Public Member Functions | Public Attributes

FBModel Class Reference

This reference page is linked to from the following overview topics: MotionBuilder 2014, MotionBuilder 2013, Your First Python Program, Data types & properties, Matrix Transformation Order, FBComponent - The Base Entity Class, FBProperty - Object Properties, FBPlug - Object Connection Management, Scene Elements, FBModel - Transformation Data and the Scene Graph, FBGeometry - Meshes and Surfaces, FBMaterial and FBTexture - Materials and Textures, FBLight - Lights, FBCamera - Cameras, FBCharacter - Characters, Rigid Body Physics, Animation, Updated Objects, Viewport Picking, Selection, and Manipulation, Model templates.


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Detailed Description

Model class.

In the MotionBuilder UI, a model can be any object in a scene, created using geometry. Models can represent simple objects like cubes, or complex objects like characters.

FBModel is a base class which is not used so much directly, but is the parent of well-used classes like FBCamera, FBLight, and FBModelMarker.

It also implements a number of widely-implemented functions and attributes, such as:

There is a few ways to get a handle on existing models in a scene:

Definition at line 269 of file fbmodel.h.

#include <fbmodel.h>

Inheritance diagram for FBModel:
Inheritance graph
[legend]

List of all members.

Public Member Functions

 FBModel (const char *pName, HIObject pObject=NULL)
 Constructor.
virtual void FBDelete ()
 Open Reality deletion function.
 IQuery_Declare (K_IMPLEMENTATION)
 Interface to IObject.
 ICallback_Declare (K_IMPLEMENTATION)
 Interface to ICallback.
virtual FBModelClone ()
 Clone the model.
void SetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL)
 Set a matrix for the model.
void GetMatrix (FBMatrix &pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, FBEvaluateInfo *pEvaluateInfo=NULL)
 Get a matrix from the model.
void SetVector (FBVector3d pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL)
 Set a vector for the model.
void GetVector (FBVector3d &pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=true, FBEvaluateInfo *pEvaluateInfo=NULL)
 Get a vector from the model.
bool IsEvaluationReady (FBModelEvaluationTaskType pWhat, FBEvaluateInfo *pEvaluateInfo=NULL) const
 Is the model's evaluation task result ready.
void MatrixToRotation (FBRVector &pRotation, const FBMatrix &pMatrix)
 Convert Rotation Matrix to Euler Vector based on model's rotation order.
void RotationToMatrix (FBMatrix &pMatrix, const FBRVector &pRotation)
 Convert Euler Vector to Rotation Matrix based on model's rotation order.
void LRMToDof (FBRVector &pDof, const FBMatrix &pLM)
 Convert local matrix to object space vector.
void DofToLRM (FBMatrix &pLM, const FBRVector &pDof)
 Convert object space vector to local matrix.
void SetSchematicPosition (int pX, int pY)
 Set the position in the schematic view for the model.
void SetSchematicPosition (FBVector2d pVector2d)
 Set the position in the schematic view for the model.
FBVector2d GetSchematicPosition ()
 Get the position in the schematic view for the model.
void GetBoundingBox (FBVector3d &pMin, FBVector3d &pMax)
 Get the bounding box of the model.
bool IsVisible (FBEvaluateInfo *pEvaluateInfo=NULL)
 If the model is visible.
FBModelCullingMode GetCullingMode () const
 Get Model Culling Mode.
void SetCullingMode (FBModelCullingMode pCullingMode)
 Set Model Cullin Mode.
void ForceAlwaysEvaluate ()
 Force Always Evaluate.
bool IsForceAlwaysEvaluate ()
 Return Force Always Evaluate status.
int NoFrustumCullingRequire ()
 Acquire no frustum culling request.
int NoFrustumCullingRelease ()
 Release no frustum culling request.
bool UseFrustumCulling ()
 Get the current Frustum Culling Status.
virtual bool HasCustomDisplay ()
 Function to overload to handle custom display.
virtual void CustomModelDisplay (FBCamera *pCamera, FBModelShadingMode pShadingMode, FBModelRenderPass pRenderPass, float pPickingAreaWidth, float pPickingAreaHeight)
 Custom display function, called when HasCustomDisplay returns true;.
virtual bool CustomModelPicking (int pNbHits, unsigned int *pSelectBuffer, FBCamera *pCamera, int pMouseX, int pMouseY, FBTVector *pLocalRaySrc, FBTVector *pLocalRayDir, FBTVector *pWorldRaySrc, FBTVector *pWorldRayDir, FBMatrix *pGlobalInverseMatrix, FBTVector *pOutPickedPoint)
 Custom picking for selection, called when HasCustomDisplay returns true;.
virtual bool ClosestRayIntersection (const FBTVector &pRayOrigin, const FBTVector &pRayEnd, FBTVector &pIntersectPos, FBNormal &pIntersectNormal)
 Determines the first intersection point's position and normal between ray and model surface.
unsigned char * GetSelectedPoints ()
 Get the list of the points selection state.
int GetSelectedPointsCount ()
 Get the number of selected points in the model.
Additional Unique Color ID management.

