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📄 lightpoint.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/Vec3>#include <osg/Vec4>#include <osgSim/BlinkSequence>#include <osgSim/LightPoint>#include <osgSim/Sector>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_ENUM_REFLECTOR(osgSim::LightPoint::BlendingMode)	I_DeclaringFile("osgSim/LightPoint");	I_EnumLabel(osgSim::LightPoint::ADDITIVE);	I_EnumLabel(osgSim::LightPoint::BLENDED);END_REFLECTORBEGIN_VALUE_REFLECTOR(osgSim::LightPoint)	I_DeclaringFile("osgSim/LightPoint");	I_Constructor0(____LightPoint,	               "",	               "");	I_Constructor2(IN, const osg::Vec3 &, position, IN, const osg::Vec4 &, color,	               ____LightPoint__C5_osg_Vec3_R1__C5_osg_Vec4_R1,	               "",	               "");	I_ConstructorWithDefaults8(IN, bool, on, , IN, const osg::Vec3 &, position, , IN, const osg::Vec4 &, color, , IN, float, intensity, 1.0f, IN, float, radius, 1.0f, IN, osgSim::Sector *, sector, 0, IN, osgSim::BlinkSequence *, blinkSequence, 0, IN, osgSim::LightPoint::BlendingMode, blendingMode, osgSim::LightPoint::BLENDED,	                           ____LightPoint__bool__C5_osg_Vec3_R1__C5_osg_Vec4_R1__float__float__Sector_P1__BlinkSequence_P1__BlendingMode,	                           "",	                           "");	I_Constructor1(IN, const osgSim::LightPoint &, lp,	               Properties::NON_EXPLICIT,	               ____LightPoint__C5_LightPoint_R1,	               "",	               "");	I_PublicMemberProperty(bool, _on);	I_PublicMemberProperty(osg::Vec3, _position);	I_PublicMemberProperty(osg::Vec4, _color);	I_PublicMemberProperty(float, _intensity);	I_PublicMemberProperty(float, _radius);	I_PublicMemberProperty(osg::ref_ptr< osgSim::Sector >, _sector);	I_PublicMemberProperty(osg::ref_ptr< osgSim::BlinkSequence >, _blinkSequence);	I_PublicMemberProperty(osgSim::LightPoint::BlendingMode, _blendingMode);END_REFLECTOR

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