Updated wrappers.
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@@ -62,6 +62,8 @@ BEGIN_OBJECT_REFLECTOR(osg::BlendEquation::Extensions)
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I_Method1(void, setupGLExtenions, IN, unsigned int, contextID);
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I_Method1(void, setBlendEquationSupported, IN, bool, flag);
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I_Method0(bool, isBlendEquationSupported);
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I_Method0(bool, isSGIXMinMaxSupported);
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I_Method0(bool, isLogicOpSupported);
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I_Method1(void, setBlendEquationProc, IN, void *, ptr);
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I_Method1(void, glBlendEquation, IN, GLenum, mode);
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I_WriteOnlyProperty(void *, BlendEquationProc);
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@@ -9,23 +9,7 @@
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#include <osgIntrospection/TypedMethodInfo>
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#include <osgIntrospection/Attributes>
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#include <osg/CollectOccludersVisitor>
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#include <osg/DisplaySettings>
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#include <osg/FrameStamp>
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#include <osg/Light>
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#include <osg/Matrixd>
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#include <osg/Matrixf>
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#include <osg/Node>
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#include <osg/NodeVisitor>
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#include <osg/State>
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#include <osg/StateSet>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Viewport>
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#include <osgUtil/CullVisitor>
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#include <osgUtil/RenderStage>
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#include <osgUtil/SceneView>
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#include <osgUtil/StateGraph>
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#include <osgUtil/SceneView.orig>
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// Must undefine IN and OUT macros defined in Windows headers
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#ifdef IN
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@@ -60,166 +44,3 @@ BEGIN_ENUM_REFLECTOR(osgUtil::SceneView::FusionDistanceMode)
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I_EnumLabel(osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(osgUtil::SceneView)
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I_BaseType(osg::Referenced);
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I_BaseType(osg::CullSettings);
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I_ConstructorWithDefaults1(IN, osg::DisplaySettings *, ds, NULL);
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I_MethodWithDefaults1(void, setDefaults, IN, unsigned int, options, osgUtil::SceneView::STANDARD_SETTINGS);
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I_Method1(void, setSceneData, IN, osg::Node *, node);
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I_Method0(osg::Node *, getSceneData);
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I_Method0(const osg::Node *, getSceneData);
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I_Method1(void, setViewport, IN, osg::Viewport *, viewport);
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I_Method4(void, setViewport, IN, int, x, IN, int, y, IN, int, width, IN, int, height);
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I_Method0(const osg::Viewport *, getViewport);
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I_Method0(osg::Viewport *, getViewport);
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I_Method4(void, getViewport, IN, int &, x, IN, int &, y, IN, int &, width, IN, int &, height);
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I_Method1(void, setDisplaySettings, IN, osg::DisplaySettings *, vs);
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I_Method0(const osg::DisplaySettings *, getDisplaySettings);
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I_Method0(osg::DisplaySettings *, getDisplaySettings);
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I_Method1(void, setClearColor, IN, const osg::Vec4 &, color);
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I_Method0(const osg::Vec4 &, getClearColor);
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I_Method1(void, setRedrawInterlacedStereoStencilMask, IN, bool, flag);
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I_Method0(bool, getRedrawInterlacedStereoStencilMask);
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I_Method1(void, setGlobalStateSet, IN, osg::StateSet *, state);
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I_Method0(osg::StateSet *, getGlobalStateSet);
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I_Method0(const osg::StateSet *, getGlobalStateSet);
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I_Method1(void, setLocalStateSet, IN, osg::StateSet *, state);
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I_Method0(osg::StateSet *, getLocalStateSet);
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I_Method0(const osg::StateSet *, getLocalStateSet);
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I_Method1(void, setActiveUniforms, IN, int, activeUniforms);
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I_Method0(int, getActiveUniforms);
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I_Method0(void, updateUniforms);
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I_Method1(void, setLightingMode, IN, osgUtil::SceneView::LightingMode, mode);
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I_Method0(osgUtil::SceneView::LightingMode, getLightingMode);
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I_Method1(void, setLight, IN, osg::Light *, light);
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I_Method0(osg::Light *, getLight);
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I_Method0(const osg::Light *, getLight);
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I_Method1(void, setState, IN, osg::State *, state);
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I_Method0(osg::State *, getState);
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I_Method0(const osg::State *, getState);
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I_Method1(void, setProjectionMatrix, IN, const osg::Matrixf &, matrix);
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I_Method1(void, setProjectionMatrix, IN, const osg::Matrixd &, matrix);
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I_Method6(void, setProjectionMatrixAsOrtho, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top, IN, double, zNear, IN, double, zFar);