To support multiple sub items per model/geo selection & picking in easy selection mode using custom rendering routines.

see OpenRealitySDK/Samples/miscellaneous/marker_template for example.

bool SetAdditionalUniqueColorIDCount (unsigned int pCount)
 Request additional Unique color IDs.
unsigned int GetAdditionalUniqueColorIDCount () const
 Get additional unique color count.
FBColor GetAdditionalUniqueColorID (unsigned int pIndex) const
 Get Additional Unique Color Id.
virtual bool FbxStore (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat)
 Store and Retrieve function that can be overloaded.
virtual bool FbxRetrieve (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat)
void SetupPropertiesForShapes ()
 Setup Shape Properties.
virtual const char * FbxGetObjectType () override
 Returns the class type inherited by the class of an object, for example: 'Model'.
virtual const char * FbxGetObjectSubType () override
 Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.

Public Attributes

FBPropertyListModel Children
 List: Children for model.
FBPropertyListShader Shaders
 List: Shaders for model.
FBPropertyListMaterial Materials
 List: Materials for model.
FBPropertyListTexture Textures
 List: Textures with Special UseType (Other than "Color" which should connect to materials).
FBPropertyListDeformer Deformers
 List: Deformers (Skeleton Deformer or Point Cache Deformer).
FBPropertyBool Icon3D
 Read Write Property: Is model a 3D icon?
FBPropertyBool SoftSelected
 Read Write Property: Is model Soft selected?
FBPropertyBool IsDeformable
 Read Only Property: Is model deformable?
FBPropertyBool IsConstrained
 Read Only Property: Is model constrained?
FBPropertyBool SkeletonDeformable
 Read Write Property: Model skeleton deformable.
FBPropertyBool BlendShapeDeformable
 Read Write Property: Model blend-shape deformable.
FBPropertyBool ConstrainDeformable
 Read Write Property: Model constraint deformable.
FBPropertyBool PointCacheDeformable
 Read Write Property: Model point cache deformable.
FBPropertyBool PointCacheRecord
 Read Write Property: Record Point Cache for model? Not Savable
FBPropertyModel Parent
 Read Write Property: Parent model.
FBPropertyModel LookAt
 Read Write Property: Look at model (interest point).
FBPropertyModel UpVector
 Read Write Property: UpVector model.
FBPropertyGeometry Geometry
 Read Write Property: Geometry for the model.
FBPropertyInt GeometryUpdateId
 Read Only Property: model geometry (vertex data) related update id.
FBPropertyMesh TessellatedMesh
 Read Only Property: Tessellated Mesh for the model.
FBPropertyModelVertexData ModelVertexData
 Read Only Property: ModelVertexData for the model.
FBPropertyCluster Cluster
 Read Only Property: Link Cluster for the model.
FBPropertyScene Scene
 Read Only Property: Scene containing the model.
FBPropertyModelShadingMode ShadingMode
 Read Write Property: Shading mode for the model.
FBPropertyAnimationNode AnimationNode
 Read Only Property: Animation node of the model.
FBPropertyModelRotationOrder RotationOrder
 Read Write Property: Rotation order.
FBPropertyBool RotationSpaceForLimitOnly
 Read Write Property: Apply Post Rotation Matrix only for Limits?
FBPropertyBool RotationActive
 Read Write Property: Is model using Rotation Limits?
FBPropertyVector3d PreRotation
 Read Write Property: Pre Rotation (considered if RotationActive is true)
FBPropertyVector3d PostRotation
 Read Write Property: Post Rotation (considered if RotationActive is true)
FBPropertyVector3d RotationMin
