📄 shadowedscene.cpp
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#include <osgShadow/ShadowedScene>#include <iostream>#include <string>#include <osg/Vec3>#include <osg/Vec4>#include <osg/io_utils>#include <osgDB/Registry>#include <osgDB/Input>#include <osgDB/Output>#include <osgDB/ParameterOutput>bool ShadowedScene_readLocalData(osg::Object &obj, osgDB::Input &fr);bool ShadowedScene_writeLocalData(const osg::Object &obj, osgDB::Output &fw);osgDB::RegisterDotOsgWrapperProxy ShadowedScene_Proxy( new osgShadow::ShadowedScene, "ShadowedScene", "Object ShadowedScene Group ", ShadowedScene_readLocalData, ShadowedScene_writeLocalData);bool ShadowedScene_readLocalData(osg::Object& obj, osgDB::Input &fr){ osgShadow::ShadowedScene& ss = static_cast<osgShadow::ShadowedScene&>(obj); bool iteratorAdvanced = false; osg::ref_ptr<osg::Object> object=0; while((object=fr.readObject())!=0) { osgShadow::ShadowTechnique* st = dynamic_cast<osgShadow::ShadowTechnique*>(object.get()); if (st) ss.setShadowTechnique(st); iteratorAdvanced = true; } return iteratorAdvanced;}bool ShadowedScene_writeLocalData(const osg::Object& obj, osgDB::Output& fw){ const osgShadow::ShadowedScene& ss = static_cast<const osgShadow::ShadowedScene &>(obj); if (ss.getShadowTechnique()) { fw.writeObject(*ss.getShadowTechnique()); } return true;}
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