229 lines
11 KiB
C++
229 lines
11 KiB
C++
// ***************************************************************************
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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/StaticMethodInfo>
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#include <osgIntrospection/Attributes>
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#include <osg/CoordinateSystemNode>
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#include <osg/Matrixd>
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#include <osg/Node>
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#include <osg/Vec3d>
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#include <osgGA/GUIActionAdapter>
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#include <osgGA/GUIEventAdapter>
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#include <osgGA/MatrixManipulator>
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#include <osgUtil/SceneView>
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// Must undefine IN and OUT macros defined in Windows headers
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#ifdef IN
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#undef IN
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#endif
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#ifdef OUT
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#undef OUT
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#endif
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BEGIN_ABSTRACT_OBJECT_REFLECTOR(osgGA::MatrixManipulator)
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I_BaseType(osgGA::GUIEventHandler);
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I_Method0(const char *, className,
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Properties::VIRTUAL,
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__C5_char_P1__className,
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"return the name of the object's class type. ",
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"Must be defined by derived classes. ");
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I_Method1(void, setMinimumDistance, IN, float, minimumDistance,
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Properties::VIRTUAL,
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__void__setMinimumDistance__float,
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"set the minimum distance (as ratio) the eye point can be zoomed in towards the center before the center is pushed forward. ",
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"");
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I_Method0(float, getMinimumDistance,
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Properties::NON_VIRTUAL,
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__float__getMinimumDistance,
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"get the minimum distance (as ratio) the eye point can be zoomed in ",
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"");
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I_Method1(void, setCoordinateFrameCallback, IN, osgGA::MatrixManipulator::CoordinateFrameCallback *, cb,
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Properties::VIRTUAL,
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__void__setCoordinateFrameCallback__CoordinateFrameCallback_P1,
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"set the coordinate frame which callback tells the manipulator which way is up, east and north. ",
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"");
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I_Method0(osgGA::MatrixManipulator::CoordinateFrameCallback *, getCoordinateFrameCallback,
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Properties::NON_VIRTUAL,
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__CoordinateFrameCallback_P1__getCoordinateFrameCallback,
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"get the coordinate frame callback which tells the manipulator which way is up, east and north. ",
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"");
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I_Method0(const osgGA::MatrixManipulator::CoordinateFrameCallback *, getCoordinateFrameCallback,
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Properties::NON_VIRTUAL,
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__C5_CoordinateFrameCallback_P1__getCoordinateFrameCallback,
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"get the coordinate frame callback which tells the manipulator which way is up, east and north. ",
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"");
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I_Method1(osg::CoordinateFrame, getCoordinateFrame, IN, const osg::Vec3d &, position,
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Properties::NON_VIRTUAL,
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__osg_CoordinateFrame__getCoordinateFrame__C5_osg_Vec3d_R1,
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"get the coordinate frame. ",
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"");
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I_Method1(osg::Vec3d, getSideVector, IN, const osg::CoordinateFrame &, cf,
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Properties::NON_VIRTUAL,
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__osg_Vec3d__getSideVector__C5_osg_CoordinateFrame_R1,
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"",
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"");
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I_Method1(osg::Vec3d, getFrontVector, IN, const osg::CoordinateFrame &, cf,
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Properties::NON_VIRTUAL,
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__osg_Vec3d__getFrontVector__C5_osg_CoordinateFrame_R1,
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"",
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"");
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I_Method1(osg::Vec3d, getUpVector, IN, const osg::CoordinateFrame &, cf,
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Properties::NON_VIRTUAL,
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__osg_Vec3d__getUpVector__C5_osg_CoordinateFrame_R1,
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"",
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"");
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I_Method1(void, setByMatrix, IN, const osg::Matrixd &, matrix,
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Properties::PURE_VIRTUAL,
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__void__setByMatrix__C5_osg_Matrixd_R1,