 Read Write Property: Min Rotation Limit (considered if RotationActive is true)
FBPropertyVector3d RotationMax
 Read Write Property: Max Rotation Limit (considered if RotationActive is true)
FBPropertyBool RotationMinX
 Read Write Property: Is model using Minimum Rotation Limits On X?
FBPropertyBool RotationMinY
 Read Write Property: Is model using Minimum Rotation Limits On Y?
FBPropertyBool RotationMinZ
 Read Write Property: Is model using Minimum Rotation Limits On Z?
FBPropertyBool RotationMaxX
 Read Write Property: Is model using Maximum Rotation Limits On X?
FBPropertyBool RotationMaxY
 Read Write Property: Is model using Maximum Rotation Limits On Y?
FBPropertyBool RotationMaxZ
 Read Write Property: Is model using Maximum Rotation Limits On Z?
FBPropertyBool TranslationActive
 Read Write Property: Is model using Translation Limits?
FBPropertyVector3d TranslationMin
 Read Write Property: Translation Limit Min.
FBPropertyVector3d TranslationMax
 Read Write Property: Translation Limit Max.
FBPropertyBool TranslationMinX
 Read Write Property: Is model using Translation Limits on Min X.
FBPropertyBool TranslationMinY
 Read Write Property: Is model using Translation Limits on Min Y.
FBPropertyBool TranslationMinZ
 Read Write Property: Is model using Translation Limits on Min Z.
FBPropertyBool TranslationMaxX
 Read Write Property: Is model using Translation Limits on Max X.
FBPropertyBool TranslationMaxY
 Read Write Property: Is model using Translation Limits on Max Y.
FBPropertyBool TranslationMaxZ
 Read Write Property: Is model using Translation Limits on Max Z.
FBPropertyAnimatableBool Visibility
 Read Write Property: Visibility of model.
FBPropertyBool VisibilityInheritance
 Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants
FBPropertyAnimatableVector3d Translation
 Read Write Property: Lcl translation.
FBPropertyAnimatableVector3d Rotation
 Read Write Property: Lcl rotation.
FBPropertyAnimatableVector3d Scaling
 Read Write Property: Lcl scaling.
FBPropertyVector3d GeometricTranslation
 Read Write Property: Geometric translation.
FBPropertyVector3d GeometricRotation
 Read Write Property: Geometric rotation.
FBPropertyVector3d GeometricScaling
 Read Write Property: Geometric scaling.
FBPropertyBool QuaternionInterpolate
 Read Write Property: Use quaternion interpolation.
FBPropertyBool Show
 Read Write Property: Indicate if the viewer should show the object, according to its visibility value.
FBPropertyBool Pickable
 Read Write Property: Indicate if a model can be picked in the viewer.
FBPropertyBool Transformable
 Read Write Property: Indicate if a model can be transformable in the viewer.
FBPropertyColor UniqueColorId
  Read Only Property: Unique Color Id for color based viewer picking.
FBPropertyBool PrimaryVisibility
 Read Write Property: Control the geometry render state.
FBPropertyBool CastsShadows
 Read Write Property: If true, the geometry will produce shadows.
FBPropertyBool ReceiveShadows
 Read Write Property: If true, the geometry will receive shadows.

Constructor & Destructor Documentation

FBModel ( const char *  pName,
HIObject  pObject = NULL 
)

Constructor.

Parameters:
pNameName of model.
pObjectFor internal use only(default=NULL).

Member Function Documentation

virtual void FBDelete ( ) [virtual]

Open Reality deletion function.

Reimplemented from FBComponent.

IQuery_Declare ( K_IMPLEMENTATION  )
ICallback_Declare ( K_IMPLEMENTATION  )

Interface to ICallback.

Reimplemented from FBComponent.

virtual FBModel* Clone ( ) [virtual]

Clone the model.

This will duplicate the current model.

