📄 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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