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📄 light.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/Light>#include <osg/Object>#include <osg/State>#include <osg/StateAttribute>#include <osg/Vec3>#include <osg/Vec4>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_OBJECT_REFLECTOR(osg::Light)	I_DeclaringFile("osg/Light");	I_BaseType(osg::StateAttribute);	I_Constructor0(____Light,	               "",	               "");	I_Constructor1(IN, unsigned int, lightnum,	               Properties::NON_EXPLICIT,	               ____Light__unsigned_int,	               "",	               "");	I_ConstructorWithDefaults2(IN, const osg::Light &, light, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,	                           ____Light__C5_Light_R1__C5_CopyOp_R1,	                           "Copy constructor using CopyOp to manage deep vs shallow copy. ",	                           "");	I_Method0(osg::Object *, cloneType,	          Properties::VIRTUAL,	          __osg_Object_P1__cloneType,	          "Clone the type of an attribute, with Object* return type. ",	          "Must be defined by derived classes. ");	I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop,	          Properties::VIRTUAL,	          __osg_Object_P1__clone__C5_osg_CopyOp_R1,	          "Clone an attribute, with Object* return type. ",	          "Must be defined by derived classes. ");	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 attribute's library. ",	          "");	I_Method0(const char *, className,	          Properties::VIRTUAL,	          __C5_char_P1__className,	          "Return the name of the attribute's class type. ",	          "");	I_Method0(osg::StateAttribute::Type, getType,	          Properties::VIRTUAL,	          __Type__getType,	          "Return the Type identifier of the attribute's class type. ",	          "");	I_Method1(int, compare, IN, const osg::StateAttribute &, sa,	          Properties::VIRTUAL,	          __int__compare__C5_StateAttribute_R1,	          "Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. ",	          "");	I_Method0(unsigned int, getMember,	          Properties::VIRTUAL,	          __unsigned_int__getMember,	          "Return the member identifier within the attribute's class type. ",	          "Used for light number/clip plane number etc. ");	I_Method1(bool, getModeUsage, IN, osg::StateAttribute::ModeUsage &, usage,	          Properties::VIRTUAL,	          __bool__getModeUsage__StateAttribute_ModeUsage_R1,	          "Return the modes associated with this StateAttribute. ",	          "");	I_Method1(void, setLightNum, IN, int, num,	          Properties::NON_VIRTUAL,	          __void__setLightNum__int,	          "Set which OpenGL light to operate on. ",	          "");	I_Method0(int, getLightNum,	          Properties::NON_VIRTUAL,	          __int__getLightNum,	          "Get which OpenGL light this osg::Light operates on. ",	          "");	I_Method1(void, setAmbient, IN, const osg::Vec4 &, ambient,	          Properties::NON_VIRTUAL,	          __void__setAmbient__C5_Vec4_R1,	          "Set the ambient component of the light. ",	          "");	I_Method0(const osg::Vec4 &, getAmbient,	          Properties::NON_VIRTUAL,	          __C5_Vec4_R1__getAmbient,	          "Get the ambient component of the light. ",	          "");	I_Method1(void, setDiffuse, IN, const osg::Vec4 &, diffuse,	          Properties::NON_VIRTUAL,	          __void__setDiffuse__C5_Vec4_R1,	          "Set the diffuse component of the light. ",	          "");	I_Method0(const osg::Vec4 &, getDiffuse,	          Properties::NON_VIRTUAL,	          __C5_Vec4_R1__getDiffuse,	          "Get the diffuse component of the light. ",	          "");	I_Method1(void, setSpecular, IN, const osg::Vec4 &, specular,	          Properties::NON_VIRTUAL,	          __void__setSpecular__C5_Vec4_R1,	          "Set the specular component of the light. ",	          "");	I_Method0(const osg::Vec4 &, getSpecular,	          Properties::NON_VIRTUAL,	          __C5_Vec4_R1__getSpecular,	          "Get the specular component of the light. ",	          "");	I_Method1(void, setPosition, IN, const osg::Vec4 &, position,	          Properties::NON_VIRTUAL,	          __void__setPosition__C5_Vec4_R1,	          "Set the position of the light. ",	          "");	I_Method0(const osg::Vec4 &, getPosition,	          Properties::NON_VIRTUAL,	          __C5_Vec4_R1__getPosition,	          "Get the position of the light. ",	          "");	I_Method1(void, setDirection, IN, const osg::Vec3 &, direction,	          Properties::NON_VIRTUAL,	          __void__setDirection__C5_Vec3_R1,	          "Set the direction of the light. ",	          "");	