Updated wrappers

This commit is contained in:
Robert Osfield 2008-03-12 20:20:55 +00:00
parent 1b9cefa10f
commit e9b3f06c1b
4 changed files with 348 additions and 0 deletions

View File

@ -30,6 +30,10 @@ BEGIN_OBJECT_REFLECTOR(osg::LineStipple)
I_Constructor0(____LineStipple,
"",
"");
I_Constructor2(IN, GLint, factor, IN, GLushort, pattern,
____LineStipple__GLint__GLushort,
"",
"");
I_ConstructorWithDefaults2(IN, const osg::LineStipple &, lw, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
____LineStipple__C5_LineStipple_R1__C5_CopyOp_R1,
"Copy constructor using CopyOp to manage deep vs shallow copy. ",

View File

@ -31,6 +31,11 @@ BEGIN_OBJECT_REFLECTOR(osg::Point)
I_Constructor0(____Point,
"",
"");
I_Constructor1(IN, float, size,
Properties::NON_EXPLICIT,
____Point__float,
"",
"");
I_ConstructorWithDefaults2(IN, const osg::Point &, point, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
____Point__C5_Point_R1__C5_CopyOp_R1,
"Copy constructor using CopyOp to manage deep vs shallow copy. ",

View File

@ -30,6 +30,11 @@ BEGIN_OBJECT_REFLECTOR(osg::PolygonStipple)
I_Constructor0(____PolygonStipple,
"",
"");
I_Constructor1(IN, const GLubyte *, mask,
Properties::NON_EXPLICIT,
____PolygonStipple__C5_GLubyte_P1,
"",
"");
I_ConstructorWithDefaults2(IN, const osg::PolygonStipple &, lw, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
____PolygonStipple__C5_PolygonStipple_R1__C5_CopyOp_R1,
"Copy constructor using CopyOp to manage deep vs shallow copy. ",