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"set the position of the matrix manipulator using a 4x4 Matrix. ",
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"");
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I_Method1(void, setByInverseMatrix, IN, const osg::Matrixd &, matrix,
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Properties::PURE_VIRTUAL,
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__void__setByInverseMatrix__C5_osg_Matrixd_R1,
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"set the position of the matrix manipulator using a 4x4 Matrix. ",
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"");
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I_Method0(osg::Matrixd, getMatrix,
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Properties::PURE_VIRTUAL,
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__osg_Matrixd__getMatrix,
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"get the position of the manipulator as 4x4 Matrix. ",
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"");
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I_Method0(osg::Matrixd, getInverseMatrix,
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Properties::PURE_VIRTUAL,
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__osg_Matrixd__getInverseMatrix,
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"get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix. ",
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"");
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I_Method0(osgUtil::SceneView::FusionDistanceMode, getFusionDistanceMode,
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Properties::VIRTUAL,
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__osgUtil_SceneView_FusionDistanceMode__getFusionDistanceMode,
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"Get the FusionDistanceMode. ",
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"Used by SceneView for setting up setereo convergence. ");
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I_Method0(float, getFusionDistanceValue,
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Properties::VIRTUAL,
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__float__getFusionDistanceValue,
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"Get the FusionDistanceValue. ",
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"Used by SceneView for setting up setereo convergence. ");
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I_Method1(void, setIntersectTraversalMask, IN, unsigned int, mask,
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Properties::NON_VIRTUAL,
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__void__setIntersectTraversalMask__unsigned_int,
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"Set the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection. ",
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"The intersection traversal mask is useful for controlling what parts of the scene graph should be used for intersection purposes. ");
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I_Method0(unsigned int, getIntersectTraversalMask,
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Properties::NON_VIRTUAL,
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__unsigned_int__getIntersectTraversalMask,
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"Get the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection. ",
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"");
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I_Method1(void, setNode, IN, osg::Node *, x,
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Properties::VIRTUAL,
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__void__setNode__osg_Node_P1,
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"Attach a node to the manipulator, automatically detaching any previously attached node. ",
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"setNode(NULL) detaches previous nodes. May be ignored by manipulators which do not require a reference model.");
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I_Method0(const osg::Node *, getNode,
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Properties::VIRTUAL,
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__C5_osg_Node_P1__getNode,
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"Return const node if attached. ",
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"");
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I_Method0(osg::Node *, getNode,
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Properties::VIRTUAL,
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__osg_Node_P1__getNode,
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"Return node if attached. ",
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"");
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I_MethodWithDefaults4(void, setHomePosition, IN, const osg::Vec3d &, eye, , IN, const osg::Vec3d &, center, , IN, const osg::Vec3d &, up, , IN, bool, autoComputeHomePosition, false,
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Properties::VIRTUAL,
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__void__setHomePosition__C5_osg_Vec3d_R1__C5_osg_Vec3d_R1__C5_osg_Vec3d_R1__bool,
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"Manually set the home position, and set the automatic compute of home position. ",
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"");
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I_Method3(void, getHomePosition, IN, osg::Vec3d &, eye, IN, osg::Vec3d &, center, IN, osg::Vec3d &, up,
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Properties::VIRTUAL,
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__void__getHomePosition__osg_Vec3d_R1__osg_Vec3d_R1__osg_Vec3d_R1,
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"Get the mnaully set home position. ",
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"");
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I_Method1(void, setAutoComputeHomePosition, IN, bool, flag,
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Properties::VIRTUAL,
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__void__setAutoComputeHomePosition__bool,
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"Set whether the automatic compute of the home position is enabled. ",
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"");
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I_Method0(bool, getAutoComputeHomePosition,
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Properties::NON_VIRTUAL,
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__bool__getAutoComputeHomePosition,
