diff --git a/src/osgWrappers/osg/LineStipple.cpp b/src/osgWrappers/osg/LineStipple.cpp index 5eb85dddb..ce32ab82c 100644 --- a/src/osgWrappers/osg/LineStipple.cpp +++ b/src/osgWrappers/osg/LineStipple.cpp @@ -30,6 +30,10 @@ BEGIN_OBJECT_REFLECTOR(osg::LineStipple) I_Constructor0(____LineStipple, "", ""); + I_Constructor2(IN, GLint, factor, IN, GLushort, pattern, + ____LineStipple__GLint__GLushort, + "", + ""); I_ConstructorWithDefaults2(IN, const osg::LineStipple &, lw, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY, ____LineStipple__C5_LineStipple_R1__C5_CopyOp_R1, "Copy constructor using CopyOp to manage deep vs shallow copy. ", diff --git a/src/osgWrappers/osg/Point.cpp b/src/osgWrappers/osg/Point.cpp index 951ee4303..b8d1549f7 100644 --- a/src/osgWrappers/osg/Point.cpp +++ b/src/osgWrappers/osg/Point.cpp @@ -31,6 +31,11 @@ BEGIN_OBJECT_REFLECTOR(osg::Point) I_Constructor0(____Point, "", ""); + I_Constructor1(IN, float, size, + Properties::NON_EXPLICIT, + ____Point__float, + "", + ""); I_ConstructorWithDefaults2(IN, const osg::Point &, point, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY, ____Point__C5_Point_R1__C5_CopyOp_R1, "Copy constructor using CopyOp to manage deep vs shallow copy. ", diff --git a/src/osgWrappers/osg/PolygonStipple.cpp b/src/osgWrappers/osg/PolygonStipple.cpp index 1c4d2b4a8..c68c30121 100644 --- a/src/osgWrappers/osg/PolygonStipple.cpp +++ b/src/osgWrappers/osg/PolygonStipple.cpp @@ -30,6 +30,11 @@ BEGIN_OBJECT_REFLECTOR(osg::PolygonStipple) I_Constructor0(____PolygonStipple, "", ""); + I_Constructor1(IN, const GLubyte *, mask, + Properties::NON_EXPLICIT, + ____PolygonStipple__C5_GLubyte_P1, + "", + ""); I_ConstructorWithDefaults2(IN, const osg::PolygonStipple &, lw, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY, ____PolygonStipple__C5_PolygonStipple_R1__C5_CopyOp_R1, "Copy constructor using CopyOp to manage deep vs shallow copy. ", diff --git a/src/osgWrappers/osgUtil/SceneGraphBuilder.cpp b/src/osgWrappers/osgUtil/SceneGraphBuilder.cpp new file mode 100644 index 000000000..27d99fbff --- /dev/null +++ b/src/osgWrappers/osgUtil/SceneGraphBuilder.cpp @@ -0,0 +1,334 @@ +// *************************************************************************** +// +// Generated automatically by genwrapper. +// Please DO NOT EDIT this file! +// +// *************************************************************************** + +#include +#include +#include +#include + +#include +#include + +// Must undefine IN and OUT macros defined in Windows headers +#ifdef IN +#undef IN +#endif +#ifdef OUT +#undef OUT +#endif + +BEGIN_VALUE_REFLECTOR(osgUtil::SceneGraphBuilder) + I_DeclaringFile("osgUtil/SceneGraphBuilder"); + I_Constructor0(____SceneGraphBuilder, + "", + ""); + I_Method0(void, glPushMatrix, + Properties::NON_VIRTUAL, + __void__glPushMatrix, + "", + ""); + I_Method0(void, glPopMatrix, + Properties::NON_VIRTUAL, + __void__glPopMatrix, + "", + ""); + I_Method0(void, glLoadIdentity, + Properties::NON_VIRTUAL, + __void__glLoadIdentity, + "", + ""); + I_Method1(void, glLoadMatrixd, IN, const GLdouble *, m, + Properties::NON_VIRTUAL, + __void__glLoadMatrixd__C5_GLdouble_P1, + "", + ""); + I_Method1(void, glMultMatrixd, IN, const GLdouble *, m, + Properties::NON_VIRTUAL, + __void__glMultMatrixd__C5_GLdouble_P1, + "", + ""); + I_Method3(void, glTranslated, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, + Properties::NON_VIRTUAL, + __void__glTranslated__GLdouble__GLdouble__GLdouble, + "", + ""); + I_Method3(void, glScaled, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, + Properties::NON_VIRTUAL, + __void__glScaled__GLdouble__GLdouble__GLdouble, + "", + ""); + I_Method4(void, glRotated, IN, GLdouble, angle, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, + Properties::NON_VIRTUAL, + __void__glRotated__GLdouble__GLdouble__GLdouble__GLdouble, + "", + ""); + I_Method2(void, glBlendFunc, IN, GLenum, srcFactor, IN, GLenum, dstFactor, + Properties::NON_VIRTUAL, + __void__glBlendFunc__GLenum__GLenum, + "", + ""); + I_Method1(void, glCullFace, IN, GLenum, mode, + Properties::NON_VIRTUAL, + __void__glCullFace__GLenum, + "", + ""); + I_Method1(void, glDepthFunc, IN, GLenum, mode, + Properties::NON_VIRTUAL, + __void__glDepthFunc__GLenum, + "", + ""); + I_Method1(void, glFrontFace, IN, GLenum, mode, + Properties::NON_VIRTUAL, + __void__glFrontFace__GLenum, + "", + ""); + I_Method2(void, glLineStipple, IN, GLint, factor, IN, GLushort, pattern, + Properties::NON_VIRTUAL, + __void__glLineStipple__GLint__GLushort, + "", + ""); + I_Method1(void, glLineWidth, IN, GLfloat, lineWidth, + Properties::NON_VIRTUAL, + __void__glLineWidth__GLfloat, + "", + ""); + I_Method1(void, glPointSize, IN, GLfloat, pointSize, + Properties::NON_VIRTUAL, + __void__glPointSize__GLfloat, + "", + ""); + I_Method2(void, glPolygonMode, IN, GLenum, face, IN, GLenum, mode, + Properties::NON_VIRTUAL, + __void__glPolygonMode__GLenum__GLenum, + "", + ""); + I_Method2(void, glPolygonOffset, IN, GLfloat, factor, IN, GLfloat, units, + Properties::NON_VIRTUAL, + __void__glPolygonOffset__GLfloat__GLfloat, + "", + ""); + I_Method1(void, glPolygonStipple, IN, const GLubyte *, mask, + Properties::NON_VIRTUAL, + __void__glPolygonStipple__C5_GLubyte_P1, + "", + ""); + I_Method1(void, glShadeModel, IN, GLenum, mode, + Properties::NON_VIRTUAL, + __void__glShadeModel__GLenum, + "", + ""); + I_Method1(void, glEnable, IN, GLenum, mode, + Properties::NON_VIRTUAL, + __void__glEnable__GLenum, + "", + ""); + I_Method1(void, glDisable, IN, GLenum, mode, + Properties::NON_VIRTUAL, + __void__glDisable__GLenum, + "", + ""); + I_Method4(void, glColor4f, IN, GLfloat, red, IN, GLfloat, green, IN, GLfloat, blue, IN, GLfloat, alpha, + Properties::NON_VIRTUAL, + __void__glColor4f__GLfloat__GLfloat__GLfloat__GLfloat, + "", + ""); + I_Method1(void, glColor4fv, IN, GLfloat *, c, + Properties::NON_VIRTUAL, + __void__glColor4fv__GLfloat_P1, + "", + ""); + I_Method3(void, glVertex3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, + Properties::NON_VIRTUAL, + __void__glVertex3f__GLfloat__GLfloat__GLfloat, + "", + ""); + I_Method1(void, glVertex3fv, IN, GLfloat *, v, + Properties::NON_VIRTUAL, + __void__glVertex3fv__GLfloat_P1, + "", + ""); + I_Method3(void, glNormal3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, + Properties::NON_VIRTUAL, + __void__glNormal3f__GLfloat__GLfloat__GLfloat, + "", + ""); + I_Method1(void, glNormal3fv, IN, GLfloat *, n, + Properties::NON_VIRTUAL, + __void__glNormal3fv__GLfloat_P1, + "", + ""); + I_Method1(void, glTexCoord1f, IN, GLfloat, x, + Properties::NON_VIRTUAL, + __void__glTexCoord1f__GLfloat, + "", + ""); + I_Method1(void, glTexCoord1fv, IN, GLfloat *, tc, + Properties::NON_VIRTUAL, + __void__glTexCoord1fv__GLfloat_P1, + "", + ""); + I_Method2(void, glTexCoord2f, IN, GLfloat, x, IN, GLfloat, y, + Properties::NON_VIRTUAL, + __void__glTexCoord2f__GLfloat__GLfloat, + "", + ""); + I_Method1(void, glTexCoord2fv, IN, GLfloat *, tc, + Properties::NON_VIRTUAL, + __void__glTexCoord2fv__GLfloat_P1, + "", + ""); + I_Method3(void, glTexCoord3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, + Properties::NON_VIRTUAL, + __void__glTexCoord3f__GLfloat__GLfloat__GLfloat, + "", + ""); + I_Method1(void, glTexCoord3fv, IN, GLfloat *, tc, + Properties::NON_VIRTUAL, + __void__glTexCoord3fv__GLfloat_P1, + "", + ""); + I_Method4(void, glTexCoord4f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w, + Properties::NON_VIRTUAL, + __void__glTexCoord4f__GLfloat__GLfloat__GLfloat__GLfloat, + "", + ""); + I_Method1(void, glTexCoord4fv, IN, GLfloat *, tc, + Properties::NON_VIRTUAL, + __void__glTexCoord4fv__GLfloat_P1, + "", + ""); + I_Method1(void, glBegin, IN, GLenum, mode, + Properties::NON_VIRTUAL, + __void__glBegin__GLenum, + "", + ""); + I_Method0(void, glEnd, + Properties::NON_VIRTUAL, + __void__glEnd, + "", + ""); + I_Method1(void, gluQuadricDrawStyle, IN, GLenum, aDrawStyle, + Properties::NON_VIRTUAL, + __void__gluQuadricDrawStyle__GLenum, + "", + ""); + I_Method1(void, gluQuadricNormals, IN, GLenum, aNormals, + Properties::NON_VIRTUAL, + __void__gluQuadricNormals__GLenum, + "", + ""); + I_Method1(void, gluQuadricOrientation, IN, GLenum, aOrientation, + Properties::NON_VIRTUAL, + __void__gluQuadricOrientation__GLenum, + "", + ""); + I_Method1(void, gluQuadricTexture, IN, GLboolean, aTexture, + Properties::NON_VIRTUAL, + __void__gluQuadricTexture__GLboolean, + "", + ""); + I_Method5(void, gluCylinder, IN, GLfloat, aBase, IN, GLfloat, aTop, IN, GLfloat, aHeight, IN, GLint, aSlices, IN, GLint, aStacks, + Properties::NON_VIRTUAL, + __void__gluCylinder__GLfloat__GLfloat__GLfloat__GLint__GLint, + "", + ""); + I_Method4(void, gluDisk, IN, GLfloat, aInner, IN, GLfloat, aOuter, IN, GLint, aSlices, IN, GLint, aLoops, + Properties::NON_VIRTUAL, + __void__gluDisk__GLfloat__GLfloat__GLint__GLint, + "", + ""); + I_Method6(void, gluPartialDisk, IN, GLfloat, aInner, IN, GLfloat, aOuter, IN, GLint, aSlices, IN, GLint, aLoops, IN, GLfloat, aStart, IN, GLfloat, aSweep, + Properties::NON_VIRTUAL, + __void__gluPartialDisk__GLfloat__GLfloat__GLint__GLint__GLfloat__GLfloat, + "", + ""); + I_Method3(void, gluSphere, IN, GLfloat, aRadius, IN, GLint, aSlices, IN, GLint, aStacks, + Properties::NON_VIRTUAL, + __void__gluSphere__GLfloat__GLint__GLint, + "", + ""); + I_Method0(osg::Node *, getScene, + Properties::NON_VIRTUAL, + __osg_Node_P1__getScene, + "", + ""); + I_Method0(osg::Node *, takeScene, + Properties::NON_VIRTUAL, + __osg_Node_P1__takeScene, + "", + ""); + I_ProtectedMethod0(void, matrixChanged, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__matrixChanged, + "", + ""); + I_ProtectedMethod1(void, addAttribute, IN, osg::StateAttribute *, attribute, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__addAttribute__osg_StateAttribute_P1, + "", + ""); + I_ProtectedMethod2(void, addMode, IN, GLenum, mode, IN, bool, enabled, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__addMode__GLenum__bool, + "", + ""); + I_ProtectedMethod2(void, addTextureAttribute, IN, unsigned int, unit, IN, osg::StateAttribute *, attribute, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__addTextureAttribute__unsigned_int__osg_StateAttribute_P1, + "", + ""); + I_ProtectedMethod3(void, addTextureMode, IN, unsigned int, unit, IN, GLenum, mode, IN, bool, enabled, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__addTextureMode__unsigned_int__GLenum__bool, + "", + ""); + I_ProtectedMethod1(void, addShape, IN, osg::Shape *, shape, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__addShape__osg_Shape_P1, + "", + ""); + I_ProtectedMethod1(void, addDrawable, IN, osg::Drawable *, drawable, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__addDrawable__osg_Drawable_P1, + "", + ""); + I_ProtectedMethod0(void, newGeometry, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__newGeometry, + "", + ""); + I_ProtectedMethod0(void, allocateGeometry, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__allocateGeometry, + "", + ""); + I_ProtectedMethod0(void, completeGeometry, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__completeGeometry, + "", + ""); + I_ProtectedMethod0(void, allocateStateSet, + Properties::NON_VIRTUAL, + Properties::NON_CONST, + __void__allocateStateSet, + "", + ""); + I_SimpleProperty(osg::Node *, Scene, + __osg_Node_P1__getScene, + 0); +END_REFLECTOR +