127 lines
4.8 KiB
C++
127 lines
4.8 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/CopyOp>
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#include <osg/NodeVisitor>
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#include <osg/Object>
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#include <osgShadow/ShadowTechnique>
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#include <osgShadow/ShadowedScene>
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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_OBJECT_REFLECTOR(osgShadow::ShadowedScene)
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I_BaseType(osg::Group);
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I_Constructor0(____ShadowedScene,
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"",
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"");
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I_ConstructorWithDefaults2(IN, const osgShadow::ShadowedScene &, es, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
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____ShadowedScene__C5_ShadowedScene_R1__C5_osg_CopyOp_R1,
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"",
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"");
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I_Method0(osg::Object *, cloneType,
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Properties::VIRTUAL,
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__osg_Object_P1__cloneType,
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"clone an object of the same type as the node. ",
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"");
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I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop,
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Properties::VIRTUAL,
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__osg_Object_P1__clone__C5_osg_CopyOp_R1,
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"return a clone of a node, with Object* return type. ",
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"");
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I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj,
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Properties::VIRTUAL,
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__bool__isSameKindAs__C5_osg_Object_P1,
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"return true if this and obj are of the same kind of object. ",
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"");
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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 node's class type. ",
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"");
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I_Method0(const char *, libraryName,
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Properties::VIRTUAL,
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__C5_char_P1__libraryName,
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"return the name of the node's library. ",
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"");
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I_Method1(void, accept, IN, osg::NodeVisitor &, nv,
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Properties::VIRTUAL,
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__void__accept__osg_NodeVisitor_R1,
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"Visitor Pattern : calls the apply method of a NodeVisitor with this node's type. ",
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"");
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I_Method1(void, traverse, IN, osg::NodeVisitor &, nv,
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Properties::VIRTUAL,
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__void__traverse__osg_NodeVisitor_R1,
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"Traverse downwards : calls children's accept method with NodeVisitor. ",
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"");
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I_Method1(void, setRecievesShadowTraversalMask, IN, unsigned int, mask,
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Properties::NON_VIRTUAL,
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__void__setRecievesShadowTraversalMask__unsigned_int,
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"",
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"");
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I_Method0(unsigned int, getRecievesShadowTraversalMask,
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Properties::NON_VIRTUAL,
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__unsigned_int__getRecievesShadowTraversalMask,
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"",
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"");
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I_Method1(void, setCastsShadowTraversalMask, IN, unsigned int, mask,
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Properties::NON_VIRTUAL,
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__void__setCastsShadowTraversalMask__unsigned_int,
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"",
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"");
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I_Method0(unsigned int, getCastsShadowTraversalMask,
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Properties::NON_VIRTUAL,
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__unsigned_int__getCastsShadowTraversalMask,
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"",
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"");
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I_Method1(void, setShadowTechnique, IN, osgShadow::ShadowTechnique *, technique,
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Properties::NON_VIRTUAL,
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__void__setShadowTechnique__ShadowTechnique_P1,
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"",
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"");
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I_Method0(osgShadow::ShadowTechnique *, getShadowTechnique,
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Properties::NON_VIRTUAL,
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__ShadowTechnique_P1__getShadowTechnique,
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"",
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"");
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I_Method0(const osgShadow::ShadowTechnique *, getShadowTechnique,
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Properties::NON_VIRTUAL,
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__C5_ShadowTechnique_P1__getShadowTechnique,
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"",
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"");
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I_Method0(void, cleanSceneGraph,
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Properties::NON_VIRTUAL,
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__void__cleanSceneGraph,
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"Clean scene graph from any shadow technique specific nodes, state and drawables. ",
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"");
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I_Method0(void, dirty,
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Properties::NON_VIRTUAL,
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__void__dirty,
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"Dirty any cache data structures held in the attached ShadowTechnqiue. ",
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"");
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I_SimpleProperty(unsigned int, CastsShadowTraversalMask,
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__unsigned_int__getCastsShadowTraversalMask,
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__void__setCastsShadowTraversalMask__unsigned_int);
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I_SimpleProperty(unsigned int, RecievesShadowTraversalMask,
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__unsigned_int__getRecievesShadowTraversalMask,
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__void__setRecievesShadowTraversalMask__unsigned_int);
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I_SimpleProperty(osgShadow::ShadowTechnique *, ShadowTechnique,
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__ShadowTechnique_P1__getShadowTechnique,
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__void__setShadowTechnique__ShadowTechnique_P1);
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END_REFLECTOR
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