View File

@ -0,0 +1,334 @@
// ***************************************************************************
//
// Generated automatically by genwrapper.
// Please DO NOT EDIT this file!
//
// ***************************************************************************
#include <osgIntrospection/ReflectionMacros>
#include <osgIntrospection/TypedMethodInfo>
#include <osgIntrospection/StaticMethodInfo>
#include <osgIntrospection/Attributes>
#include <osg/Node>
#include <osgUtil/SceneGraphBuilder>
// Must undefine IN and OUT macros defined in Windows headers
#ifdef IN
#undef IN
#endif
#ifdef OUT
#undef OUT
#endif
BEGIN_VALUE_REFLECTOR(osgUtil::SceneGraphBuilder)
I_DeclaringFile("osgUtil/SceneGraphBuilder");
I_Constructor0(____SceneGraphBuilder,
"",
"");
I_Method0(void, glPushMatrix,
Properties::NON_VIRTUAL,
__void__glPushMatrix,
"",
"");
I_Method0(void, glPopMatrix,
Properties::NON_VIRTUAL,
__void__glPopMatrix,
"",
"");
I_Method0(void, glLoadIdentity,
Properties::NON_VIRTUAL,
__void__glLoadIdentity,
"",
"");
I_Method1(void, glLoadMatrixd, IN, const GLdouble *, m,
Properties::NON_VIRTUAL,
__void__glLoadMatrixd__C5_GLdouble_P1,
"",
"");
I_Method1(void, glMultMatrixd, IN, const GLdouble *, m,
Properties::NON_VIRTUAL,
__void__glMultMatrixd__C5_GLdouble_P1,
"",
"");
I_Method3(void, glTranslated, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
Properties::NON_VIRTUAL,
__void__glTranslated__GLdouble__GLdouble__GLdouble,
"",
"");
I_Method3(void, glScaled, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
Properties::NON_VIRTUAL,
__void__glScaled__GLdouble__GLdouble__GLdouble,
"",
"");
I_Method4(void, glRotated, IN, GLdouble, angle, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
Properties::NON_VIRTUAL,
__void__glRotated__GLdouble__GLdouble__GLdouble__GLdouble,
"",
"");
I_Method2(void, glBlendFunc, IN, GLenum, srcFactor, IN, GLenum, dstFactor,
Properties::NON_VIRTUAL,
__void__glBlendFunc__GLenum__GLenum,
"",
"");
I_Method1(void, glCullFace, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glCullFace__GLenum,
"",
"");
I_Method1(void, glDepthFunc, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glDepthFunc__GLenum,
"",
"");
I_Method1(void, glFrontFace, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glFrontFace__GLenum,
"",
"");
I_Method2(void, glLineStipple, IN, GLint, factor, IN, GLushort, pattern,
Properties::NON_VIRTUAL,
__void__glLineStipple__GLint__GLushort,
"",
"");
I_Method1(void, glLineWidth, IN, GLfloat, lineWidth,
Properties::NON_VIRTUAL,
__void__glLineWidth__GLfloat,
"",
"");
I_Method1(void, glPointSize, IN, GLfloat, pointSize,
Properties::NON_VIRTUAL,
__void__glPointSize__GLfloat,
"",
"");
I_Method2(void, glPolygonMode, IN, GLenum, face, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glPolygonMode__GLenum__GLenum,
"",
"");
I_Method2(void, glPolygonOffset, IN, GLfloat, factor, IN, GLfloat, units,
Properties::NON_VIRTUAL,
__void__glPolygonOffset__GLfloat__GLfloat,
"",
"");
I_Method1(void, glPolygonStipple, IN, const GLubyte *, mask,
Properties::NON_VIRTUAL,
__void__glPolygonStipple__C5_GLubyte_P1,
"",
"");
I_Method1(void, glShadeModel, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glShadeModel__GLenum,
"",
"");
I_Method1(void, glEnable, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glEnable__GLenum,
"",
"");
I_Method1(void, glDisable, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glDisable__GLenum,
"",
"");
I_Method4(void, glColor4f, IN, GLfloat, red, IN, GLfloat, green, IN, GLfloat, blue, IN, GLfloat, alpha,
Properties::NON_VIRTUAL,
__void__glColor4f__GLfloat__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glColor4fv, IN, GLfloat *, c,
Properties::NON_VIRTUAL,
__void__glColor4fv__GLfloat_P1,
"",
"");
I_Method3(void, glVertex3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
Properties::NON_VIRTUAL,
__void__glVertex3f__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glVertex3fv, IN, GLfloat *, v,
Properties::NON_VIRTUAL,
__void__glVertex3fv__GLfloat_P1,
"",
"");
I_Method3(void, glNormal3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
Properties::NON_VIRTUAL,
__void__glNormal3f__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glNormal3fv, IN, GLfloat *, n,
Properties::NON_VIRTUAL,
__void__glNormal3fv__GLfloat_P1,
"",
"");
I_Method1(void, glTexCoord1f, IN, GLfloat, x,
Properties::NON_VIRTUAL,
__void__glTexCoord1f__GLfloat,
"",
"");
I_Method1(void, glTexCoord1fv, IN, GLfloat *, tc,