Returns:
Newly created model.
void SetMatrix ( FBMatrix  pMatrix,
FBModelTransformationType  pWhat = kModelTransformation,
bool  pGlobalInfo = true,
bool  pPushUndo = false,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Set a matrix for the model.

Parameters:
pMatrixInformation to use to set the model's matrix.
pWhatType of matrix to set (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified
void GetMatrix ( FBMatrix pMatrix,
FBModelTransformationType  pWhat = kModelTransformation,
bool  pGlobalInfo = true,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Get a matrix from the model.

Parameters:
pWhatType of information requested (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
Return values:
pMatrixMatrix to fill with requested information.
Parameters:
pEvaluateInfoEvaluateInfo, Take Display if none specified.
void SetVector ( FBVector3d  pVector,
FBModelTransformationType  pWhat = kModelTranslation,
bool  pGlobalInfo = true,
bool  pPushUndo = false,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Set a vector for the model.

Parameters:
pVectorVector to use to set values.
pWhatType of information to set (default=translation, inverses not supported).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified
void GetVector ( FBVector3d pVector,
FBModelTransformationType  pWhat = kModelTranslation,
bool  pGlobalInfo = true,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Get a vector from the model.

Parameters:
pWhatType of information requested (default=translation, inverses not supported).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pEvaluateInfoEvaluateInfo, Take Display if none specified
Return values:
pVectorVector to fill with requested values.
bool IsEvaluationReady ( FBModelEvaluationTaskType  pWhat,
FBEvaluateInfo pEvaluateInfo = NULL 
) const

Is the model's evaluation task result ready.

Parameters:
pWhatType of evaluation task.
pEvaluateInfoEvaluateInfo, Take Display if none specified
Return values:
\btrue if the evaluation task result is ready in place.
void MatrixToRotation ( FBRVector pRotation,
const FBMatrix pMatrix 
)

Convert Rotation Matrix to Euler Vector based on model's rotation order.

Parameters:
pMatrixMatrix to convert
Return values:
pRotationResulting euler vector.
void RotationToMatrix ( FBMatrix pMatrix,
const FBRVector pRotation 
)

Convert Euler Vector to Rotation Matrix based on model's rotation order.

Parameters:
pRotationObject space rotation vector to convert
Return values:
pMatrixResulting rotation matrix.
void LRMToDof ( FBRVector pDof,
const FBMatrix pLM 
)

Convert local matrix to object space vector.

Parameters:
pLMLocal rotation matrix to convert
Return values:
pDofResulting object space vector.
Note:
Use this function when you want to convert local rotation to euler with proper pre/post transformation and rotation order applied from this model.
void DofToLRM ( FBMatrix pLM,
const FBRVector pDof 
)

Convert object space vector to local matrix.

Parameters:
pDofVector to convert
Return values:
pLMResulting local rotation matrix.
Note:
Use this function when you want to convert euler to local rotation with proper pre/post transformation and rotation order applied from this model.
void SetSchematicPosition ( int  pX,
int  pY 
)

Set the position in the schematic view for the model.

Parameters:
pXX position to set.
pYY position to set.
void SetSchematicPosition ( FBVector2d  pVector2d)

Set the position in the schematic view for the model.

Parameters:
pVector2dPosition to set.
FBVector2d GetSchematicPosition ( )

Get the position in the schematic view for the model.

Returns:
Current position for the model.
void GetBoundingBox ( FBVector3d pMin,
FBVector3d pMax 
)

Get the bounding box of the model.

Note. for deformable model, this function will provide the approximated (larger than the smallest) bounding box for performance consideration.

Return values:
pMinMinimum value of the bounding box.
pMaxMaximum value of the bounding box.
bool IsVisible ( FBEvaluateInfo pEvaluateInfo = NULL)

If the model is visible.

Note. this query will consider self Visibility property, plus parent node/set Visibility. The visibility of a model is affected by 4 parameters: 1. The model's own visibility 2. The model's parent's visibility (if any) 3. The visibility of the set to which model belongs (if any) 4. VisibilityInheritance of the model

Parameters:
pEvaluateInfoevaluate info,
Returns:
true if visible for the given evaluate info.
FBModelCullingMode GetCullingMode ( ) const

Get Model Culling Mode.

