, getDirection);
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Method1(void, setConstantAttenuation, IN, float, constant_attenuation);
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Method0(float, getConstantAttenuation);
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Method1(void, setLinearAttenuation, IN, float, linear_attenuation);
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Method0(float, getLinearAttenuation);
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Method1(void, setQuadraticAttenuation, IN, float, quadratic_attenuation);
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Method0(float, getQuadraticAttenuation);
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Method1(void, setSpotExponent, IN, float, spot_exponent);
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Method0(float, getSpotExponent);
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Method1(void, setSpotCutoff, IN, float, spot_cutoff);
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Method0(float, getSpotCutoff);
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Method0(void, captureLightState);
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Method1(void, apply, IN, osg::State &, state);
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Property(const osg::Vec4 &, Ambient);
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Property(float, ConstantAttenuation);
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Property(const osg::Vec4 &, Diffuse);
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Property(const osg::Vec3 &, Direction);
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Property(int, LightNum);
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Property(float, LinearAttenuation);
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ReadOnlyProperty(unsigned int, Member);
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Property(const osg::Vec4 &, Position);
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Property(float, QuadraticAttenuation);
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Property(const osg::Vec4 &, Specular);
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Property(float, SpotCutoff);
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Property(float, SpotExponent);
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ReadOnlyProperty(osg::StateAttribute::Type, Type);
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END_REFLECTOR
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