Files
OpenSceneGraph/src/osgWrappers/osgFX/SpecularHighlights.cpp
Robert Osfield 0e475106dc Updated wrappers
2007-08-10 17:44:54 +00:00

142 lines
5.3 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/NodeVisitor>
#include <osg/Object>
#include <osg/Vec4>
#include <osgFX/SpecularHighlights>
// Must undefine IN and OUT macros defined in Windows headers
#ifdef IN
#undef IN
#endif
#ifdef OUT
#undef OUT
#endif
BEGIN_OBJECT_REFLECTOR(osgFX::SpecularHighlights)
I_DeclaringFile("osgFX/SpecularHighlights");
I_BaseType(osgFX::Effect);
I_Constructor0(____SpecularHighlights,
"",
"");
I_ConstructorWithDefaults2(IN, const osgFX::SpecularHighlights &, copy, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
____SpecularHighlights__C5_SpecularHighlights_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_Method0(const char *, effectName,
Properties::VIRTUAL,
__C5_char_P1__effectName,
"get the name of this Effect ",
"");
I_Method0(const char *, effectDescription,
Properties::VIRTUAL,
__C5_char_P1__effectDescription,
"get a brief description of this Effect ",
"");
I_Method0(const char *, effectAuthor,
Properties::VIRTUAL,
__C5_char_P1__effectAuthor,
"get the effect author's name ",
"");
I_Method0(int, getLightNumber,
Properties::NON_VIRTUAL,
__int__getLightNumber,
"get the OpenGL light number ",
"");
I_Method1(void, setLightNumber, IN, int, n,
Properties::NON_VIRTUAL,
__void__setLightNumber__int,
"set the OpenGL light number that will be used in lighting computations ",
"");
I_Method0(int, getTextureUnit,
Properties::NON_VIRTUAL,
__int__getTextureUnit,
"get the texture unit number ",
"");
I_Method1(void, setTextureUnit, IN, int, n,
Properties::NON_VIRTUAL,
__void__setTextureUnit__int,
"set the texture unit that will be used to apply the cube map ",
"");
I_Method0(const osg::Vec4 &, getSpecularColor,
Properties::NON_VIRTUAL,
__C5_osg_Vec4_R1__getSpecularColor,
"get the specular color ",
"");
I_Method1(void, setSpecularColor, IN, const osg::Vec4 &, color,
Properties::NON_VIRTUAL,
__void__setSpecularColor__C5_osg_Vec4_R1,
"set the specular color ",
"");
I_Method0(float, getSpecularExponent,
Properties::NON_VIRTUAL,
__float__getSpecularExponent,
"get the specular exponent ",
"");
I_Method1(void, setSpecularExponent, IN, float, e,
Properties::NON_VIRTUAL,
__void__setSpecularExponent__float,
"set the specular exponent ",
"");
I_ProtectedMethod0(bool, define_techniques,
Properties::VIRTUAL,
Properties::NON_CONST,
__bool__define_techniques,
"abstract method to be implemented in derived classes; its purpose if to create the techniques that can be used for obtaining the desired effect. ",
"You will usually call addTechnique() inside this method. ");
I_SimpleProperty(int, LightNumber,
__int__getLightNumber,
__void__setLightNumber__int);
I_SimpleProperty(const osg::Vec4 &, SpecularColor,
__C5_osg_Vec4_R1__getSpecularColor,
__void__setSpecularColor__C5_osg_Vec4_R1);
I_SimpleProperty(float, SpecularExponent,
__float__getSpecularExponent,
__void__setSpecularExponent__float);
I_SimpleProperty(int, TextureUnit,
__int__getTextureUnit,
__void__setTextureUnit__int);
END_REFLECTOR