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"Get whether the automatic compute of the home position is enabled. ",
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"");
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I_Method0(void, computeHomePosition,
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Properties::VIRTUAL,
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__void__computeHomePosition,
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"Compute the home position. ",
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"");
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I_Method2(void, home, IN, const osgGA::GUIEventAdapter &, x, IN, osgGA::GUIActionAdapter &, x,
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Properties::VIRTUAL,
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__void__home__C5_GUIEventAdapter_R1__GUIActionAdapter_R1,
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"Move the camera to the default position. ",
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"May be ignored by manipulators if home functionality is not appropriate.");
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I_Method1(void, home, IN, double, x,
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Properties::VIRTUAL,
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__void__home__double,
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"Move the camera to the default position. ",
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"This version does not require GUIEventAdapter and GUIActionAdapter so may be called from somewhere other than a handle() method in GUIEventHandler. Application must be aware of implications.");
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I_Method2(void, init, IN, const osgGA::GUIEventAdapter &, x, IN, osgGA::GUIActionAdapter &, x,
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Properties::VIRTUAL,
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__void__init__C5_GUIEventAdapter_R1__GUIActionAdapter_R1,
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"Start/restart the manipulator. ",
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"FIXME: what does this actually mean? Provide examples.");
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I_Method2(bool, handle, IN, const osgGA::GUIEventAdapter &, ea, IN, osgGA::GUIActionAdapter &, us,
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Properties::VIRTUAL,
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__bool__handle__C5_GUIEventAdapter_R1__GUIActionAdapter_R1,
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"Handle events, return true if handled, false otherwise. ",
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"");
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I_SimpleProperty(bool, AutoComputeHomePosition,
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__bool__getAutoComputeHomePosition,
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__void__setAutoComputeHomePosition__bool);
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I_SimpleProperty(const osg::Matrixd &, ByInverseMatrix,
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0,
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__void__setByInverseMatrix__C5_osg_Matrixd_R1);
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I_SimpleProperty(const osg::Matrixd &, ByMatrix,
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0,
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__void__setByMatrix__C5_osg_Matrixd_R1);
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I_SimpleProperty(osgGA::MatrixManipulator::CoordinateFrameCallback *, CoordinateFrameCallback,
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__CoordinateFrameCallback_P1__getCoordinateFrameCallback,
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__void__setCoordinateFrameCallback__CoordinateFrameCallback_P1);
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I_SimpleProperty(osgUtil::SceneView::FusionDistanceMode, FusionDistanceMode,
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__osgUtil_SceneView_FusionDistanceMode__getFusionDistanceMode,
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0);
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I_SimpleProperty(float, FusionDistanceValue,
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__float__getFusionDistanceValue,
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0);
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I_SimpleProperty(unsigned int, IntersectTraversalMask,
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__unsigned_int__getIntersectTraversalMask,
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__void__setIntersectTraversalMask__unsigned_int);
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I_SimpleProperty(osg::Matrixd, InverseMatrix,
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__osg_Matrixd__getInverseMatrix,
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0);
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I_SimpleProperty(osg::Matrixd, Matrix,
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__osg_Matrixd__getMatrix,
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0);
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I_SimpleProperty(float, MinimumDistance,
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__float__getMinimumDistance,
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__void__setMinimumDistance__float);
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I_SimpleProperty(osg::Node *, Node,
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__osg_Node_P1__getNode,
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__void__setNode__osg_Node_P1);
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END_REFLECTOR
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BEGIN_ABSTRACT_OBJECT_REFLECTOR(osgGA::MatrixManipulator::CoordinateFrameCallback)
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I_BaseType(osg::Referenced);
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I_Constructor0(____CoordinateFrameCallback,
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"",
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"");
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I_Method1(osg::CoordinateFrame, getCoordinateFrame, IN, const osg::Vec3d &, position,
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Properties::PURE_VIRTUAL,
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__osg_CoordinateFrame__getCoordinateFrame__C5_osg_Vec3d_R1,
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"",
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"");
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END_REFLECTOR
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