// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include #include #include #include #include #include #include #include #include // Must undefine IN and OUT macros defined in Windows headers #ifdef IN #undef IN #endif #ifdef OUT #undef OUT #endif BEGIN_ABSTRACT_OBJECT_REFLECTOR(osgGA::MatrixManipulator) I_BaseType(osgGA::GUIEventHandler); I_Method0(const char *, className); I_Method1(void, setMinimumDistance, IN, float, minimumDistance); I_Method0(float, getMinimumDistance); I_Method1(void, setCoordinateFrameCallback, IN, osgGA::MatrixManipulator::CoordinateFrameCallback *, cb); I_Method0(osgGA::MatrixManipulator::CoordinateFrameCallback *, getCoordinateFrameCallback); I_Method0(const osgGA::MatrixManipulator::CoordinateFrameCallback *, getCoordinateFrameCallback); I_Method1(osg::CoordinateFrame, getCoordinateFrame, IN, const osg::Vec3d &, position); I_Method1(osg::Vec3d, getSideVector, IN, const osg::CoordinateFrame &, cf); I_Method1(osg::Vec3d, getFrontVector, IN, const osg::CoordinateFrame &, cf); I_Method1(osg::Vec3d, getUpVector, IN, const osg::CoordinateFrame &, cf); I_Method1(void, setByMatrix, IN, const osg::Matrixd &, matrix); I_Method1(void, setByInverseMatrix, IN, const osg::Matrixd &, matrix); I_Method0(osg::Matrixd, getMatrix); I_Method0(osg::Matrixd, getInverseMatrix); I_Method0(osgUtil::SceneView::FusionDistanceMode, getFusionDistanceMode); I_Method0(float, getFusionDistanceValue); I_Method1(void, setIntersectTraversalMask, IN, unsigned int, mask); I_Method0(unsigned int, getIntersectTraversalMask); I_Method1(void, setNode, IN, osg::Node *, x); I_Method0(const osg::Node *, getNode); I_Method0(osg::Node *, getNode); I_MethodWithDefaults4(void, setHomePosition, IN, const osg::Vec3d &, eye, , IN, const osg::Vec3d &, center, , IN, const osg::Vec3d &, up, , IN, bool, autoComputeHomePosition, false); I_Method3(void, getHomePosition, IN, osg::Vec3d &, eye, IN, osg::Vec3d &, center, IN, osg::Vec3d &, up); I_Method1(void, setAutoComputeHomePosition, IN, bool, flag); I_Method0(bool, getAutoComputeHomePosition); I_Method0(void, computeHomePosition); I_Method2(void, home, IN, const osgGA::GUIEventAdapter &, x, IN, osgGA::GUIActionAdapter &, x); I_Method1(void, home, IN, double, x); I_Method2(void, init, IN, const osgGA::GUIEventAdapter &, x, IN, osgGA::GUIActionAdapter &, x); I_Method2(bool, handle, IN, const osgGA::GUIEventAdapter &, ea, IN, osgGA::GUIActionAdapter &, us); I_Method1(void, accept, IN, osgGA::GUIEventHandlerVisitor &, v); I_Property(bool, AutoComputeHomePosition); I_WriteOnlyProperty(const osg::Matrixd &, ByInverseMatrix); I_WriteOnlyProperty(const osg::Matrixd &, ByMatrix); I_Property(osgGA::MatrixManipulator::CoordinateFrameCallback *, CoordinateFrameCallback); I_ReadOnlyProperty(osgUtil::SceneView::FusionDistanceMode, FusionDistanceMode); I_ReadOnlyProperty(float, FusionDistanceValue); I_Property(unsigned int, IntersectTraversalMask); I_ReadOnlyProperty(osg::Matrixd, InverseMatrix); I_ReadOnlyProperty(osg::Matrixd, Matrix); I_Property(float, MinimumDistance); I_Property(osg::Node *, Node); END_REFLECTOR BEGIN_ABSTRACT_OBJECT_REFLECTOR(osgGA::MatrixManipulator::CoordinateFrameCallback) I_BaseType(osg::Referenced); I_Constructor0(); I_Method1(osg::CoordinateFrame, getCoordinateFrame, IN, const osg::Vec3d &, position); END_REFLECTOR