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📄 stateattribute.cpp

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💻 CPP
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#include "osg/StateAttribute"#include "osgDB/Registry"#include "osgDB/Input"#include "osgDB/Output"using namespace osg;using namespace osgDB;using namespace std;// forward declare functions to use later.bool StateAttribute_readLocalData(Object& obj, Input& fr);bool StateAttribute_writeLocalData(const Object& obj, Output& fw);// register the read and write functions with the osgDB::Registry.osg::StateAttribute* g_stateAttribute = 0; RegisterDotOsgWrapperProxy g_StateAttributeProxy(    g_stateAttribute, // no instance, osg::StateAttribute is an abstract class.    "StateAttribute",    "Object StateAttribute",    &StateAttribute_readLocalData,    &StateAttribute_writeLocalData);bool StateAttribute_readLocalData(Object& obj, Input& fr){    bool iteratorAdvanced = false;    StateAttribute& stateAttribute = static_cast<StateAttribute&>(obj);    static ref_ptr<StateAttribute::Callback> s_callback = new osg::StateAttribute::Callback;    while (fr.matchSequence("UpdateCallback {"))    {        int entry = fr[0].getNoNestedBrackets();        fr += 2;        StateAttribute::Callback* callback = dynamic_cast<StateAttribute::Callback*>(fr.readObjectOfType(*s_callback));        if (callback) {            stateAttribute.setUpdateCallback(callback);        }        iteratorAdvanced = true;    }    while (fr.matchSequence("EventCallback {"))    {        int entry = fr[0].getNoNestedBrackets();        fr += 2;        StateAttribute::Callback* callback = dynamic_cast<StateAttribute::Callback*>(fr.readObjectOfType(*s_callback));        if (callback) {            stateAttribute.setEventCallback(callback);        }        iteratorAdvanced = true;    }    return iteratorAdvanced;}bool StateAttribute_writeLocalData(const Object& obj,Output& fw){    const StateAttribute& stateAttribute = static_cast<const StateAttribute&>(obj);    if (stateAttribute.getUpdateCallback())    {        fw.indent() << "UpdateCallback {" << std::endl;        fw.moveIn();        fw.writeObject(*stateAttribute.getUpdateCallback());        fw.moveOut();        fw.indent() << "}" << std::endl;    }    if (stateAttribute.getEventCallback())    {        fw.indent() << "EventCallback {" << std::endl;        fw.moveIn();        fw.writeObject(*stateAttribute.getEventCallback());        fw.moveOut();        fw.indent() << "}" << std::endl;    }    return true;}

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