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I_Method4(void, setProjectionMatrixAsOrtho2D, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top);
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I_Method6(void, setProjectionMatrixAsFrustum, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top, IN, double, zNear, IN, double, zFar);
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I_Method4(void, setProjectionMatrixAsPerspective, IN, double, fovy, IN, double, aspectRatio, IN, double, zNear, IN, double, zFar);
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I_Method0(osg::Matrixd &, getProjectionMatrix);
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I_Method0(const osg::Matrixd &, getProjectionMatrix);
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I_Method6(bool, getProjectionMatrixAsOrtho, IN, double &, left, IN, double &, right, IN, double &, bottom, IN, double &, top, IN, double &, zNear, IN, double &, zFar);
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I_Method6(bool, getProjectionMatrixAsFrustum, IN, double &, left, IN, double &, right, IN, double &, bottom, IN, double &, top, IN, double &, zNear, IN, double &, zFar);
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I_Method4(bool, getProjectionMatrixAsPerspective, IN, double &, fovy, IN, double &, aspectRatio, IN, double &, zNear, IN, double &, zFar);
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I_Method1(void, setViewMatrix, IN, const osg::Matrixf &, matrix);
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I_Method1(void, setViewMatrix, IN, const osg::Matrixd &, matrix);
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I_Method3(void, setViewMatrixAsLookAt, IN, const osg::Vec3 &, eye, IN, const osg::Vec3 &, center, IN, const osg::Vec3 &, up);
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I_Method0(osg::Matrixd &, getViewMatrix);
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I_Method0(const osg::Matrixd &, getViewMatrix);
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I_MethodWithDefaults4(void, getViewMatrixAsLookAt, IN, osg::Vec3 &, eye, , IN, osg::Vec3 &, center, , IN, osg::Vec3 &, up, , IN, float, lookDistance, 1.0f);
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I_Method1(void, setInitVisitor, IN, osg::NodeVisitor *, av);
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I_Method0(osg::NodeVisitor *, getInitVisitor);
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I_Method0(const osg::NodeVisitor *, getInitVisitor);
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I_Method1(void, setUpdateVisitor, IN, osg::NodeVisitor *, av);
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I_Method0(osg::NodeVisitor *, getUpdateVisitor);
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I_Method0(const osg::NodeVisitor *, getUpdateVisitor);
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I_Method1(void, setCullVisitor, IN, osgUtil::CullVisitor *, cv);
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I_Method0(osgUtil::CullVisitor *, getCullVisitor);
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I_Method0(const osgUtil::CullVisitor *, getCullVisitor);
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I_Method1(void, setCullVisitorLeft, IN, osgUtil::CullVisitor *, cv);
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I_Method0(osgUtil::CullVisitor *, getCullVisitorLeft);
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I_Method0(const osgUtil::CullVisitor *, getCullVisitorLeft);
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I_Method1(void, setCullVisitorRight, IN, osgUtil::CullVisitor *, cv);
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I_Method0(osgUtil::CullVisitor *, getCullVisitorRight);
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I_Method0(const osgUtil::CullVisitor *, getCullVisitorRight);
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I_Method1(void, setCollectOccludersVisitor, IN, osg::CollectOccludersVisitor *, cov);
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I_Method0(osg::CollectOccludersVisitor *, getCollectOccludersVisitor);
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I_Method0(const osg::CollectOccludersVisitor *, getCollectOccludersVisitor);
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I_Method1(void, setStateGraph, IN, osgUtil::StateGraph *, rg);
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I_Method0(osgUtil::StateGraph *, getStateGraph);
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I_Method0(const osgUtil::StateGraph *, getStateGraph);
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I_Method1(void, setStateGraphLeft, IN, osgUtil::StateGraph *, rg);
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I_Method0(osgUtil::StateGraph *, getStateGraphLeft);
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I_Method0(const osgUtil::StateGraph *, getStateGraphLeft);
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I_Method1(void, setStateGraphRight, IN, osgUtil::StateGraph *, rg);
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I_Method0(osgUtil::StateGraph *, getStateGraphRight);
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I_Method0(const osgUtil::StateGraph *, getStateGraphRight);
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I_Method1(void, setRenderStage, IN, osgUtil::RenderStage *, rs);
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I_Method0(osgUtil::RenderStage *, getRenderStage);
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I_Method0(const osgUtil::RenderStage *, getRenderStage);
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I_Method1(void, setRenderStageLeft, IN, osgUtil::RenderStage *, rs);
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I_Method0(osgUtil::RenderStage *, getRenderStageLeft);
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I_Method0(const osgUtil::RenderStage *, getRenderStageLeft);
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I_Method1(void, setRenderStageRight, IN, osgUtil::RenderStage *, rs);
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I_Method0(osgUtil::RenderStage *, getRenderStageRight);
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I_Method0(const osgUtil::RenderStage *, getRenderStageRight);
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I_Method1(void, setDrawBufferValue, IN, GLenum, drawBufferValue);
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I_Method0(GLenum, getDrawBufferValue);
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I_MethodWithDefaults2(void, setFusionDistance, IN, osgUtil::SceneView::FusionDistanceMode, mode, , IN, float, value, 1.0f);
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I_Method0(osgUtil::SceneView::FusionDistanceMode, getFusionDistanceMode);
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I_Method0(float, getFusionDistanceValue);
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I_Method1(void, setPrioritizeTextures, IN, bool, pt);
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I_Method0(bool, getPrioritizeTextures);
