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📄 shadowedscene.cpp

📁 最新osg包
💻 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 <osgShadow/ShadowTechnique>#include <osgShadow/ShadowedScene>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_OBJECT_REFLECTOR(osgShadow::ShadowedScene)	I_DeclaringFile("osgShadow/ShadowedScene");	I_BaseType(osg::Group);	I_ConstructorWithDefaults1(IN, osgShadow::ShadowTechnique *, st, 0,	                           Properties::NON_EXPLICIT,	                           ____ShadowedScene__ShadowTechnique_P1,	                           "",	                           "");	I_ConstructorWithDefaults2(IN, const osgShadow::ShadowedScene &, es, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,	                           ____ShadowedScene__C5_ShadowedScene_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_Method1(void, traverse, IN, osg::NodeVisitor &, nv,	          Properties::VIRTUAL,	          __void__traverse__osg_NodeVisitor_R1,	          "Traverse downwards : calls children's accept method with NodeVisitor. ",	          "");	I_Method1(void, setReceivesShadowTraversalMask, IN, unsigned int, mask,	          Properties::NON_VIRTUAL,	          __void__setReceivesShadowTraversalMask__unsigned_int,	          "",	          "");	I_Method0(unsigned int, getReceivesShadowTraversalMask,	          Properties::NON_VIRTUAL,	          __unsigned_int__getReceivesShadowTraversalMask,	          "",	          "");	I_Method1(void, setCastsShadowTraversalMask, IN, unsigned int, mask,	          Properties::NON_VIRTUAL,	          __void__setCastsShadowTraversalMask__unsigned_int,	          "",	          "");	I_Method0(unsigned int, getCastsShadowTraversalMask,	          Properties::NON_VIRTUAL,	          __unsigned_int__getCastsShadowTraversalMask,	          "",	          "");	I_Method1(void, setShadowTechnique, IN, osgShadow::ShadowTechnique *, technique,	          Properties::NON_VIRTUAL,	          __void__setShadowTechnique__ShadowTechnique_P1,	          "",	          "");	I_Method0(osgShadow::ShadowTechnique *, getShadowTechnique,	          Properties::NON_VIRTUAL,	          __ShadowTechnique_P1__getShadowTechnique,	          "",	          "");	I_Method0(const osgShadow::ShadowTechnique *, getShadowTechnique,	          Properties::NON_VIRTUAL,	          __C5_ShadowTechnique_P1__getShadowTechnique,	          "",	          "");	I_Method0(void, cleanSceneGraph,	          Properties::NON_VIRTUAL,	          __void__cleanSceneGraph,	          "Clean scene graph from any shadow technique specific nodes, state and drawables. ",	          "");	I_Method0(void, dirty,	          Properties::NON_VIRTUAL,	          __void__dirty,	          "Dirty any cache data structures held in the attached ShadowTechnqiue. ",	          "");	I_SimpleProperty(unsigned int, CastsShadowTraversalMask, 	                 __unsigned_int__getCastsShadowTraversalMask, 	                 __void__setCastsShadowTraversalMask__unsigned_int);	I_SimpleProperty(unsigned int, ReceivesShadowTraversalMask, 	                 __unsigned_int__getReceivesShadowTraversalMask, 	                 __void__setReceivesShadowTraversalMask__unsigned_int);	I_SimpleProperty(osgShadow::ShadowTechnique *, ShadowTechnique, 	                 __ShadowTechnique_P1__getShadowTechnique, 	                 __void__setShadowTechnique__ShadowTechnique_P1);END_REFLECTOR

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