Returns:
Model Culling Mode.
void SetCullingMode ( FBModelCullingMode  pCullingMode)

Set Model Cullin Mode.

Parameters:
pCullingModeCulling Mode to be set.
void ForceAlwaysEvaluate ( )

Force Always Evaluate.

In some case, MoBu kernel perform optimization by skipping certain evaluation tasks. This function stop skipping for this model.

bool IsForceAlwaysEvaluate ( )

Return Force Always Evaluate status.

int NoFrustumCullingRequire ( )

Acquire no frustum culling request.

Returns:
Current no frustum culling request count after function call.
int NoFrustumCullingRelease ( )

Release no frustum culling request.

Returns:
Current no frustum culling request count after function call.
bool UseFrustumCulling ( )

Get the current Frustum Culling Status.

Returns:
True if model don't use frustum culling currently.
virtual bool HasCustomDisplay ( ) [inline, virtual]

Function to overload to handle custom display.

Returns:
True is this model class has custom display function ModelDisplay

Definition at line 506 of file fbmodel.h.

{ return false; }
virtual void CustomModelDisplay ( FBCamera pCamera,
FBModelShadingMode  pShadingMode,
FBModelRenderPass  pRenderPass,
float  pPickingAreaWidth,
float  pPickingAreaHeight 
) [inline, virtual]

Custom display function, called when HasCustomDisplay returns true;.

Parameters:
pCameraCurrent camera for display.
pShadingModeShading mode to render see FBModelShadingMode.
pRenderPassActual rendering pass, see FBModelRenderPass.
pPickingAreaWidthWidth of picking area.
pPickingAreaHeightHeight of picking area.

Definition at line 515 of file fbmodel.h.

{}
virtual bool CustomModelPicking ( int  pNbHits,
unsigned int *  pSelectBuffer,
FBCamera pCamera,
int  pMouseX,
int  pMouseY,
FBTVector pLocalRaySrc,
FBTVector pLocalRayDir,
FBTVector pWorldRaySrc,
FBTVector pWorldRayDir,
FBMatrix pGlobalInverseMatrix,
FBTVector pOutPickedPoint 
) [inline, virtual]

Custom picking for selection, called when HasCustomDisplay returns true;.

Parameters:
pNbHitsNumber of hits.
pSelectBufferOpenGL hit buffer.
pCameraCurrent camera for rendering.
pMouseXMouse X position.
pMouseYMouse Y position.
pLocalRaySrcLocal picking ray source.
pLocalRayDirLocal picking ray direction.
pWorldRaySrcWorld coordinate picking ray source.
pWorldRayDirWorld coordinate picking ray direction.
pGlobalInverseMatrixInverse transformation matrix of the model.
pOutPickedPointPicked position.

Definition at line 530 of file fbmodel.h.

                                           { return false; }
virtual bool ClosestRayIntersection ( const FBTVector pRayOrigin,
const FBTVector pRayEnd,
FBTVector pIntersectPos,
FBNormal pIntersectNormal 
) [virtual]

Determines the first intersection point's position and normal between ray and model surface.

Remarks:
All coordinates specified in local model space, override this function in subclass if custom intersection method is desired. See /OpenReality/Samples/miscellaneous/ormodel_template ORSDK sample project for example.
Parameters:
pRayOriginSpecifies origin of the view ray.
pRayEndSpecifies end of the view ray.
pIntersectPosreturn the first intersection point's position;
pIntersectNormalreturn the first intersection point's normal;
Returns:
Returns true if at least one intersects with ray, and false if otherwise.
unsigned char* GetSelectedPoints ( )

Get the list of the points selection state.

Returns:
Pointer to the list of the points selection state.
int GetSelectedPointsCount ( )

Get the number of selected points in the model.

Returns:
Number of selected points.
bool SetAdditionalUniqueColorIDCount ( unsigned int  pCount)

Request additional Unique color IDs.

Parameters:
pCountUser should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number.
Returns:
True if Unique ColorId resource is available.
unsigned int GetAdditionalUniqueColorIDCount ( ) const

Get additional unique color count.

Returns:
Additional Unique Color Count.
FBColor GetAdditionalUniqueColorID ( unsigned int  pIndex) const

Get Additional Unique Color Id.