I_Method0(const osg::Vec3 &, getDirection,	          Properties::NON_VIRTUAL,	          __C5_Vec3_R1__getDirection,	          "Get the direction of the light. ",	          "");	I_Method1(void, setConstantAttenuation, IN, float, constant_attenuation,	          Properties::NON_VIRTUAL,	          __void__setConstantAttenuation__float,	          "Set the constant attenuation of the light. ",	          "");	I_Method0(float, getConstantAttenuation,	          Properties::NON_VIRTUAL,	          __float__getConstantAttenuation,	          "Get the constant attenuation of the light. ",	          "");	I_Method1(void, setLinearAttenuation, IN, float, linear_attenuation,	          Properties::NON_VIRTUAL,	          __void__setLinearAttenuation__float,	          "Set the linear attenuation of the light. ",	          "");	I_Method0(float, getLinearAttenuation,	          Properties::NON_VIRTUAL,	          __float__getLinearAttenuation,	          "Get the linear attenuation of the light. ",	          "");	I_Method1(void, setQuadraticAttenuation, IN, float, quadratic_attenuation,	          Properties::NON_VIRTUAL,	          __void__setQuadraticAttenuation__float,	          "Set the quadratic attenuation of the light. ",	          "");	I_Method0(float, getQuadraticAttenuation,	          Properties::NON_VIRTUAL,	          __float__getQuadraticAttenuation,	          "Get the quadratic attenuation of the light. ",	          "");	I_Method1(void, setSpotExponent, IN, float, spot_exponent,	          Properties::NON_VIRTUAL,	          __void__setSpotExponent__float,	          "Set the spot exponent of the light. ",	          "");	I_Method0(float, getSpotExponent,	          Properties::NON_VIRTUAL,	          __float__getSpotExponent,	          "Get the spot exponent of the light. ",	          "");	I_Method1(void, setSpotCutoff, IN, float, spot_cutoff,	          Properties::NON_VIRTUAL,	          __void__setSpotCutoff__float,	          "Set the spot cutoff of the light. ",	          "");	I_Method0(float, getSpotCutoff,	          Properties::NON_VIRTUAL,	          __float__getSpotCutoff,	          "Get the spot cutoff of the light. ",	          "");	I_Method0(void, captureLightState,	          Properties::NON_VIRTUAL,	          __void__captureLightState,	          "Capture the lighting settings of the current OpenGL state and store them in this object. ",	          "");	I_Method1(void, apply, IN, osg::State &, state,	          Properties::VIRTUAL,	          __void__apply__State_R1,	          "Apply the light's state to the OpenGL state machine. ",	          "");	I_ProtectedMethod0(void, init,	                   Properties::NON_VIRTUAL,	                   Properties::NON_CONST,	                   __void__init,	                   "Initialize the light's settings with some decent defaults. ",	                   "");	I_SimpleProperty(const osg::Vec4 &, Ambient, 	                 __C5_Vec4_R1__getAmbient, 	                 __void__setAmbient__C5_Vec4_R1);	I_SimpleProperty(float, ConstantAttenuation, 	                 __float__getConstantAttenuation, 	                 __void__setConstantAttenuation__float);	I_SimpleProperty(const osg::Vec4 &, Diffuse, 	                 __C5_Vec4_R1__getDiffuse, 	                 __void__setDiffuse__C5_Vec4_R1);	I_SimpleProperty(const osg::Vec3 &, Direction, 	                 __C5_Vec3_R1__getDirection, 	                 __void__setDirection__C5_Vec3_R1);	I_SimpleProperty(int, LightNum, 	                 __int__getLightNum, 	                 __void__setLightNum__int);	I_SimpleProperty(float, LinearAttenuation, 	                 __float__getLinearAttenuation, 	                 __void__setLinearAttenuation__float);	I_SimpleProperty(unsigned int, Member, 	                 __unsigned_int__getMember, 	                 0);	I_SimpleProperty(const osg::Vec4 &, Position, 	                 __C5_Vec4_R1__getPosition, 	                 __void__setPosition__C5_Vec4_R1);	I_SimpleProperty(float, QuadraticAttenuation, 	                 __float__getQuadraticAttenuation, 	                 __void__setQuadraticAttenuation__float);	I_SimpleProperty(const osg::Vec4 &, Specular, 	                 __C5_Vec4_R1__getSpecular, 	                 __void__setSpecular__C5_Vec4_R1);	I_SimpleProperty(float, SpotCutoff, 	                 __float__getSpotCutoff, 	                 __void__setSpotCutoff__float);	I_SimpleProperty(float, SpotExponent, 	                 __float__getSpotExponent, 	                 __void__setSpotExponent__float);	I_SimpleProperty(osg::StateAttribute::Type, Type, 	                 __Type__getType, 	                 0);END_REFLECTOR

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