Properties::NON_VIRTUAL,
__void__glTexCoord1fv__GLfloat_P1,
"",
"");
I_Method2(void, glTexCoord2f, IN, GLfloat, x, IN, GLfloat, y,
Properties::NON_VIRTUAL,
__void__glTexCoord2f__GLfloat__GLfloat,
"",
"");
I_Method1(void, glTexCoord2fv, IN, GLfloat *, tc,
Properties::NON_VIRTUAL,
__void__glTexCoord2fv__GLfloat_P1,
"",
"");
I_Method3(void, glTexCoord3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
Properties::NON_VIRTUAL,
__void__glTexCoord3f__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glTexCoord3fv, IN, GLfloat *, tc,
Properties::NON_VIRTUAL,
__void__glTexCoord3fv__GLfloat_P1,
"",
"");
I_Method4(void, glTexCoord4f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w,
Properties::NON_VIRTUAL,
__void__glTexCoord4f__GLfloat__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glTexCoord4fv, IN, GLfloat *, tc,
Properties::NON_VIRTUAL,
__void__glTexCoord4fv__GLfloat_P1,
"",
"");
I_Method1(void, glBegin, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glBegin__GLenum,
"",
"");
I_Method0(void, glEnd,
Properties::NON_VIRTUAL,
__void__glEnd,
"",
"");
I_Method1(void, gluQuadricDrawStyle, IN, GLenum, aDrawStyle,
Properties::NON_VIRTUAL,
__void__gluQuadricDrawStyle__GLenum,
"",
"");
I_Method1(void, gluQuadricNormals, IN, GLenum, aNormals,
Properties::NON_VIRTUAL,
__void__gluQuadricNormals__GLenum,
"",
"");
I_Method1(void, gluQuadricOrientation, IN, GLenum, aOrientation,
Properties::NON_VIRTUAL,
__void__gluQuadricOrientation__GLenum,
"",
"");
I_Method1(void, gluQuadricTexture, IN, GLboolean, aTexture,
Properties::NON_VIRTUAL,
__void__gluQuadricTexture__GLboolean,
"",
"");
I_Method5(void, gluCylinder, IN, GLfloat, aBase, IN, GLfloat, aTop, IN, GLfloat, aHeight, IN, GLint, aSlices, IN, GLint, aStacks,
Properties::NON_VIRTUAL,
__void__gluCylinder__GLfloat__GLfloat__GLfloat__GLint__GLint,
"",
"");
I_Method4(void, gluDisk, IN, GLfloat, aInner, IN, GLfloat, aOuter, IN, GLint, aSlices, IN, GLint, aLoops,
Properties::NON_VIRTUAL,
__void__gluDisk__GLfloat__GLfloat__GLint__GLint,
"",
"");
I_Method6(void, gluPartialDisk, IN, GLfloat, aInner, IN, GLfloat, aOuter, IN, GLint, aSlices, IN, GLint, aLoops, IN, GLfloat, aStart, IN, GLfloat, aSweep,
Properties::NON_VIRTUAL,
__void__gluPartialDisk__GLfloat__GLfloat__GLint__GLint__GLfloat__GLfloat,
"",
"");
I_Method3(void, gluSphere, IN, GLfloat, aRadius, IN, GLint, aSlices, IN, GLint, aStacks,
Properties::NON_VIRTUAL,
__void__gluSphere__GLfloat__GLint__GLint,
"",
"");
I_Method0(osg::Node *, getScene,
Properties::NON_VIRTUAL,
__osg_Node_P1__getScene,
"",
"");
I_Method0(osg::Node *, takeScene,
Properties::NON_VIRTUAL,
__osg_Node_P1__takeScene,
"",
"");
I_ProtectedMethod0(void, matrixChanged,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__matrixChanged,
"",
"");
I_ProtectedMethod1(void, addAttribute, IN, osg::StateAttribute *, attribute,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__addAttribute__osg_StateAttribute_P1,
"",
"");
I_ProtectedMethod2(void, addMode, IN, GLenum, mode, IN, bool, enabled,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__addMode__GLenum__bool,
"",
"");
I_ProtectedMethod2(void, addTextureAttribute, IN, unsigned int, unit, IN, osg::StateAttribute *, attribute,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__addTextureAttribute__unsigned_int__osg_StateAttribute_P1,
"",
"");
I_ProtectedMethod3(void, addTextureMode, IN, unsigned int, unit, IN, GLenum, mode, IN, bool, enabled,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__addTextureMode__unsigned_int__GLenum__bool,
"",
"");
I_ProtectedMethod1(void, addShape, IN, osg::Shape *, shape,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__addShape__osg_Shape_P1,
"",
"");
I_ProtectedMethod1(void, addDrawable, IN, osg::Drawable *, drawable,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__addDrawable__osg_Drawable_P1,
"",
"");
I_ProtectedMethod0(void, newGeometry,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__newGeometry,
"",
"");
I_ProtectedMethod0(void, allocateGeometry,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__allocateGeometry,
"",
"");
I_ProtectedMethod0(void, completeGeometry,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__completeGeometry,
"",
"");
I_ProtectedMethod0(void, allocateStateSet,
Properties::NON_VIRTUAL,
Properties::NON_CONST,
__void__allocateStateSet,
"",
"");
I_SimpleProperty(osg::Node *, Scene,
__osg_Node_P1__getScene,
0);
END_REFLECTOR