📄 scenegraphbuilder.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/Node>#include <osgUtil/SceneGraphBuilder>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_VALUE_REFLECTOR(osgUtil::SceneGraphBuilder) I_DeclaringFile("osgUtil/SceneGraphBuilder"); I_Constructor0(____SceneGraphBuilder, "", ""); I_Method0(void, PushMatrix, Properties::NON_VIRTUAL, __void__PushMatrix, "", ""); I_Method0(void, PopMatrix, Properties::NON_VIRTUAL, __void__PopMatrix, "", ""); I_Method0(void, LoadIdentity, Properties::NON_VIRTUAL, __void__LoadIdentity, "", ""); I_Method1(void, LoadMatrixd, IN, const GLdouble *, m, Properties::NON_VIRTUAL, __void__LoadMatrixd__C5_GLdouble_P1, "", ""); I_Method1(void, MultMatrixd, IN, const GLdouble *, m, Properties::NON_VIRTUAL, __void__MultMatrixd__C5_GLdouble_P1, "", ""); I_Method3(void, Translated, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, Properties::NON_VIRTUAL, __void__Translated__GLdouble__GLdouble__GLdouble, "", ""); I_Method3(void, Scaled, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, Properties::NON_VIRTUAL, __void__Scaled__GLdouble__GLdouble__GLdouble, "", ""); I_Method4(void, Rotated, IN, GLdouble, angle, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, Properties::NON_VIRTUAL, __void__Rotated__GLdouble__GLdouble__GLdouble__GLdouble, "", ""); I_Method2(void, BlendFunc, IN, GLenum, srcFactor, IN, GLenum, dstFactor, Properties::NON_VIRTUAL, __void__BlendFunc__GLenum__GLenum, "", ""); I_Method1(void, CullFace, IN, GLenum, mode, Properties::NON_VIRTUAL, __void__CullFace__GLenum, "", ""); I_Method1(void, DepthFunc, IN, GLenum, mode, Properties::NON_VIRTUAL, __void__DepthFunc__GLenum, "", ""); I_Method1(void, FrontFace, IN, GLenum, mode, Properties::NON_VIRTUAL, __void__FrontFace__GLenum, "", ""); I_Method2(void, LineStipple, IN, GLint, factor, IN, GLushort, pattern, Properties::NON_VIRTUAL, __void__LineStipple__GLint__GLushort, "", ""); I_Method1(void, LineWidth, IN, GLfloat, lineWidth, Properties::NON_VIRTUAL, __void__LineWidth__GLfloat, "", ""); I_Method1(void, PointSize, IN, GLfloat, pointSize, Properties::NON_VIRTUAL, __void__PointSize__GLfloat, "", ""); I_Method2(void, PolygonMode, IN, GLenum, face, IN, GLenum, mode, Properties::NON_VIRTUAL, __void__PolygonMode__GLenum__GLenum, "", ""); I_Method2(void, PolygonOffset, IN, GLfloat, factor, IN, GLfloat, units, Properties::NON_VIRTUAL, __void__PolygonOffset__GLfloat__GLfloat, "", ""); I_Method1(void, PolygonStipple, IN, const GLubyte *, mask, Properties::NON_VIRTUAL, __void__PolygonStipple__C5_GLubyte_P1, "", ""); I_Method1(void, ShadeModel, IN, GLenum, mode, Properties::NON_VIRTUAL, __void__ShadeModel__GLenum, "", ""); I_Method1(void, Enable, IN, GLenum, mode, Properties::NON_VIRTUAL, __void__Enable__GLenum, "", ""); I_Method1(void, Disable, IN, GLenum, mode, Properties::NON_VIRTUAL, __void__Disable__GLenum, "", ""); I_Method4(void, Color4f, IN, GLfloat, red, IN, GLfloat, green, IN, GLfloat, blue, IN, GLfloat, alpha, Properties::NON_VIRTUAL, __void__Color4f__GLfloat__GLfloat__GLfloat__GLfloat, "", ""); I_Method1(void, Color4fv, IN, GLfloat *, c, Properties::NON_VIRTUAL, __void__Color4fv__GLfloat_P1, "", ""); I_Method3(void, Vertex3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, Properties::NON_VIRTUAL, __void__Vertex3f__GLfloat__GLfloat__GLfloat, "", ""); I_Method1(void, Vertex3fv, IN, GLfloat *, v, Properties::NON_VIRTUAL, __void__Vertex3fv__GLfloat_P1, "", ""); I_Method3(void, Normal3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, Properties::NON_VIRTUAL, __void__Normal3f__GLfloat__GLfloat__GLfloat, "", ""); I_Method1(void, Normal3fv, IN, GLfloat *, n, Properties::NON_VIRTUAL, __void__Normal3fv__GLfloat_P1, "", ""); I_Method1(void, TexCoord1f, IN, GLfloat, x, Properties::NON_VIRTUAL, __void__TexCoord1f__GLfloat, "", ""); I_Method1(void, TexCoord1fv, IN, GLfloat *, tc, Properties::NON_VIRTUAL, __void__TexCoord1fv__GLfloat_P1, "", ""); I_Method2(void, TexCoord2f, IN, GLfloat, x, IN, GLfloat, y, Properties::NON_VIRTUAL, __void__TexCoord2f__GLfloat__GLfloat, "", ""); I_Method1(void, TexCoord2fv, IN, GLfloat *, tc, Properties::NON_VIRTUAL, __void__TexCoord2fv__GLfloat_P1, "", ""); I_Method3(void, TexCoord3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, Properties::NON_VIRTUAL, __void__TexCoord3f__GLfloat__GLfloat__GLfloat, "", ""); I_Method1(void, TexCoord3fv, IN, GLfloat *, tc, Properties::NON_VIRTUAL, __void__TexCoord3fv__GLfloat_P1, "", ""); I_Method4(void, TexCoord4f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w, Properties::NON_VIRTUAL, __void__TexCoord4f__GLfloat__GLfloat__GLfloat__GLfloat, "", ""); I_Method1(void, TexCoord4fv, IN, GLfloat *, tc, Properties::NON_VIRTUAL, __void__TexCoord4fv__GLfloat_P1, "", ""); I_Method1(void, Begin, IN, GLenum, mode, Properties::NON_VIRTUAL, __void__Begin__GLenum, "", ""); I_Method0(void, End, Properties::NON_VIRTUAL, __void__End, "", ""); I_Method1(void, QuadricDrawStyle, IN, GLenum, aDrawStyle, Properties::NON_VIRTUAL, __void__QuadricDrawStyle__GLenum, "", ""); I_Method1(void, QuadricNormals, IN, GLenum, aNormals, Properties::NON_VIRTUAL, __void__QuadricNormals__GLenum, "", ""); I_Method1(void, QuadricOrientation, IN, GLenum, aOrientation, Properties::NON_VIRTUAL, __void__QuadricOrientation__GLenum, "", ""); I_Method1(void, QuadricTexture, IN, GLboolean, aTexture, Properties::NON_VIRTUAL, __void__QuadricTexture__GLboolean, "", ""); I_Method5(void, Cylinder, IN, GLfloat, base, IN, GLfloat, top, IN, GLfloat, height, IN, GLint, slices, IN, GLint, stacks, Properties::NON_VIRTUAL, __void__Cylinder__GLfloat__GLfloat__GLfloat__GLint__GLint, "", ""); I_Method4(void, Disk, IN, GLfloat, inner, IN, GLfloat, outer, IN, GLint, slices, IN, GLint, loops, Properties::NON_VIRTUAL, __void__Disk__GLfloat__GLfloat__GLint__GLint, "", ""); I_Method6(void, PartialDisk, IN, GLfloat, inner, IN, GLfloat, outer, IN, GLint, slices, IN, GLint, loops, IN, GLfloat, start, IN, GLfloat, sweep, Properties::NON_VIRTUAL, __void__PartialDisk__GLfloat__GLfloat__GLint__GLint__GLfloat__GLfloat, "", ""); I_Method3(void, Sphere, IN, GLfloat, radius, IN, GLint, slices, IN, GLint, stacks, Properties::NON_VIRTUAL, __void__Sphere__GLfloat__GLint__GLint, "", ""); I_Method0(osg::Node *, getScene, Properties::NON_VIRTUAL, __osg_Node_P1__getScene, "", ""); I_Method0(osg::Node *, takeScene, Properties::NON_VIRTUAL, __osg_Node_P1__takeScene, "", ""); I_ProtectedMethod0(void, matrixChanged, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__matrixChanged, "", ""); I_ProtectedMethod1(void, addAttribute, IN, osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addAttribute__osg_StateAttribute_P1, "", ""); I_ProtectedMethod2(void, addMode, IN, GLenum, mode, IN, bool, enabled, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addMode__GLenum__bool, "", ""); I_ProtectedMethod2(void, addTextureAttribute, IN, unsigned int, unit, IN, osg::StateAttribute *, attribute, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addTextureAttribute__unsigned_int__osg_StateAttribute_P1, "", ""); I_ProtectedMethod3(void, addTextureMode, IN, unsigned int, unit, IN, GLenum, mode, IN, bool, enabled, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addTextureMode__unsigned_int__GLenum__bool, "", ""); I_ProtectedMethod1(void, addShape, IN, osg::Shape *, shape, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addShape__osg_Shape_P1, "", ""); I_ProtectedMethod1(void, addDrawable, IN, osg::Drawable *, drawable, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__addDrawable__osg_Drawable_P1, "", ""); I_ProtectedMethod0(void, newGeometry, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__newGeometry, "", ""); I_ProtectedMethod0(void, allocateGeometry, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__allocateGeometry, "", ""); I_ProtectedMethod0(void, completeGeometry, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__completeGeometry, "", ""); I_ProtectedMethod0(void, allocateStateSet, Properties::NON_VIRTUAL, Properties::NON_CONST, __void__allocateStateSet, "", ""); I_SimpleProperty(osg::Node *, Scene, __osg_Node_P1__getScene, 0);END_REFLECTOR
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