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📄 matrixmanipulator.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/CoordinateSystemNode>#include <osg/Matrixd>#include <osg/Node>#include <osg/Vec3d>#include <osgGA/GUIActionAdapter>#include <osgGA/GUIEventAdapter>#include <osgGA/MatrixManipulator>#include <osgUtil/SceneView>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_ABSTRACT_OBJECT_REFLECTOR(osgGA::MatrixManipulator)	I_DeclaringFile("osgGA/MatrixManipulator");	I_BaseType(osgGA::GUIEventHandler);	I_Method0(const char *, className,	          Properties::VIRTUAL,	          __C5_char_P1__className,	          "return the name of the object's class type. ",	          "Must be defined by derived classes. ");	I_Method1(void, setMinimumDistance, IN, float, minimumDistance,	          Properties::VIRTUAL,	          __void__setMinimumDistance__float,	          "set the minimum distance (as ratio) the eye point can be zoomed in towards the center before the center is pushed forward. ",	          "");	I_Method0(float, getMinimumDistance,	          Properties::NON_VIRTUAL,	          __float__getMinimumDistance,	          "get the minimum distance (as ratio) the eye point can be zoomed in ",	          "");	I_Method1(void, setCoordinateFrameCallback, IN, osgGA::MatrixManipulator::CoordinateFrameCallback *, cb,	          Properties::VIRTUAL,	          __void__setCoordinateFrameCallback__CoordinateFrameCallback_P1,	          "set the coordinate frame which callback tells the manipulator which way is up, east and north. ",	          "");	I_Method0(osgGA::MatrixManipulator::CoordinateFrameCallback *, getCoordinateFrameCallback,	          Properties::NON_VIRTUAL,	          __CoordinateFrameCallback_P1__getCoordinateFrameCallback,	          "get the coordinate frame callback which tells the manipulator which way is up, east and north. ",	          "");	I_Method0(const osgGA::MatrixManipulator::CoordinateFrameCallback *, getCoordinateFrameCallback,	          Properties::NON_VIRTUAL,	          __C5_CoordinateFrameCallback_P1__getCoordinateFrameCallback,	          "get the coordinate frame callback which tells the manipulator which way is up, east and north. ",	          "");	I_Method1(osg::CoordinateFrame, getCoordinateFrame, IN, const osg::Vec3d &, position,	          Properties::NON_VIRTUAL,	          __osg_CoordinateFrame__getCoordinateFrame__C5_osg_Vec3d_R1,	          "get the coordinate frame. ",	          "");	I_Method1(osg::Vec3d, getSideVector, IN, const osg::CoordinateFrame &, cf,	          Properties::NON_VIRTUAL,	          __osg_Vec3d__getSideVector__C5_osg_CoordinateFrame_R1,	          "",	          "");	I_Method1(osg::Vec3d, getFrontVector, IN, const osg::CoordinateFrame &, cf,	          Properties::NON_VIRTUAL,	          __osg_Vec3d__getFrontVector__C5_osg_CoordinateFrame_R1,	          "",	          "");	I_Method1(osg::Vec3d, getUpVector, IN, const osg::CoordinateFrame &, cf,	          Properties::NON_VIRTUAL,	          __osg_Vec3d__getUpVector__C5_osg_CoordinateFrame_R1,	          "",	          "");	I_Method1(void, setByMatrix, IN, const osg::Matrixd &, matrix,	          Properties::PURE_VIRTUAL,	          __void__setByMatrix__C5_osg_Matrixd_R1,	          "set the position of the matrix manipulator using a 4x4 Matrix. ",	          "");	I_Method1(void, setByInverseMatrix, IN, const osg::Matrixd &, matrix,	          Properties::PURE_VIRTUAL,	          __void__setByInverseMatrix__C5_osg_Matrixd_R1,	          "set the position of the matrix manipulator using a 4x4 Matrix. ",	          "");	I_Method0(osg::Matrixd, getMatrix,	          