Updated wrappers

This commit is contained in:
Robert Osfield 2008-05-28 14:37:50 +00:00
parent 1047f970bb
commit 3ca777f31e

View File

@ -12,8 +12,10 @@
#include <osg/CopyOp>
#include <osg/Geode>
#include <osg/Light>
#include <osg/NodeVisitor>
#include <osg/Object>
#include <osg/Vec2>
#include <osg/Vec2f>
#include <osgShadow/ParallelSplitShadowMap>
#include <osgUtil/CullVisitor>
@ -112,11 +114,6 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
__void__setMoveVCamBehindRCamFactor__double,
"Set the factor for moving the virtual camera behind the real camera. ",
"");
I_Method0(void, forceFrontCullFace,
Properties::NON_VIRTUAL,
__void__forceFrontCullFace,
"Force to add a cull face front. ",
"");
I_Method1(void, setMinNearDistanceForSplits, IN, double, nd,
Properties::NON_VIRTUAL,
__void__setMinNearDistanceForSplits__double,
@ -127,12 +124,25 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
__void__useLinearSplit__bool,
"use linear split (default: linear) ",
"");
I_Method1(void, setUserLight, IN, osg::Light *, light,
Properties::NON_VIRTUAL,
__void__setUserLight__osg_Light_P1,
"set a user defined light for shadow simulation (sun light, . ",
".. ) when this light get passed to pssm, the scene's light are no longer collected and simulated. just this user passed light, it needs to be a directional light. ");
I_Method1(void, setAmbientBias, IN, const osg::Vec2 &, ambientBias,
Properties::NON_VIRTUAL,
__void__setAmbientBias__C5_osg_Vec2_R1,
"Set the values for the ambient bias the shader will use. ",
"");
I_ProtectedMethod2(std::string, generateGLSL_FragmentShader_BaseTex, IN, bool, debug, IN, unsigned int, splitCount,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__std_string__generateGLSL_FragmentShader_BaseTex__bool__unsigned_int,
"",
"");
I_SimpleProperty(const osg::Vec2 &, AmbientBias,
0,
__void__setAmbientBias__C5_osg_Vec2_R1);
I_SimpleProperty(double, MaxFarDistance,
0,
__void__setMaxFarDistance__double);
@ -148,5 +158,8 @@ BEGIN_OBJECT_REFLECTOR(osgShadow::ParallelSplitShadowMap)
I_SimpleProperty(unsigned int, TextureResolution,
0,
__void__setTextureResolution__unsigned_int);
I_SimpleProperty(osg::Light *, UserLight,
0,
__void__setUserLight__osg_Light_P1);
END_REFLECTOR