📄 effect.cpp
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// ***************************************************************************//// 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 <osgFX/Effect>#include <osgFX/Technique>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_ENUM_REFLECTOR(osgFX::Effect::TechniqueSelection) I_DeclaringFile("osgFX/Effect"); I_EnumLabel(osgFX::Effect::AUTO_DETECT);END_REFLECTORBEGIN_ABSTRACT_OBJECT_REFLECTOR(osgFX::Effect) I_DeclaringFile("osgFX/Effect"); I_BaseType(osg::Group); I_Constructor0(____Effect, "", ""); I_ConstructorWithDefaults2(IN, const osgFX::Effect &, copy, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY, ____Effect__C5_Effect_R1__C5_osg_CopyOp_R1, "", ""); 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 node's library. ", ""); I_Method0(const char *, className, Properties::VIRTUAL, __C5_char_P1__className, "return the name of the node's class type. ", ""); I_Method0(const char *, effectName, Properties::PURE_VIRTUAL, __C5_char_P1__effectName, "get the name of this Effect ", ""); I_Method0(const char *, effectDescription, Properties::PURE_VIRTUAL, __C5_char_P1__effectDescription, "get a brief description of this Effect ", ""); I_Method0(const char *, effectAuthor, Properties::PURE_VIRTUAL, __C5_char_P1__effectAuthor, "get the effect author's name ", ""); I_Method0(bool, getEnabled, Properties::NON_VIRTUAL, __bool__getEnabled, "get whether the effect is enabled or not ", ""); I_Method1(void, setEnabled, IN, bool, v, Properties::NON_VIRTUAL, __void__setEnabled__bool, "set whether the effect is enabled or not ", ""); I_Method0(void, setUpDemo, Properties::VIRTUAL, __void__setUpDemo, "optional: set effect parameters to produce a visually significant result to be used in demo applications like osgfxbrowser. ", "Default is to do nothing. "); I_Method0(int, getNumTechniques, Properties::NON_VIRTUAL, __int__getNumTechniques, "get the number of techniques defined for this Effect ", ""); I_Method1(osgFX::Technique *, getTechnique, IN, int, i, Properties::NON_VIRTUAL, __Technique_P1__getTechnique__int, "get the i-th Technique ", ""); I_Method1(const osgFX::Technique *, getTechnique, IN, int, i, Properties::NON_VIRTUAL, __C5_Technique_P1__getTechnique__int, "get the i-th const Technique ", ""); I_Method0(int, getSelectedTechnique, Properties::NON_VIRTUAL, __int__getSelectedTechnique, "get the index of the currently selected Technique ", ""); I_MethodWithDefaults1(void, selectTechnique, IN, int, i, osgFX::Effect::AUTO_DETECT, Properties::NON_VIRTUAL, __void__selectTechnique__int, "select a technique or enable automatic detection ", ""); I_Method1(void, traverse, IN, osg::NodeVisitor &, nv, Properties::VIRTUAL, __void__traverse__osg_NodeVisitor_R1, "custom traversal ", ""); I_Method1(void, inherited_traverse, IN, osg::NodeVisitor &, nv, Properties::NON_VIRTUAL, __void__inherited_traverse__osg_NodeVisitor_R1, "default traversal ", ""); I_ProtectedMethod0(void, dirtyTechniques, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__dirtyTechniques, "force rebuilding of techniques on next traversal ", ""); I_ProtectedMethod1(void, addTechnique, IN, osgFX::Technique *, tech, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addTechnique__Technique_P1, "add a technique to the Effect ", ""); I_ProtectedMethod0(bool, define_techniques, Properties::PURE_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(bool, Enabled, __bool__getEnabled, __void__setEnabled__bool); I_SimpleProperty(int, SelectedTechnique, __int__getSelectedTechnique, 0); I_ArrayProperty(osgFX::Technique *, Technique, __Technique_P1__getTechnique__int, 0, __int__getNumTechniques, 0, 0, 0);END_REFLECTOR
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