void av::gua::TexturedQuadNode::setWidthCB(const SFFloat::SetValueEvent& event) { auto size = m_guaNode->data.get_size(); size[0] = event.getValue(); m_guaNode->data.set_size(size); }
void av::gua::ResolvePassDescription::setVignetteSoftnessCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->vignette_softness(event.getValue()); }
void av::gua::Ray::setTMaxCB(const SFFloat::SetValueEvent& event) { m_guaRay->t_max_ = event.getValue(); }
void av::gua::SSAAPassDescription::setFxaaThresholdMinCB(const SFFloat::SetValueEvent& event) { m_guaSSAAPassDescription->fxaa_threshold_min(event.getValue()); }
void av::gua::SSAAPassDescription::setFxaaQualitySubpixCB(const SFFloat::SetValueEvent& event) { m_guaSSAAPassDescription->fxaa_quality_subpix(event.getValue()); }
void av::gua::LightNode::setFallofCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.falloff() = event.getValue(); }
void av::gua::LightNode::setShadowFarClippingInSunDirectionCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.shadow_far_clipping_in_sun_direction() = event.getValue(); }
void av::gua::LightNode::setShadowOffsetCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.shadow_offset() = event.getValue(); }
void av::gua::ResolvePassDescription::setSSAOFalloffCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->ssao_falloff(event.getValue()); }
void av::gua::ResolvePassDescription::setSSAOIntensityCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->ssao_intensity(event.getValue()); }
void av::gua::ResolvePassDescription::setSSAORadiusCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->ssao_radius(event.getValue()); }
void av::gua::ResolvePassDescription::setHorizonFadeCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->horizon_fade(event.getValue()); }
void av::gua::ResolvePassDescription::setEnvironmentLightingTextureBlendFactorCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->environment_lighting_texture_blend_factor(event.getValue()); }
void av::gua::ResolvePassDescription::setExposureCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->tone_mapping_exposure(event.getValue()); }
void av::gua::ResolvePassDescription::setVignetteCoverageCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->vignette_coverage(event.getValue()); }
void av::gua::SkyMapPassDescription::setRayleighFactorCB(const SFFloat::SetValueEvent& event) { m_guaSkyMapPassDescription->rayleigh_factor(event.getValue()); }
void av::gua::SkyMapPassDescription::setMieFactorCB(const SFFloat::SetValueEvent& event) { m_guaSkyMapPassDescription->mie_factor(event.getValue()); }
void av::gua::ResolvePassDescription::setScreenSpaceShadowMaxRadiusPXCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->screen_space_shadow_max_radius_px(event.getValue()); }
void av::gua::LightNode::setShadowMaxDistanceCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.max_shadow_dist() = event.getValue(); }
void av::gua::ResolvePassDescription::setScreenSpaceShadowIntensityCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->screen_space_shadow_intensity(event.getValue()); }
void av::gua::LightNode::setBrightnessCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.brightness = event.getValue(); }
void av::gua::CameraNode::setEyeDistanceCB(const SFFloat::SetValueEvent& event) { m_guaNode->config.eye_dist() = event.getValue(); }
void av::gua::LightNode::setSoftnessCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.softness() = event.getValue(); }
void av::gua::CameraNode::setEyeOffsetCB(const SFFloat::SetValueEvent& event) { m_guaNode->config.eye_offset() = event.getValue(); }
void av::gua::SSAAPassDescription::setFxaaEdgeThresholdCB(const SFFloat::SetValueEvent& event) { m_guaSSAAPassDescription->fxaa_edge_threshold(event.getValue()); }
void av::gua::CameraNode::setNearClipCB(const SFFloat::SetValueEvent& event) { m_guaNode->config.near_clip() = event.getValue(); }
void av::gua::Constraint::setBreakingImpulseThresholdCB(const SFFloat::SetValueEvent& event) { m_guaConstraint->set_breaking_impulse_threshold(event.getValue()); }
void av::gua::SkyMapPassDescription::setLightBrightnessCB(const SFFloat::SetValueEvent& event) { m_guaSkyMapPassDescription->light_brightness(event.getValue()); }
void av::gua::nurbs::NURBSNode::setPixelErrorToleranceCB(const SFFloat::SetValueEvent& event) { m_guaNURBSNode->max_tesselation_error(event.getValue()); }
void av::gua::ResolvePassDescription::setFogEndCB(const SFFloat::SetValueEvent& event) { m_guaResolvePassDescription->fog_end(event.getValue()); }