Properties::PURE_VIRTUAL,	          __osg_Matrixd__getMatrix,	          "get the position of the manipulator as 4x4 Matrix. ",	          "");	I_Method0(osg::Matrixd, getInverseMatrix,	          Properties::PURE_VIRTUAL,	          __osg_Matrixd__getInverseMatrix,	          "get the position of the manipulator as a inverse matrix of the manipulator, typically used as a model view matrix. ",	          "");	I_Method0(osgUtil::SceneView::FusionDistanceMode, getFusionDistanceMode,	          Properties::VIRTUAL,	          __osgUtil_SceneView_FusionDistanceMode__getFusionDistanceMode,	          "Get the FusionDistanceMode. ",	          "Used by SceneView for setting up stereo convergence. ");	I_Method0(float, getFusionDistanceValue,	          Properties::VIRTUAL,	          __float__getFusionDistanceValue,	          "Get the FusionDistanceValue. ",	          "Used by SceneView for setting up stereo convergence. ");	I_Method1(void, setIntersectTraversalMask, IN, unsigned int, mask,	          Properties::NON_VIRTUAL,	          __void__setIntersectTraversalMask__unsigned_int,	          "Set the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection. ",	          "The intersection traversal mask is useful for controlling what parts of the scene graph should be used for intersection purposes. ");	I_Method0(unsigned int, getIntersectTraversalMask,	          Properties::NON_VIRTUAL,	          __unsigned_int__getIntersectTraversalMask,	          "Get the mask to use when set up intersection traversal such as used in manipulators that follow terrain or have collision detection. ",	          "");	I_Method1(void, setNode, IN, osg::Node *, x,	          Properties::VIRTUAL,	          __void__setNode__osg_Node_P1,	          "Attach a node to the manipulator, automatically detaching any previously attached node. ",	          "setNode(NULL) detaches previous nodes. May be ignored by manipulators which do not require a reference model. ");	I_Method0(const osg::Node *, getNode,	          Properties::VIRTUAL,	          __C5_osg_Node_P1__getNode,	          "Return const node if attached. ",	          "");	I_Method0(osg::Node *, getNode,	          Properties::VIRTUAL,	          __osg_Node_P1__getNode,	          "Return node if attached. ",	          "");	I_MethodWithDefaults4(void, setHomePosition, IN, const osg::Vec3d &, eye, , IN, const osg::Vec3d &, center, , IN, const osg::Vec3d &, up, , IN, bool, autoComputeHomePosition, false,	                      Properties::VIRTUAL,	                      __void__setHomePosition__C5_osg_Vec3d_R1__C5_osg_Vec3d_R1__C5_osg_Vec3d_R1__bool,	                      "Manually set the home position, and set the automatic compute of home position. ",	                      "");	I_Method3(void, getHomePosition, IN, osg::Vec3d &, eye, IN, osg::Vec3d &, center, IN, osg::Vec3d &, up,	          Properties::VIRTUAL,	          __void__getHomePosition__osg_Vec3d_R1__osg_Vec3d_R1__osg_Vec3d_R1,	          "Get the manually set home position. ",	          "");	I_Method1(void, setAutoComputeHomePosition, IN, bool, flag,	          Properties::VIRTUAL,	          __void__setAutoComputeHomePosition__bool,	          "Set whether the automatic compute of the home position is enabled. ",	          "");	I_Method0(bool, getAutoComputeHomePosition,	          Properties::NON_VIRTUAL,	          __bool__getAutoComputeHomePosition,	          "Get whether the automatic compute of the home position is enabled. ",	          "");	I_Method0(void, computeHomePosition,	          Properties::VIRTUAL,	          __void__computeHomePosition,	          "Compute the home position. ",	          "");	I_Method2(void, home, IN, const osgGA::GUIEventAdapter &, x, IN, osgGA::GUIActionAdapter &, x,	          Properties::VIRTUAL,	          __void__home__C5_GUIEventAdapter_R1__GUIActionAdapter_R1,	          "Move the camera to the default position. ",	          "May be ignored by manipulators if home functionality is not appropriate. ");	I_Method1(void, home, IN, double, x,	          Properties::VIRTUAL,	          __void__home__double,	          "Move the camera to the default position. ",	          "This version does not require GUIEventAdapter and GUIActionAdapter so may be called from somewhere other than a handle() method in GUIEventHandler. Application must be aware of implications. ");	I_Method2(void, init, IN, const osgGA::GUIEventAdapter &, x, IN, osgGA::GUIActionAdapter &, x,	          Properties::VIRTUAL,	          __void__init__C5_GUIEventAdapter_R1__GUIActionAdapter_R1,	          "Start/restart the manipulator. ",	          "FIXME: what does this actually mean? Provide examples. ");	I_Method2(bool, handle, IN, const osgGA::GUIEventAdapter &, ea, IN, osgGA::GUIActionAdapter &, us,	          Properties::VIRTUAL,	          __bool__handle__C5_GUIEventAdapter_R1__GUIActionAdapter_R1,	          "Handle events, return true if handled, false otherwise. ",	          "");	I_ProtectedConstructor0(____MatrixManipulator,	                        "",	                        "");	I_SimpleProperty(bool, AutoComputeHomePosition, 	                 __bool__getAutoComputeHomePosition, 	                 __void__setAutoComputeHomePosition__bool);	I_SimpleProperty(const osg::Matrixd &, ByInverseMatrix, 	                 0, 	                 __void__setByInverseMatrix__C5_osg_Matrixd_R1);	I_SimpleProperty(const osg::Matrixd &, ByMatrix, 	                 0, 	                 __void__setByMatrix__C5_osg_Matrixd_R1);	I_SimpleProperty(osgGA::MatrixManipulator::CoordinateFrameCallback *, CoordinateFrameCallback, 	                 __CoordinateFrameCallback_P1__getCoordinateFrameCallback, 	                 __void__setCoordinateFrameCallback__CoordinateFrameCallback_P1);	I_SimpleProperty(osgUtil::SceneView::FusionDistanceMode, FusionDistanceMode, 	                 __osgUtil_SceneView_FusionDistanceMode__getFusionDistanceMode, 	                 0);	I_SimpleProperty(float, FusionDistanceValue, 	                 __float__getFusionDistanceValue, 	                 0);	I_SimpleProperty(unsigned int, IntersectTraversalMask, 	                 __unsigned_int__getIntersectTraversalMask, 	                 __void__setIntersectTraversalMask__unsigned_int);	I_SimpleProperty(osg::Matrixd, InverseMatrix, 	                 __osg_Matrixd__getInverseMatrix, 	                 0);	I_SimpleProperty(osg::Matrixd, Matrix, 	                 __osg_Matrixd__getMatrix, 	                 0);	I_SimpleProperty(float, MinimumDistance, 	                 __float__getMinimumDistance, 	                 __void__setMinimumDistance__float);	I_SimpleProperty(osg::Node *, Node, 	                 __osg_Node_P1__getNode, 	                 __void__setNode__osg_Node_P1);END_REFLECTORBEGIN_ABSTRACT_OBJECT_REFLECTOR(osgGA::MatrixManipulator::CoordinateFrameCallback)	I_DeclaringFile("osgGA/MatrixManipulator");	I_BaseType(osg::Referenced);	I_Constructor0(____CoordinateFrameCallback,	               "",	               "");	I_Method1(osg::CoordinateFrame, getCoordinateFrame, IN, const osg::Vec3d &, position,	          Properties::PURE_VIRTUAL,	          __osg_CoordinateFrame__getCoordinateFrame__C5_osg_Vec3d_R1,	          "",	          "");END_REFLECTOR

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