// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #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_OBJECT_REFLECTOR(osgShadow::ShadowedScene) I_BaseType(osg::Group); I_Constructor0(____ShadowedScene, "", ""); 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, setRecievesShadowTraversalMask, IN, unsigned int, mask, Properties::NON_VIRTUAL, __void__setRecievesShadowTraversalMask__unsigned_int, "", ""); I_Method0(unsigned int, getRecievesShadowTraversalMask, Properties::NON_VIRTUAL, __unsigned_int__getRecievesShadowTraversalMask, "", ""); 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, RecievesShadowTraversalMask, __unsigned_int__getRecievesShadowTraversalMask, __void__setRecievesShadowTraversalMask__unsigned_int); I_SimpleProperty(osgShadow::ShadowTechnique *, ShadowTechnique, __ShadowTechnique_P1__getShadowTechnique, __void__setShadowTechnique__ShadowTechnique_P1); END_REFLECTOR