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root / src / osgWrappers / introspection / ShapeNode.cpp @ c38d81dd

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// ***************************************************************************
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//
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//   Generated automatically by genwrapper.
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//   Please DO NOT EDIT this file!
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//
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// ***************************************************************************
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#include <cppintrospection/ReflectionMacros>
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#include <cppintrospection/TypedMethodInfo>
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#include <cppintrospection/StaticMethodInfo>
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#include <cppintrospection/Attributes>
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#include <SceneManager.h>
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#include <ShapeNode.h>
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// Must undefine IN and OUT macros defined in Windows headers
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#ifdef IN
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#undef IN
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#endif
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#ifdef OUT
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#undef OUT
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#endif
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BEGIN_ENUM_REFLECTOR(spin::ShapeNode::shapeType)
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        I_DeclaringFile("ShapeNode.h");
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        I_EnumLabel(spin::ShapeNode::NONE);
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        I_EnumLabel(spin::ShapeNode::SPHERE);
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        I_EnumLabel(spin::ShapeNode::BOX);
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        I_EnumLabel(spin::ShapeNode::CYLINDER);
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        I_EnumLabel(spin::ShapeNode::CAPSULE);
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        I_EnumLabel(spin::ShapeNode::CONE);
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        I_EnumLabel(spin::ShapeNode::PLANE);
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END_REFLECTOR
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BEGIN_ENUM_REFLECTOR(spin::ShapeNode::billboardType)
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        I_DeclaringFile("ShapeNode.h");
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        I_EnumLabel(spin::ShapeNode::RELATIVE);
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        I_EnumLabel(spin::ShapeNode::POINT_EYE);
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        I_EnumLabel(spin::ShapeNode::STAY_UP);
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END_REFLECTOR
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BEGIN_OBJECT_REFLECTOR(spin::ShapeNode)
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        I_DeclaringFile("ShapeNode.h");
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        I_BaseType(spin::GroupNode);
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        I_Constructor2(IN, spin::SceneManager *, sceneManager, IN, char *, initID,
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                       ____ShapeNode__SceneManager_P1__char_P1,
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                       "",
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                       "");
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        I_Method1(void, setContext, IN, const char *, newvalue,
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                  Properties::VIRTUAL,
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                  __void__setContext__C5_char_P1,
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                  "",
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                  "A node can 'belong' to a certain host machine, allowing it to be rendered or behave differently than on other machines.NOTE: the \"NULL\" string means that it belongs to no specific context.NOTE: a scene operating in SERVER_MODE will always create the node, so this feature is only really relevant for clients applications. ");
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        I_Method1(void, setShape, IN, spin::ShapeNode::shapeType, t,
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                  Properties::NON_VIRTUAL,
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                  __void__setShape__shapeType,
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                  "",
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                  "Sets the shape this ShapeNode should have, identified by its number. ");
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        I_Method1(void, setBillboard, IN, spin::ShapeNode::billboardType, t,
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                  Properties::NON_VIRTUAL,
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                  __void__setBillboard__billboardType,
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                  "",
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                  "");
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        I_Method4(void, setColor, IN, float, red, IN, float, green, IN, float, blue, IN, float, alpha,
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                  Properties::NON_VIRTUAL,
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                  __void__setColor__float__float__float__float,
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                  "",
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                  " param red Red channel. Number in the range [0, 1]  green Green channel. Number in the range [0, 1]  blue Blue channel. Number in the range [0, 1]  alpha Opacity channel. Number in the range [0, 1]  ");
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        I_Method1(void, setRenderBin, IN, int, i,
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                  Properties::NON_VIRTUAL,
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                  __void__setRenderBin__int,
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                  "",
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                  "");
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        I_Method1(void, setLighting, IN, int, i,
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                  Properties::NON_VIRTUAL,
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                  __void__setLighting__int,
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                  "",
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                  "");
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        I_Method0(void, updateStateSet,
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                  Properties::VIRTUAL,
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                  __void__updateStateSet,
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                  "",
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                  "This method actually applies the stateset to the subgraph, replacing any existing stateset with this one. The setStateSet and setStateSetFromFile methods just set the stateset_ symbol, while updateStateSet does the actual work.Override this method in subclasses in order to change how stateset should be applied. For example, to which node in the subgraph it should be attached, or whether it should be merged with the existing stateset (rather than merged).By default it is applied to the mainTransform. ");
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        I_Method0(int, getShape,
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                  Properties::NON_VIRTUAL,
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                  __int__getShape,
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                  "",
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                  "");
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        I_Method0(int, getBillboard,
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                  Properties::NON_VIRTUAL,
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                  __int__getBillboard,
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                  "",
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                  "");
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        I_Method0(osg::Vec4, getColor,
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                  Properties::NON_VIRTUAL,
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                  __osg_Vec4__getColor,
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                  "",
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                  "");
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        I_Method0(int, getRenderBin,
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                  Properties::NON_VIRTUAL,
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                  __int__getRenderBin,
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                  "",
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                  "");
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        I_Method0(int, getLighting,
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                  Properties::NON_VIRTUAL,
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                  __int__getLighting,
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                  "",
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                  "");
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        I_Method0(std::vector< lo_message >, getState,
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                  Properties::VIRTUAL,
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                  __std_vectorT1_lo_message___getState,
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                  "",
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                  "For each subclass of ReferencedNode, we override the getState() method to fill the vector with the correct set of methods for this particular node ");
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        I_ProtectedMethod0(void, drawShape,
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                           Properties::VIRTUAL,
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                           Properties::NON_CONST,
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                           __void__drawShape,
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                           "",
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                           "");
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        I_SimpleProperty(int, Billboard, 
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                         __int__getBillboard, 
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                         0);
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        I_SimpleProperty(osg::Vec4, Color, 
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                         __osg_Vec4__getColor, 
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                         0);
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        I_SimpleProperty(const char *, Context, 
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                         0, 
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                         __void__setContext__C5_char_P1);
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        I_SimpleProperty(int, Lighting, 
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                         __int__getLighting, 
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                         __void__setLighting__int);
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        I_SimpleProperty(int, RenderBin, 
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                         __int__getRenderBin, 
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                         __void__setRenderBin__int);
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        I_SimpleProperty(int, Shape, 
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                         __int__getShape, 
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                         0);
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        I_SimpleProperty(std::vector< lo_message >, State, 
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                         __std_vectorT1_lo_message___getState, 
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                         0);
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        I_PublicMemberProperty(spin::ShapeNode::shapeType, shape);
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        I_PublicMemberProperty(spin::ShapeNode::billboardType, billboard);
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        I_PublicMemberProperty(osg::Vec4, _color);
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        I_PublicMemberProperty(std::string, texturePath);
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        I_PublicMemberProperty(int, renderBin);
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        I_PublicMemberProperty(bool, lightingEnabled);
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        I_PublicMemberProperty(osg::ref_ptr< osg::Geode >, shapeGeode);
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        I_PublicMemberProperty(osgUtil::Optimizer, optimizer);
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END_REFLECTOR
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