Files
OpenSceneGraph/src/osgWrappers/introspection/osg/Light.cpp

258 lines
10 KiB
C++

// ***************************************************************************
//
// Generated automatically by genwrapper.
// Please DO NOT EDIT this file!
//
// ***************************************************************************
#include <osgIntrospection/ReflectionMacros>
#include <osgIntrospection/TypedMethodInfo>
#include <osgIntrospection/StaticMethodInfo>
#include <osgIntrospection/Attributes>
#include <osg/CopyOp>
#include <osg/Light>
#include <osg/Object>
#include <osg/State>
#include <osg/StateAttribute>
#include <osg/Vec3>
#include <osg/Vec4>
// Must undefine IN and OUT macros defined in Windows headers
#ifdef IN
#undef IN
#endif
#ifdef OUT
#undef OUT
#endif
#include <osg/observer_ptr>
BEGIN_OBJECT_REFLECTOR(osg::Light)
I_DeclaringFile("osg/Light");
I_BaseType(osg::StateAttribute);
I_Constructor0(____Light,
"",
"");
I_Constructor1(IN, unsigned int, lightnum,
Properties::NON_EXPLICIT,
____Light__unsigned_int,
"",
"");
I_ConstructorWithDefaults2(IN, const osg::Light &, light, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
____Light__C5_Light_R1__C5_CopyOp_R1,
"Copy constructor using CopyOp to manage deep vs shallow copy. ",
"");
I_Method0(osg::Object *, cloneType,
Properties::VIRTUAL,
__osg_Object_P1__cloneType,
"Clone the type of an attribute, with Object* return type. ",
"Must be defined by derived classes. ");
I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, x,
Properties::VIRTUAL,
__osg_Object_P1__clone__C5_osg_CopyOp_R1,
"Clone an attribute, with Object* return type. ",
"Must be defined by derived classes. ");
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 *, libraryName,
Properties::VIRTUAL,
__C5_char_P1__libraryName,
"Return the name of the attribute's library. ",
"");
I_Method0(const char *, className,
Properties::VIRTUAL,
__C5_char_P1__className,
"Return the name of the attribute's class type. ",
"");
I_Method0(osg::StateAttribute::Type, getType,
Properties::VIRTUAL,
__Type__getType,
"Return the Type identifier of the attribute's class type. ",
"");
I_Method1(int, compare, IN, const osg::StateAttribute &, sa,
Properties::VIRTUAL,
__int__compare__C5_StateAttribute_R1,
"Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. ",
"");
I_Method0(unsigned int, getMember,
Properties::VIRTUAL,
__unsigned_int__getMember,
"Return the member identifier within the attribute's class type. ",
"Used for light number/clip plane number etc. ");
I_Method1(bool, getModeUsage, IN, osg::StateAttribute::ModeUsage &, x,
Properties::VIRTUAL,
__bool__getModeUsage__StateAttribute_ModeUsage_R1,
"Return the modes associated with this StateAttribute. ",
"");
I_Method1(void, setLightNum, IN, int, num,
Properties::NON_VIRTUAL,
__void__setLightNum__int,
"Set which OpenGL light to operate on. ",
"");
I_Method0(int, getLightNum,
Properties::NON_VIRTUAL,
__int__getLightNum,
"Get which OpenGL light this osg::Light operates on. ",
"");
I_Method1(void, setAmbient, IN, const osg::Vec4 &, ambient,
Properties::NON_VIRTUAL,
__void__setAmbient__C5_Vec4_R1,
"Set the ambient component of the light. ",
"");
I_Method0(const osg::Vec4 &, getAmbient,
Properties::NON_VIRTUAL,
__C5_Vec4_R1__getAmbient,
"Get the ambient component of the light. ",
"");
I_Method1(void, setDiffuse, IN, const osg::Vec4 &, diffuse,
Properties::NON_VIRTUAL,
__void__setDiffuse__C5_Vec4_R1,
"Set the diffuse component of the light. ",
"");
I_Method0(const osg::Vec4 &, getDiffuse,
Properties::NON_VIRTUAL,
__C5_Vec4_R1__getDiffuse,
"Get the diffuse component of the light. ",
"");
I_Method1(void, setSpecular, IN, const osg::Vec4 &, specular,
Properties::NON_VIRTUAL,
__void__setSpecular__C5_Vec4_R1,
"Set the specular component of the light. ",
"");
I_Method0(const osg::Vec4 &, getSpecular,
Properties::NON_VIRTUAL,
__C5_Vec4_R1__getSpecular,
"Get the specular component of the light. ",
"");
I_Method1(void, setPosition, IN, const osg::Vec4 &, position,