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I_Method1(void, setComputeStereoMatricesCallback, IN, osgUtil::SceneView::ComputeStereoMatricesCallback *, callback);
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I_Method0(osgUtil::SceneView::ComputeStereoMatricesCallback *, getComputeStereoMatricesCallback);
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I_Method0(const osgUtil::SceneView::ComputeStereoMatricesCallback *, getComputeStereoMatricesCallback);
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I_Method2(bool, projectWindowIntoObject, IN, const osg::Vec3 &, window, IN, osg::Vec3 &, object);
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I_Method4(bool, projectWindowXYIntoObject, IN, int, x, IN, int, y, IN, osg::Vec3 &, near_point, IN, osg::Vec3 &, far_point);
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I_Method2(bool, projectObjectIntoWindow, IN, const osg::Vec3 &, object, IN, osg::Vec3 &, window);
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I_Method1(void, setFrameStamp, IN, osg::FrameStamp *, fs);
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I_Method0(const osg::FrameStamp *, getFrameStamp);
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I_Method1(osg::Matrixd, computeLeftEyeProjection, IN, const osg::Matrixd &, projection);
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I_Method1(osg::Matrixd, computeLeftEyeView, IN, const osg::Matrixd &, view);
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I_Method1(osg::Matrixd, computeRightEyeProjection, IN, const osg::Matrixd &, projection);
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I_Method1(osg::Matrixd, computeRightEyeView, IN, const osg::Matrixd &, view);
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I_Method1(osg::Matrixd, computeLeftEyeProjectionImplementation, IN, const osg::Matrixd &, projection);
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I_Method1(osg::Matrixd, computeLeftEyeViewImplementation, IN, const osg::Matrixd &, view);
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I_Method1(osg::Matrixd, computeRightEyeProjectionImplementation, IN, const osg::Matrixd &, projection);
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I_Method1(osg::Matrixd, computeRightEyeViewImplementation, IN, const osg::Matrixd &, view);
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I_Method0(void, init);
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I_Method0(void, update);
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I_Method0(void, cull);
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I_Method0(void, draw);
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I_Method0(void, releaseAllGLObjects);
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I_Method0(void, flushAllDeletedGLObjects);
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I_Method1(void, flushDeletedGLObjects, IN, double &, availableTime);
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I_Property(int, ActiveUniforms);
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I_Property(const osg::Vec4 &, ClearColor);
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I_Property(osg::CollectOccludersVisitor *, CollectOccludersVisitor);
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I_Property(osgUtil::SceneView::ComputeStereoMatricesCallback *, ComputeStereoMatricesCallback);
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I_Property(osgUtil::CullVisitor *, CullVisitor);
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I_Property(osgUtil::CullVisitor *, CullVisitorLeft);
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I_Property(osgUtil::CullVisitor *, CullVisitorRight);
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I_WriteOnlyProperty(unsigned int, Defaults);
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I_Property(osg::DisplaySettings *, DisplaySettings);
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I_Property(GLenum, DrawBufferValue);
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I_WriteOnlyProperty(osg::FrameStamp *, FrameStamp);
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I_ReadOnlyProperty(osgUtil::SceneView::FusionDistanceMode, FusionDistanceMode);
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I_ReadOnlyProperty(float, FusionDistanceValue);
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I_Property(osg::StateSet *, GlobalStateSet);
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I_Property(osg::NodeVisitor *, InitVisitor);
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I_Property(osg::Light *, Light);
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I_Property(osgUtil::SceneView::LightingMode, LightingMode);
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I_Property(osg::StateSet *, LocalStateSet);
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I_Property(bool, PrioritizeTextures);
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I_Property(const osg::Matrixd &, ProjectionMatrix);
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I_Property(bool, RedrawInterlacedStereoStencilMask);
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I_Property(osgUtil::RenderStage *, RenderStage);
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I_Property(osgUtil::RenderStage *, RenderStageLeft);
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I_Property(osgUtil::RenderStage *, RenderStageRight);
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I_Property(osg::Node *, SceneData);
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I_Property(osg::State *, State);
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I_Property(osgUtil::StateGraph *, StateGraph);
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I_Property(osgUtil::StateGraph *, StateGraphLeft);
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I_Property(osgUtil::StateGraph *, StateGraphRight);
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I_Property(osg::NodeVisitor *, UpdateVisitor);
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I_Property(const osg::Matrixd &, ViewMatrix);
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I_Property(osg::Viewport *, Viewport);
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END_REFLECTOR
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BEGIN_ABSTRACT_OBJECT_REFLECTOR(osgUtil::SceneView::ComputeStereoMatricesCallback)
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I_BaseType(osg::Referenced);
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I_Constructor0();
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I_Method1(osg::Matrixd, computeLeftEyeProjection, IN, const osg::Matrixd &, projection);
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I_Method1(osg::Matrixd, computeLeftEyeView, IN, const osg::Matrixd &, view);
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I_Method1(osg::Matrixd, computeRightEyeProjection, IN, const osg::Matrixd &, projection);
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I_Method1(osg::Matrixd, computeRightEyeView, IN, const osg::Matrixd &, view);
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END_REFLECTOR
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