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# MGeometryList Class Reference
OpenMayaRender - API module for rendering

This reference page is linked to from the following overview topics: 2.2 Geometric Data (MGeometry).

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## Detailed Description

Geometric data cache.

This class holds the set of data elements which represent a Maya surface. It provides iterated access to a list of geometry items, along with the rendering context require to render them (e.g. matrix, etc).

Examples:

  hlslShader.cpp, and hlslShader.h.

`#include <MGeometryList.h>`

List of all members.

## Public Types
enum | { kNone = 0, kMatrices = 1 << 0, kFixedFunctionLighting = 1 << 1, kCulling = 1 << 2, kAll = -1 }
| Bit flags for the geometry method that govern which OpenGL state Maya sets for you. More...
enum | MCullMode { kCullNone, kCullCW, kCullCCW }
| Defines the culling modes to use when rendering this geometry. More...
## Public Member Functions
| MGeometryList (const MRenderingInfo &info, int initialCapacity=1)
| Create an emtpy GeometryIterator for the specified rendering context.
| ~MGeometryList ()
| Class destructor.
bool | isDone () const
| Tests to see if the iterator has reached the end of the elements it contains.
void | next ()
| Advance to the next element in the iterator.
void | reset ()
| Reset this iterator to the first element.
int | length () const
| Query the total number of elements available through this iterator.
void | setCurrentElement (int i)
| Randomly access the ith element in the iterator.
MGeometry & | geometry (int setupFlags=kAll)
| Get the geometry for the current element in the iterator.
const MMatrix & | objectToWorldMatrix () const
| Get the object to world matrix for the current element in the iterator.
const MMatrix & | projectionMatrix () const
| Get the camera project matrix for the current element in the iterator.
const MMatrix & | viewMatrix () const
| Get the camera view matrix for the current element in the iterator.
MDagPath | path () const
| Get the dag path for the current element in the iterator.
MGeometryList::MCullMode | cullMode () const
| Get the rendering cull mode to use for current element in the iterator.
bool | addLast (const MDagPath &path, const MObject *components=NULL)
| Add the geometry representing a shape to this geometry iterator.
bool | addLast (const MGeometry &geometry, const MMatrix &matrix)
| Add arbitrary geometry to this geometry iterator.
## Friends
class | MUniformParameter Search for all occurrences
class | MGeometryManager Search for all occurrences

## Member Enumeration Documentation

anonymous enum

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Bit flags for the geometry method that govern which OpenGL state Maya sets for you.

Enumerator:

  kNone | No renderer setup is required for this element. Search for all occurrences
  kMatrices | Setup the model view matrix for this element. Search for all occurrences
  kFixedFunctionLighting | Setup the fixed function lighting state for this element. Search for all occurrences
  kCulling | Setup the back/front face culling state for this element. Search for all occurrences
  kAll | Setup all renderer state for this element. Search for all occurrences

enum MCullMode

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Defines the culling modes to use when rendering this geometry.

Enumerator:

  kCullNone | No culling should be performed on this geometry. Search for all occurrences
  kCullCW | Cull clockwise faces when rendering this geometry. Search for all occurrences
  kCullCCW | Cull counter-clockwise faces when rendering this geometry. Search for all occurrences

## Constructor & Destructor Documentation

MGeometryList | ( | const MRenderingInfo & | info,
|  | int | initialCapacity = `1`
| ) |  |

Create an emtpy GeometryIterator for the specified rendering context.

Parameters:

  [in] | info | the rendering context the geometry in this iterator should use.
  [in] | initialCapacity | the number of elements to pre-allocate space for.

## Member Function Documentation

bool isDone | ( |  | ) | const

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Tests to see if the iterator has reached the end of the elements it contains.

Once this method returns true, you should not call any further methods on the iterator.

Returns:
  True if the iterator has no further elements, false if there are more elements remaining.

Examples:
  hlslShader.cpp.

void next | ( |  | ) |

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Advance to the next element in the iterator.

This should only be called if the iterator indicates it has more elements through the isDone() method.

Examples:
  hlslShader.cpp.

void reset | ( |  | ) |

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Reset this iterator to the first element.

This allows you to iterate multiple times through the list.

int length | ( |  | ) | const

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Query the total number of elements available through this iterator.

Returns:
  The total number of elements in the iterator.

void setCurrentElement | ( | int | i | ) |

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Randomly access the ith element in the iterator.

Parameters:

  [in] | i | the index of the element you want to access

MGeometry & geometry | ( | int | setupFlags = `kAll` | ) |

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Get the geometry for the current element in the iterator.

Parameters:

  [in] | setupFlags | the parts of the rendering pipeline your shader needs setup in order to render. This can be any combination of kMatrices, kFixedFunctionLighting, kCulling, or kAll. For efficiency, you can avoid the overhead of setting up parts of the rendering pipeline not used by your shader (e.g. fixed function lighting).

Returns:
  The geometry for the current element.

Examples:
  hlslShader.cpp.

const MMatrix & objectToWorldMatrix | ( |  | ) | const

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Get the object to world matrix for the current element in the iterator.

Returns:
  The matrix for the current element.

Examples:
  hlslShader.cpp.

const MMatrix & projectionMatrix | ( |  | ) | const

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Get the camera project matrix for the current element in the iterator.

Returns:
  The matrix for the current element.

Examples:
  hlslShader.cpp.

const MMatrix & viewMatrix | ( |  | ) | const

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Get the camera view matrix for the current element in the iterator.

Returns:
  The matrix for the current element.

Examples:
  hlslShader.cpp.

MDagPath path | ( |  | ) | const

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Get the dag path for the current element in the iterator.

Returns:
  The dag path for the current element.

MGeometryList::MCullMode cullMode | ( |  | ) | const

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Get the rendering cull mode to use for current element in the iterator.

Returns:
  The cull mode for the current element.

Examples:
  hlslShader.cpp.

bool addLast | ( | const MDagPath & | path,
|  | const MObject * | components = `NULL`
| ) |  |

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Add the geometry representing a shape to this geometry iterator.

Note that you are only able to add geometry items to MGeometryLists you have created using the public constructor. Trying to add elements to an iterator passed to you from Maya (e.g. in a shader render call) will fail.

Parameters:

  [in] | path | The DAG path for the shape to add
  [in] | components | The optional set of components (faces) to include in the geometry. A NULL value indicates the whole object should be added

Returns:
  True if the element was added to the iterator, false otherwise.

bool addLast | ( | const MGeometry & | geometry,
|  | const MMatrix & | matrix
| ) |  |

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Add arbitrary geometry to this geometry iterator.

Note that you are only able to add geometry items to MGeometryLists you have created using the public constructor. Trying to add elements to an iterator passed to you from Maya (e.g. in a shader render call) will fail.

Parameters:

  [in] | geometry | the geometry cache to add
  [in] | matrix | the transformation to associate with this geometry

Returns:
  True if the element was added to the iterator, false otherwise.

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