Properties::NON_VIRTUAL,
__void__setPosition__C5_Vec4_R1,
"Set the position of the light. ",
"");
I_Method0(const osg::Vec4 &, getPosition,
Properties::NON_VIRTUAL,
__C5_Vec4_R1__getPosition,
"Get the position of the light. ",
"");
I_Method1(void, setDirection, IN, const osg::Vec3 &, direction,
Properties::NON_VIRTUAL,
__void__setDirection__C5_Vec3_R1,
"Set the direction of the light. ",
"");
I_Method0(const osg::Vec3 &, getDirection,
Properties::NON_VIRTUAL,
__C5_Vec3_R1__getDirection,
"Get the direction of the light. ",
"");
I_Method1(void, setConstantAttenuation, IN, float, constant_attenuation,
Properties::NON_VIRTUAL,
__void__setConstantAttenuation__float,
"Set the constant attenuation of the light. ",
"");
I_Method0(float, getConstantAttenuation,
Properties::NON_VIRTUAL,
__float__getConstantAttenuation,
"Get the constant attenuation of the light. ",
"");
I_Method1(void, setLinearAttenuation, IN, float, linear_attenuation,
Properties::NON_VIRTUAL,
__void__setLinearAttenuation__float,
"Set the linear attenuation of the light. ",
"");
I_Method0(float, getLinearAttenuation,
Properties::NON_VIRTUAL,
__float__getLinearAttenuation,
"Get the linear attenuation of the light. ",
"");
I_Method1(void, setQuadraticAttenuation, IN, float, quadratic_attenuation,
Properties::NON_VIRTUAL,
__void__setQuadraticAttenuation__float,
"Set the quadratic attenuation of the light. ",
"");
I_Method0(float, getQuadraticAttenuation,
Properties::NON_VIRTUAL,
__float__getQuadraticAttenuation,
"Get the quadratic attenuation of the light. ",
"");
I_Method1(void, setSpotExponent, IN, float, spot_exponent,
Properties::NON_VIRTUAL,
__void__setSpotExponent__float,
"Set the spot exponent of the light. ",
"");
I_Method0(float, getSpotExponent,
Properties::NON_VIRTUAL,
__float__getSpotExponent,
"Get the spot exponent of the light. ",
"");
I_Method1(void, setSpotCutoff, IN, float, spot_cutoff,
Properties::NON_VIRTUAL,
__void__setSpotCutoff__float,
"Set the spot cutoff of the light. ",
"");
I_Method0(float, getSpotCutoff,
Properties::NON_VIRTUAL,
__float__getSpotCutoff,
"Get the spot cutoff of the light. ",
"");
I_Method0(void, captureLightState,
Properties::NON_VIRTUAL,
__void__captureLightState,
"Capture the lighting settings of the current OpenGL state and store them in this object. ",
"");
I_Method1(void, apply, IN, osg::State &, state,
Properties::VIRTUAL,
__void__apply__State_R1,
"Apply the light's state to the OpenGL state machine. ",
"");
I_ProtectedMethod0(void, init,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__init,
"Initialize the light's settings with some decent defaults. ",
"");
I_SimpleProperty(const osg::Vec4 &, Ambient,
__C5_Vec4_R1__getAmbient,
__void__setAmbient__C5_Vec4_R1);
I_SimpleProperty(float, ConstantAttenuation,
__float__getConstantAttenuation,
__void__setConstantAttenuation__float);
I_SimpleProperty(const osg::Vec4 &, Diffuse,
__C5_Vec4_R1__getDiffuse,
__void__setDiffuse__C5_Vec4_R1);
I_SimpleProperty(const osg::Vec3 &, Direction,
__C5_Vec3_R1__getDirection,
__void__setDirection__C5_Vec3_R1);
I_SimpleProperty(int, LightNum,
__int__getLightNum,
__void__setLightNum__int);
I_SimpleProperty(float, LinearAttenuation,
__float__getLinearAttenuation,
__void__setLinearAttenuation__float);
I_SimpleProperty(unsigned int, Member,
__unsigned_int__getMember,
0);
I_SimpleProperty(const osg::Vec4 &, Position,
__C5_Vec4_R1__getPosition,
__void__setPosition__C5_Vec4_R1);
I_SimpleProperty(float, QuadraticAttenuation,
__float__getQuadraticAttenuation,
__void__setQuadraticAttenuation__float);
I_SimpleProperty(const osg::Vec4 &, Specular,
__C5_Vec4_R1__getSpecular,
__void__setSpecular__C5_Vec4_R1);
I_SimpleProperty(float, SpotCutoff,
__float__getSpotCutoff,
__void__setSpotCutoff__float);
I_SimpleProperty(float, SpotExponent,
__float__getSpotExponent,
__void__setSpotExponent__float);
I_SimpleProperty(osg::StateAttribute::Type, Type,
__Type__getType,
0);
END_REFLECTOR