Parameters:
pIndexthe requested unique color id index, can't be larger than GetAdditionalColorIDCount()
Returns:
Additional Unique ColorId.
virtual bool FbxStore ( FBFbxObject pFbxObject,
kFbxObjectStore  pStoreWhat 
) [virtual]

Store and Retrieve function that can be overloaded.

Parameters:
pFbxObjectFBX Object that is used to communicate I/O operations.
pStoreWhatWhich attributes are currently stored/retrieved.

Reimplemented from FBBox.

Reimplemented in FBModelNull, and FBModelMarker.

virtual bool FbxRetrieve ( FBFbxObject pFbxObject,
kFbxObjectStore  pStoreWhat 
) [virtual]

Reimplemented from FBBox.

Reimplemented in FBModelNull, and FBModelMarker.

void SetupPropertiesForShapes ( )

Setup Shape Properties.

Normally this function is called automatically at the next global synchronization point after the geometry has been updated. However you must call it explicitly to access the shape properties immediately after shapes adding/removing before next global synchronization point.

virtual const char* FbxGetObjectType ( ) [override, virtual]

Returns the class type inherited by the class of an object, for example: 'Model'.

Reimplemented from FBBox.

Reimplemented in FBModelNull, and FBModelMarker.

virtual const char* FbxGetObjectSubType ( ) [override, virtual]

Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.

Reimplemented from FBBox.

Reimplemented in FBModelNull, and FBModelMarker.


Member Data Documentation

List: Children for model.

Definition at line 283 of file fbmodel.h.

List: Shaders for model.

Definition at line 285 of file fbmodel.h.

List: Materials for model.

Definition at line 286 of file fbmodel.h.

List: Textures with Special UseType (Other than "Color" which should connect to materials).

Definition at line 287 of file fbmodel.h.

List: Deformers (Skeleton Deformer or Point Cache Deformer).

Definition at line 288 of file fbmodel.h.

Read Write Property: Is model a 3D icon?

Definition at line 289 of file fbmodel.h.

Read Write Property: Is model Soft selected?

Definition at line 290 of file fbmodel.h.

Read Only Property: Is model deformable?

Definition at line 291 of file fbmodel.h.

Read Only Property: Is model constrained?

Definition at line 292 of file fbmodel.h.

Read Write Property: Model skeleton deformable.

Not Savable

Definition at line 293 of file fbmodel.h.

Read Write Property: Model blend-shape deformable.

Not Savable

Definition at line 294 of file fbmodel.h.

Read Write Property: Model constraint deformable.

Not Savable

Definition at line 295 of file fbmodel.h.

Read Write Property: Model point cache deformable.

Not Savable

Definition at line 296 of file fbmodel.h.

Read Write Property: Record Point Cache for model? Not Savable

Definition at line 297 of file fbmodel.h.

FBPropertyModel Parent

Read Write Property: Parent model.

Definition at line 298 of file fbmodel.h.

FBPropertyModel LookAt

Read Write Property: Look at model (interest point).

Definition at line 299 of file fbmodel.h.

FBPropertyModel UpVector

Read Write Property: UpVector model.

Definition at line 300 of file fbmodel.h.

FBPropertyGeometry Geometry

Read Write Property: Geometry for the model.

Definition at line 301 of file fbmodel.h.

Read Only Property: model geometry (vertex data) related update id.

Definition at line 302 of file fbmodel.h.

FBPropertyMesh TessellatedMesh

Read Only Property: Tessellated Mesh for the model.

Definition at line 303 of file fbmodel.h.

FBPropertyModelVertexData ModelVertexData

Read Only Property: ModelVertexData for the model.

Definition at line 304 of file fbmodel.h.

FBPropertyCluster Cluster

Read Only Property: Link Cluster for the model.

Definition at line 305 of file fbmodel.h.

FBPropertyScene Scene

Read Only Property: Scene containing the model.

Definition at line 306 of file fbmodel.h.

FBPropertyModelShadingMode ShadingMode

Read Write Property: Shading mode for the model.

Definition at line 307 of file fbmodel.h.

FBPropertyAnimationNode AnimationNode

Read Only Property: Animation node of the model.

Definition at line 308 of file fbmodel.h.

