// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include #include #include #include #include #include #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 TYPE_NAME_ALIAS(osgUtil::SceneView::Options, osgUtil::SceneView::LightingMode); BEGIN_ENUM_REFLECTOR(osgUtil::SceneView::Options) I_EnumLabel(osgUtil::SceneView::NO_SCENEVIEW_LIGHT); I_EnumLabel(osgUtil::SceneView::HEADLIGHT); I_EnumLabel(osgUtil::SceneView::SKY_LIGHT); I_EnumLabel(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT); I_EnumLabel(osgUtil::SceneView::STANDARD_SETTINGS); END_REFLECTOR BEGIN_ENUM_REFLECTOR(osgUtil::SceneView::ActiveUniforms) I_EnumLabel(osgUtil::SceneView::FRAME_NUMBER_UNIFORM); I_EnumLabel(osgUtil::SceneView::FRAME_TIME_UNIFORM); I_EnumLabel(osgUtil::SceneView::DELTA_FRAME_TIME_UNIFORM); I_EnumLabel(osgUtil::SceneView::VIEW_MATRIX_UNIFORM); I_EnumLabel(osgUtil::SceneView::VIEW_MATRIX_INVERSE_UNIFORM); I_EnumLabel(osgUtil::SceneView::DEFAULT_UNIFORMS); I_EnumLabel(osgUtil::SceneView::ALL_UNIFORMS); END_REFLECTOR BEGIN_ENUM_REFLECTOR(osgUtil::SceneView::FusionDistanceMode) I_EnumLabel(osgUtil::SceneView::USE_FUSION_DISTANCE_VALUE); I_EnumLabel(osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE); END_REFLECTOR BEGIN_OBJECT_REFLECTOR(osgUtil::SceneView) I_BaseType(osg::Referenced); I_BaseType(osg::CullSettings); I_ConstructorWithDefaults1(IN, osg::DisplaySettings *, ds, NULL); I_MethodWithDefaults1(void, setDefaults, IN, unsigned int, options, osgUtil::SceneView::STANDARD_SETTINGS); I_Method1(void, setCamera, IN, osg::CameraNode *, camera); I_Method0(osg::CameraNode *, getCamera); I_Method0(const osg::CameraNode *, getCamera); I_Method1(void, setSceneData, IN, osg::Node *, node); I_MethodWithDefaults1(osg::Node *, getSceneData, IN, unsigned int, childNo, 0); I_MethodWithDefaults1(const osg::Node *, getSceneData, IN, unsigned int, childNo, 0); I_Method0(unsigned int, getNumSceneData); I_Method1(void, setViewport, IN, osg::Viewport *, viewport); I_Method4(void, setViewport, IN, int, x, IN, int, y, IN, int, width, IN, int, height); I_Method0(osg::Viewport *, getViewport); I_Method0(const osg::Viewport *, getViewport); I_Method4(void, getViewport, IN, int &, x, IN, int &, y, IN, int &, width, IN, int &, height); I_Method1(void, setDisplaySettings, IN, osg::DisplaySettings *, vs); I_Method0(const osg::DisplaySettings *, getDisplaySettings); I_Method0(osg::DisplaySettings *, getDisplaySettings); I_Method1(void, setClearColor, IN, const osg::Vec4 &, color); I_Method0(const osg::Vec4 &, getClearColor); I_Method1(void, setRedrawInterlacedStereoStencilMask, IN, bool, flag); I_Method0(bool, getRedrawInterlacedStereoStencilMask); I_Method1(void, setGlobalStateSet, IN, osg::StateSet *, state); I_Method0(osg::StateSet *, getGlobalStateSet); I_Method0(const osg::StateSet *, getGlobalStateSet); I_Method1(void, setLocalStateSet, IN, osg::StateSet *, state); I_Method0(osg::StateSet *, getLocalStateSet); I_Method0(const osg::StateSet *, getLocalStateSet); I_Method1(void, setActiveUniforms, IN, int, activeUniforms); I_Method0(int, getActiveUniforms); I_Method0(void, updateUniforms); I_Method1(void, setLightingMode, IN, osgUtil::SceneView::LightingMode, mode); I_Method0(osgUtil::SceneView::LightingMode, getLightingMode); I_Method1(void, setLight, IN, osg::Light *, light); I_Method0(osg::Light *, getLight); I_Method0(const osg::Light *, getLight); I_Method1(void, setState, IN, osg::State *, state); I_Method0(osg::State *, getState); I_Method0(const osg::State *, getState); I_Method1(void, setProjectionMatrix, IN, const osg::Matrixf &, matrix); I_Method1(void, setProjectionMatrix, IN, const osg::Matrixd &, matrix); I_Method6(void, setProjectionMatrixAsOrtho, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top, IN, double, zNear, IN, double, zFar); I_Method4(void, setProjectionMatrixAsOrtho2D, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top); I_Method6(void, setProjectionMatrixAsFrustum, IN, double, left, IN, double, right, IN, double, bottom, IN, double, top, IN, double, zNear, IN, double, zFar); I_Method4(void, setProjectionMatrixAsPerspective, IN, double, fovy, IN, double, aspectRatio, IN, double, zNear, IN, double, zFar); I_Method0(osg::Matrixd &, getProjectionMatrix); I_Method0(const osg::Matrixd &, getProjectionMatrix); I_Method6(bool, getProjectionMatrixAsOrtho, IN, double &, left, IN, double &, right, IN, double &, bottom, IN, double &, top, IN, double &, zNear, IN, double &, zFar); I_Method6(bool, getProjectionMatrixAsFrustum, IN, double &, left, IN, double &, right, IN, double &, bottom, IN, double &, top, IN, double &, zNear, IN, double &, zFar); I_Method4(bool, getProjectionMatrixAsPerspective, IN, double &, fovy, IN, double &, aspectRatio, IN, double &, zNear, IN, double &, zFar); I_Method1(void, setViewMatrix, IN, const osg::Matrixf &, matrix); I_Method1(void, setViewMatrix, IN, const osg::Matrixd &, matrix); I_Method3(void, setViewMatrixAsLookAt, IN, const osg::Vec3 &, eye, IN, const osg::Vec3 &, center, IN, const osg::Vec3 &, up); I_Method0(osg::Matrixd &, getViewMatrix); I_Method0(const osg::Matrixd &, getViewMatrix); I_MethodWithDefaults4(void, getViewMatrixAsLookAt, IN, osg::Vec3 &, eye, , IN, osg::Vec3 &, center, , IN, osg::Vec3 &, up, , IN, float, lookDistance, 1.0f); I_Method1(void, setInitVisitor, IN, osg::NodeVisitor *, av); I_Method0(osg::NodeVisitor *, getInitVisitor); I_Method0(const osg::NodeVisitor *, getInitVisitor); I_Method1(void, setUpdateVisitor, IN, osg::NodeVisitor *, av); I_Method0(osg::NodeVisitor *, getUpdateVisitor); I_Method0(const osg::NodeVisitor *, getUpdateVisitor); I_Method1(void, setCullVisitor, IN, osgUtil::CullVisitor *, cv); I_Method0(osgUtil::CullVisitor *, getCullVisitor); I_Method0(const osgUtil::CullVisitor *, getCullVisitor); I_Method1(void, setCullVisitorLeft, IN, osgUtil::CullVisitor *, cv); I_Method0(osgUtil::CullVisitor *, getCullVisitorLeft); I_Method0(const osgUtil::CullVisitor *, getCullVisitorLeft); I_Method1(void, setCullVisitorRight, IN, osgUtil::CullVisitor *, cv); I_Method0(osgUtil::CullVisitor *, getCullVisitorRight); I_Method0(const osgUtil::CullVisitor *, getCullVisitorRight); I_Method1(void, setCollectOccludersVisitor, IN, osg::CollectOccludersVisitor *, cov); I_Method0(osg::CollectOccludersVisitor *, getCollectOccludersVisitor); I_Method0(const osg::CollectOccludersVisitor *, getCollectOccludersVisitor); I_Method1(void, setStateGraph, IN, osgUtil::StateGraph *, rg); I_Method0(osgUtil::StateGraph *, getStateGraph); I_Method0(const osgUtil::StateGraph *, getStateGraph); I_Method1(void, setStateGraphLeft, IN, osgUtil::StateGraph *, rg); I_Method0(osgUtil::StateGraph *, getStateGraphLeft); I_Method0(const osgUtil::StateGraph *, getStateGraphLeft); I_Method1(void, setStateGraphRight, IN, osgUtil::StateGraph *, rg); I_Method0(osgUtil::StateGraph *, getStateGraphRight); I_Method0(const osgUtil::StateGraph *, getStateGraphRight); I_Method1(void, setRenderStage, IN, osgUtil::RenderStage *, rs); I_Method0(osgUtil::RenderStage *, getRenderStage); I_Method0(const osgUtil::RenderStage *, getRenderStage); I_Method1(void, setRenderStageLeft, IN, osgUtil::RenderStage *, rs); I_Method0(osgUtil::RenderStage *, getRenderStageLeft); I_Method0(const osgUtil::RenderStage *, getRenderStageLeft); I_Method1(void, setRenderStageRight, IN, osgUtil::RenderStage *, rs); I_Method0(osgUtil::RenderStage *, getRenderStageRight); I_Method0(const osgUtil::RenderStage *, getRenderStageRight); I_Method1(void, setDrawBufferValue, IN, GLenum, drawBufferValue); I_Method0(GLenum, getDrawBufferValue); I_MethodWithDefaults2(void, setFusionDistance, IN, osgUtil::SceneView::FusionDistanceMode, mode, , IN, float, value, 1.0f); I_Method0(osgUtil::SceneView::FusionDistanceMode, getFusionDistanceMode); I_Method0(float, getFusionDistanceValue); I_Method1(void, setPrioritizeTextures, IN, bool, pt); I_Method0(bool, getPrioritizeTextures); I_Method1(void, setComputeStereoMatricesCallback, IN, osgUtil::SceneView::ComputeStereoMatricesCallback *, callback); I_Method0(osgUtil::SceneView::ComputeStereoMatricesCallback *, getComputeStereoMatricesCallback); I_Method0(const osgUtil::SceneView::ComputeStereoMatricesCallback *, getComputeStereoMatricesCallback); I_Method2(bool, projectWindowIntoObject, IN, const osg::Vec3 &, window, IN, osg::Vec3 &, object); I_Method4(bool, projectWindowXYIntoObject, IN, int, x, IN, int, y, IN, osg::Vec3 &, near_point, IN, osg::Vec3 &, far_point); I_Method2(bool, projectObjectIntoWindow, IN, const osg::Vec3 &, object, IN, osg::Vec3 &, window); I_Method1(void, setFrameStamp, IN, osg::FrameStamp *, fs); I_Method0(const osg::FrameStamp *, getFrameStamp); I_Method1(osg::Matrixd, computeLeftEyeProjection, IN, const osg::Matrixd &, projection); I_Method1(osg::Matrixd, computeLeftEyeView, IN, const osg::Matrixd &, view); I_Method1(osg::Matrixd, computeRightEyeProjection, IN, const osg::Matrixd &, projection); I_Method1(osg::Matrixd, computeRightEyeView, IN, const osg::Matrixd &, view); I_Method1(osg::Matrixd, computeLeftEyeProjectionImplementation, IN, const osg::Matrixd &, projection); I_Method1(osg::Matrixd, computeLeftEyeViewImplementation, IN, const osg::Matrixd &, view); I_Method1(osg::Matrixd, computeRightEyeProjectionImplementation, IN, const osg::Matrixd &, projection); I_Method1(osg::Matrixd, computeRightEyeViewImplementation, IN, const osg::Matrixd &, view); I_Method0(void, init); I_Method0(void, update); I_Method0(void, cull); I_Method0(void, draw); I_Method0(void, releaseAllGLObjects); I_Method0(void, flushAllDeletedGLObjects); I_Method1(void, flushDeletedGLObjects, IN, double &, availableTime); I_Method1(bool, getStats, IN, osgUtil::Statistics &, primStats); I_Property(int, ActiveUniforms); I_Property(osg::CameraNode *, Camera); I_Property(const osg::Vec4 &, ClearColor); I_Property(osg::CollectOccludersVisitor *, CollectOccludersVisitor); I_Property(osgUtil::SceneView::ComputeStereoMatricesCallback *, ComputeStereoMatricesCallback); I_Property(osgUtil::CullVisitor *, CullVisitor); I_Property(osgUtil::CullVisitor *, CullVisitorLeft); I_Property(osgUtil::CullVisitor *, CullVisitorRight); I_WriteOnlyProperty(unsigned int, Defaults); I_Property(osg::DisplaySettings *, DisplaySettings); I_Property(GLenum, DrawBufferValue); I_WriteOnlyProperty(osg::FrameStamp *, FrameStamp); I_ReadOnlyProperty(osgUtil::SceneView::FusionDistanceMode, FusionDistanceMode); I_ReadOnlyProperty(float, FusionDistanceValue); I_Property(osg::StateSet *, GlobalStateSet); I_Property(osg::NodeVisitor *, InitVisitor); I_Property(osg::Light *, Light); I_Property(osgUtil::SceneView::LightingMode, LightingMode); I_Property(osg::StateSet *, LocalStateSet); I_Property(bool, PrioritizeTextures); I_Property(const osg::Matrixd &, ProjectionMatrix); I_Property(bool, RedrawInterlacedStereoStencilMask); I_Property(osgUtil::RenderStage *, RenderStage); I_Property(osgUtil::RenderStage *, RenderStageLeft); I_Property(osgUtil::RenderStage *, RenderStageRight); I_ArrayProperty_G(const osg::Node *, SceneData, SceneData, unsigned int, void); I_Property(osg::State *, State); I_Property(osgUtil::StateGraph *, StateGraph); I_Property(osgUtil::StateGraph *, StateGraphLeft); I_Property(osgUtil::StateGraph *, StateGraphRight); I_Property(osg::NodeVisitor *, UpdateVisitor); I_Property(const osg::Matrixd &, ViewMatrix); I_Property(osg::Viewport *, Viewport); END_REFLECTOR BEGIN_ABSTRACT_OBJECT_REFLECTOR(osgUtil::SceneView::ComputeStereoMatricesCallback) I_BaseType(osg::Referenced); I_Constructor0(); I_Method1(osg::Matrixd, computeLeftEyeProjection, IN, const osg::Matrixd &, projection); I_Method1(osg::Matrixd, computeLeftEyeView, IN, const osg::Matrixd &, view); I_Method1(osg::Matrixd, computeRightEyeProjection, IN, const osg::Matrixd &, projection); I_Method1(osg::Matrixd, computeRightEyeView, IN, const osg::Matrixd &, view); END_REFLECTOR