and osgProducer to osgWrappers directory. Enabled the build of osgWrappers/osg, osgWrappers/osgPartile and osgWrappers/osgSim, but not osgUtil, osgDB, osgFX, osgTerrain, osgGA and osgProducer due to compile errors. I am assuming that these compilers are fixable so I'm checked all the source code so that members of the community can help fix them.
45 lines
1.6 KiB
C++
45 lines
1.6 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/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 <osg/Vec4>
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#include <osgFX/SpecularHighlights>
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BEGIN_OBJECT_REFLECTOR(osgFX::SpecularHighlights)
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BaseType(osgFX::Effect);
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Constructor0();
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ConstructorWithDefaults2(IN, const osgFX::SpecularHighlights &, copy, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY);
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Method0(osg::Object *, cloneType);
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Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop);
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Method1(bool, isSameKindAs, IN, const osg::Object *, obj);
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Method0(const char *, className);
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Method0(const char *, libraryName);
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Method1(void, accept, IN, osg::NodeVisitor &, nv);
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Method0(const char *, effectName);
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Method0(const char *, effectDescription);
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Method0(const char *, effectAuthor);
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Method0(int, getLightNumber);
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Method1(void, setLightNumber, IN, int, n);
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Method0(int, getTextureUnit);
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Method1(void, setTextureUnit, IN, int, n);
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Method0(const osg::Vec4 &, getSpecularColor);
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Method1(void, setSpecularColor, IN, const osg::Vec4 &, color);
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Method0(float, getSpecularExponent);
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Method1(void, setSpecularExponent, IN, float, e);
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Property(int, LightNumber);
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Property(const osg::Vec4 &, SpecularColor);
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Property(float, SpecularExponent);
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Property(int, TextureUnit);
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END_REFLECTOR
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