FBPropertyModelRotationOrder RotationOrder

Read Write Property: Rotation order.

Definition at line 310 of file fbmodel.h.

Read Write Property: Apply Post Rotation Matrix only for Limits?

Definition at line 313 of file fbmodel.h.

Read Write Property: Is model using Rotation Limits?

Definition at line 314 of file fbmodel.h.

Read Write Property: Pre Rotation (considered if RotationActive is true)

Definition at line 315 of file fbmodel.h.

Read Write Property: Post Rotation (considered if RotationActive is true)

Definition at line 316 of file fbmodel.h.

Read Write Property: Min Rotation Limit (considered if RotationActive is true)

Definition at line 317 of file fbmodel.h.

Read Write Property: Max Rotation Limit (considered if RotationActive is true)

Definition at line 318 of file fbmodel.h.

Read Write Property: Is model using Minimum Rotation Limits On X?

Definition at line 319 of file fbmodel.h.

Read Write Property: Is model using Minimum Rotation Limits On Y?

Definition at line 320 of file fbmodel.h.

Read Write Property: Is model using Minimum Rotation Limits On Z?

Definition at line 321 of file fbmodel.h.

Read Write Property: Is model using Maximum Rotation Limits On X?

Definition at line 322 of file fbmodel.h.

Read Write Property: Is model using Maximum Rotation Limits On Y?

Definition at line 323 of file fbmodel.h.

Read Write Property: Is model using Maximum Rotation Limits On Z?

Definition at line 324 of file fbmodel.h.

Read Write Property: Is model using Translation Limits?

Definition at line 326 of file fbmodel.h.

Read Write Property: Translation Limit Min.

Definition at line 327 of file fbmodel.h.

Read Write Property: Translation Limit Max.

Definition at line 328 of file fbmodel.h.

Read Write Property: Is model using Translation Limits on Min X.

Definition at line 329 of file fbmodel.h.

Read Write Property: Is model using Translation Limits on Min Y.

Definition at line 330 of file fbmodel.h.

Read Write Property: Is model using Translation Limits on Min Z.

Definition at line 331 of file fbmodel.h.

Read Write Property: Is model using Translation Limits on Max X.

Definition at line 332 of file fbmodel.h.

Read Write Property: Is model using Translation Limits on Max Y.

Definition at line 333 of file fbmodel.h.

Read Write Property: Is model using Translation Limits on Max Z.

Definition at line 334 of file fbmodel.h.

Read Write Property: Visibility of model.

This can be overridden by the 'Show' property.

Definition at line 337 of file fbmodel.h.

Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants

Definition at line 338 of file fbmodel.h.

Read Write Property: Lcl translation.

Definition at line 339 of file fbmodel.h.

Read Write Property: Lcl rotation.

Definition at line 340 of file fbmodel.h.

Read Write Property: Lcl scaling.

Definition at line 341 of file fbmodel.h.

Read Write Property: Geometric translation.

Definition at line 343 of file fbmodel.h.

Read Write Property: Geometric rotation.

Definition at line 344 of file fbmodel.h.

Read Write Property: Geometric scaling.

Definition at line 345 of file fbmodel.h.

Read Write Property: Use quaternion interpolation.

Definition at line 347 of file fbmodel.h.

Read Write Property: Indicate if the viewer should show the object, according to its visibility value.

This has a default value of 'false'.

Definition at line 349 of file fbmodel.h.

Read Write Property: Indicate if a model can be picked in the viewer.

This has a default value of 'true'.

Definition at line 350 of file fbmodel.h.

Read Write Property: Indicate if a model can be transformable in the viewer.

This has a default value of 'true'.

Definition at line 351 of file fbmodel.h.

Read Only Property: Unique Color Id for color based viewer picking.

Color channel values are in the range [0, 1] with 1.0/255 precision.

Definition at line 352 of file fbmodel.h.

Read Write Property: Control the geometry render state.

Geometry can still cast shadows even if this is turned off.

Definition at line 354 of file fbmodel.h.

Read Write Property: If true, the geometry will produce shadows.

Definition at line 355 of file fbmodel.h.

Read Write Property: If true, the geometry will receive shadows.

Definition at line 356 of file fbmodel.h.


The documentation for this class was generated from the following file:

FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel