This reference page is linked to from the following overview topics: FBModel - Transformation Data and the Scene Graph, FBLight - Lights.
#include <mobu-python-api.h>
Plane model class.
def __reduce__ | ( | ) |
Reimplemented from FBModel.
def __init__ | ( | ) |
Python Docstring:
__init__( (object)arg1, (str)arg2) -> None
C++ Signature:
FBModelPlane(const char * pName, HIObject pObject = NULL)
Constructor.
pName | Name of Plane. |
pObject | For internal use only(default=NULL). |
Reimplemented from FBModel.
def __copy__ | ( | ) | [inherited] |
def GetAdditionalUniqueColorID | ( | ) | [inherited] |
Python Docstring:
GetAdditionalUniqueColorID( (FBModel)arg1, (int)arg2) -> FBColor
C++ Signature:
FBColor GetAdditionalUniqueColorID(unsigned int pIndex)
Get Additional Unique Color Id.
pIndex | the requested unique color id index, can't be larger than GetAdditionalColorIDCount() |
def FbxGetObjectSubType | ( | ) | [inherited] |
Python Docstring:
FbxGetObjectSubType( (FBModel)arg1) -> str
C++ Signature:
const char * FbxGetObjectSubType()
Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.
def FBDelete | ( | ) | [inherited] |
Python Docstring:
FBDelete( (FBModel)arg1) -> None
C++ Signature:
void FBDelete()
Open Reality deletion function.
Reimplemented from FBComponent.
def FbxGetObjectType | ( | ) | [inherited] |
Python Docstring:
FbxGetObjectType( (FBModel)arg1) -> str
C++ Signature:
const char * FbxGetObjectType()
Returns the class type inherited by the class of an object, for example: 'Model'.
def Clone | ( | ) | [inherited] |
Python Docstring:
Clone( (FBModel)arg1) -> object
C++ Signature:
FBModel * Clone()
Clone the model. This will duplicate the current model.
def GetBoundingBox | ( | ) | [inherited] |
Python Docstring:
GetBoundingBox( (FBModel)arg1, (FBVector3d)arg2, (FBVector3d)arg3) -> None
C++ Signature:
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.
pMin | Minimum value of the bounding box. |
pMax | Maximum value of the bounding box. |
def GetMatrix | ( | ) | [inherited] |
Python Docstring:
GetMatrix( (FBModel)arg1, (FBMatrix)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None
C++ Signature:
void GetMatrix(FBMatrix & pMatrix, FBModelTransformationType pWhat = kModelTransformation, bool pGlobalInfo = true, FBEvaluateInfo * pEvaluateInfo = NULL)
Get a matrix from the model.
pWhat | Type of information requested (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pMatrix | Matrix to fill with requested information. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified. |
def GetSelectedPointsCount | ( | ) | [inherited] |
Python Docstring:
GetSelectedPointsCount( (FBModel)arg1) -> int
C++ Signature:
int GetSelectedPointsCount()
Get the number of selected points in the model.
def SetupPropertiesForShapes | ( | ) | [inherited] |
Python Docstring:
SetupPropertiesForShapes( (FBModel)arg1) -> None
C++ Signature:
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.
def GetVector | ( | ) | [inherited] |
Python Docstring:
GetVector( (FBModel)arg1, (FBVector3d)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None
C++ Signature:
void GetVector(FBVector3d & pVector, FBModelTransformationType pWhat = kModelTranslation, bool pGlobalInfo = true, FBEvaluateInfo * pEvaluateInfo = NULL)
Get a vector from the model.
pWhat | Type of information requested (default=translation, inverses not supported). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
pVector | Vector to fill with requested values. |
def SetMatrix | ( | ) | [inherited] |
Python Docstring:
SetMatrix( (FBModel)arg1, (FBMatrix)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None
C++ Signature:
void SetMatrix(FBMatrix pMatrix, FBModelTransformationType pWhat = kModelTransformation, bool pGlobalInfo = true, bool pPushUndo = false, FBEvaluateInfo * pEvaluateInfo = NULL)
Set a matrix for the model.
pMatrix | Information to use to set the model's matrix. |
pWhat | Type of matrix to set (default=transformation). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
def SetVector | ( | ) | [inherited] |
Python Docstring:
SetVector( (FBModel)arg1, (FBVector3d)arg2 [, (FBModelTransformationType)arg3 [, (object)arg4 [, (FBEvaluateInfo)arg5]]]) -> None
C++ Signature:
void SetVector(FBVector3d pVector, FBModelTransformationType pWhat = kModelTranslation, bool pGlobalInfo = true, bool pPushUndo = false, FBEvaluateInfo * pEvaluateInfo = NULL)
Set a vector for the model.
pVector | Vector to use to set values. |
pWhat | Type of information to set (default=translation, inverses not supported). |
pGlobalInfo | true if it is GlobalInfo, false if Local (default=true). |
pPushUndo | true if this operation is undoable, don't push undo in non UI thread. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
def MatrixToRotation | ( | ) | [inherited] |
Python Docstring:
MatrixToRotation( (FBModel)arg1, (FBVector3d)arg2, (FBMatrix)arg3) -> None
C++ Signature:
void MatrixToRotation(FBVector3 & pRotation, const FBMatrix & pMatrix)
Convert Rotation Matrix to Euler Vector based on model's rotation order.
pMatrix | Matrix to convert |
pRotation | Resulting euler vector. |
def RotationToMatrix | ( | ) | [inherited] |
Python Docstring:
RotationToMatrix( (FBModel)arg1, (FBMatrix)arg2, (FBVector3d)arg3) -> None
C++ Signature:
void RotationToMatrix(FBMatrix & pMatrix, const FBVector3 & pRotation)
Convert Euler Vector to Rotation Matrix based on model's rotation order.
pRotation | Object space rotation vector to convert |
pMatrix | Resulting rotation matrix. |
def LRMToDof | ( | ) | [inherited] |
Python Docstring:
LRMToDof( (FBModel)arg1, (FBVector3d)arg2, (FBMatrix)arg3) -> None
C++ Signature:
void LRMToDof(FBVector3 & pDof, const FBMatrix & pLM)
Convert local matrix to object space vector.
pLM | Local rotation matrix to convert |
pDof | Resulting object space vector. |
def DofToLRM | ( | ) | [inherited] |
Python Docstring:
DofToLRM( (FBModel)arg1, (FBMatrix)arg2, (FBVector3d)arg3) -> None
C++ Signature:
void DofToLRM(FBMatrix & pLM, const FBVector3 & pDof)
Convert object space vector to local matrix.
pDof | Vector to convert |
pLM | Resulting local rotation matrix. |
def SetSchematicPosition | ( | ) | [inherited] |
Python Docstring:
SetSchematicPosition( (FBModel)arg1, (object)arg2, (object)arg3) -> None SetSchematicPosition( (FBModel)arg1, (FBVector2d)arg2) -> None
Related C++ documentation:
The reference documentation for the following C++ symbols may
contain additional relevant information.
def GetSchematicPosition | ( | ) | [inherited] |
Python Docstring:
GetSchematicPosition( (FBModel)arg1) -> FBVector2d
C++ Signature:
FBVector2d GetSchematicPosition()
Get the position in the schematic view for the model.
def NoFrustumCullingRequire | ( | ) | [inherited] |
Python Docstring:
NoFrustumCullingRequire( (FBModel)arg1) -> int
C++ Signature:
int NoFrustumCullingRequire()
Acquire no frustum culling request.
def NoFrustumCullingRelease | ( | ) | [inherited] |
Python Docstring:
NoFrustumCullingRelease( (FBModel)arg1) -> int
C++ Signature:
int NoFrustumCullingRelease()
Release no frustum culling request.
def UseFrustumCulling | ( | ) | [inherited] |
Python Docstring:
UseFrustumCulling( (FBModel)arg1) -> bool
C++ Signature:
bool UseFrustumCulling()
Get the current Frustum Culling Status.
def ForceAlwaysEvaluate | ( | ) | [inherited] |
Python Docstring:
ForceAlwaysEvaluate( (FBModel)arg1) -> None
C++ Signature:
void ForceAlwaysEvaluate()
Force Always Evaluate. In some case, MoBu kernel perform optimization by skipping certain evaluation tasks. This function stop skipping for this model.
def IsForceAlwaysEvaluate | ( | ) | [inherited] |
Python Docstring:
IsForceAlwaysEvaluate( (FBModel)arg1) -> bool
C++ Signature:
bool IsForceAlwaysEvaluate()
Return Force Always Evaluate status.
def IsEvaluationReady | ( | ) | [inherited] |
Python Docstring:
IsEvaluationReady( (FBModel)arg1, (FBModelEvaluationTaskType)arg2 [, (FBEvaluateInfo)arg3]) -> bool
C++ Signature:
bool IsEvaluationReady(FBModelEvaluationTaskType pWhat, FBEvaluateInfo * pEvaluateInfo = NULL)
Is the model's evaluation task result ready.
pWhat | Type of evaluation task. |
pEvaluateInfo | EvaluateInfo, Take Display if none specified |
\b | true if the evaluation task result is ready in place. |
def SetAdditionalUniqueColorIDCount | ( | ) | [inherited] |
Python Docstring:
SetAdditionalUniqueColorIDCount( (FBModel)arg1, (int)arg2) -> bool
C++ Signature:
bool SetAdditionalUniqueColorIDCount(unsigned int pCount)
Request additional Unique color IDs.
pCount | User should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number. |
def GetAdditionalUniqueColorIDCount | ( | ) | [inherited] |
Python Docstring:
GetAdditionalUniqueColorIDCount( (FBModel)arg1) -> int
C++ Signature:
unsigned int GetAdditionalUniqueColorIDCount()
Get additional unique color count.
def AnimationNodeDestroy | ( | ) | [inherited] |
Python Docstring:
AnimationNodeDestroy( (FBBox)arg1, (FBAnimationNode)arg2) -> bool
C++ Signature:
bool AnimationNodeDestroy(FBAnimationNode * pAnimationNode)
Destroy an animation node.
pAnimationNode | Handle to the animation node to be destroyed. |
def AnimationNodeInGet | ( | ) | [inherited] |
Python Docstring:
AnimationNodeInGet( (FBBox)arg1) -> object
C++ Signature:
FBAnimationNode * AnimationNodeInGet()
Get the (IN/OUT) animation node for this box.
def AnimationNodeIsUserData | ( | ) | [inherited] |
Python Docstring:
AnimationNodeIsUserData( (FBBox)arg1, (FBAnimationNode)arg2) -> bool
C++ Signature:
bool AnimationNodeIsUserData(FBAnimationNode * pAnimationNode)
Is the animation node user data?
pAnimationNode | Handle to the animation to be queried. |
def AnimationNodeOutGet | ( | ) | [inherited] |
Python Docstring:
AnimationNodeOutGet( (FBBox)arg1) -> object
C++ Signature:
FBAnimationNode * AnimationNodeOutGet()
def PropertyGetModifiedList | ( | ) | [inherited] |
Python Docstring:
PropertyGetModifiedList( (FBComponent)arg1, (FBPlugModificationFlag)arg2) -> FBPropertyList
C++ Signature:
void PropertyGetModifiedList(FBArrayTemplate< FBProperty * > & pPropList, FBPlugModificationFlag pModificationFlags)
Get list of properties which have been modified since last loading.
pPropList | property list to hold the modified properties. |
pModificationFlags | type of modification to query. |
def ClassName | ( | ) | [inherited] |
Python Docstring:
ClassName( (FBComponent)arg1) -> str
C++ Signature:
const char * ClassName()
Get the class name.
Reimplemented from FBPlug.
def DisableObjectFlags | ( | ) | [inherited] |
Python Docstring:
DisableObjectFlags( (FBComponent)arg1, (FBObjectFlag)arg2) -> None
C++ Signature:
void DisableObjectFlags(FBObjectFlag pFlags)
Disable a specific Object Flags.
pFlags | Flags to disable. |
def EnableObjectFlags | ( | ) | [inherited] |
Python Docstring:
EnableObjectFlags( (FBComponent)arg1, (FBObjectFlag)arg2) -> None
C++ Signature:
void EnableObjectFlags(FBObjectFlag pFlags)
Enable a specific Object Flags.
pFlags | Flags to enable. |
def FBCreate | ( | ) | [inherited] |
Python Docstring:
FBCreate( (FBComponent)arg1) -> bool
C++ Signature:
bool FBCreate()
Open Reality Creation function.
Reimplemented in FBAssetFile, FBAssetFolder, FBDevice, and FBDeviceOptical.
def FBDestroy | ( | ) | [inherited] |
Python Docstring:
FBDestroy( (FBComponent)arg1) -> None
C++ Signature:
void FBDestroy()
Open Reality destruction function.
Reimplemented in FBAssetFile, FBAssetFolder, FBDevice, and FBDeviceOptical.
def GetObjectFlags | ( | ) | [inherited] |
Python Docstring:
GetObjectFlags( (FBComponent)arg1) -> FBObjectFlag
C++ Signature:
FBObjectFlag GetObjectFlags()
Get all Object Flags (concatenated).
def GetObjectStatus | ( | ) | [inherited] |
Python Docstring:
GetObjectStatus( (FBComponent)arg1, (FBObjectStatus)arg2) -> bool
C++ Signature:
bool GetObjectStatus(FBObjectStatus pStatus)
Check to see if an object status is enabled.
pStatus | Status to query. |
def HasObjectFlags | ( | ) | [inherited] |
Python Docstring:
HasObjectFlags( (FBComponent)arg1, (FBObjectFlag)arg2) -> bool
C++ Signature:
bool HasObjectFlags(FBObjectFlag pFlags)
Check whether a specific object flag is enabled.
pFlags | Flags to check if they are present. |
def Is | ( | ) | [inherited] |
Python Docstring:
Is( (FBComponent)arg1, (object)arg2) -> bool
C++ Signature:
bool Is(int pTypeId)
Returns true if object is of type TypeId.
pTypeId | TypeId to compare object to. |
Reimplemented from FBPlug.
def ProcessNamespaceHierarchy | ( | ) | [inherited] |
Python Docstring:
ProcessNamespaceHierarchy( (FBComponent)arg1, (FBNamespaceAction)arg2, (str)arg3 [, (str)arg4 [, (object)arg5]]) -> bool
C++ Signature:
bool ProcessNamespaceHierarchy(FBNamespaceAction pNamespaceAction, const char * pNamespaceName, const char * pReplaceTo = NULL, bool pAddRight = true)
ProcessNamespaceHierarchy. New Namespace name should only contains alphabet, digit and '_', Can't start with digit. This recursive function goes through the whole hierarchy (children) to add/replace the prefix. If you need to work on a single object, use the ProcessObjectPrefix function.
pNamespaceAction | Which operation to do on the hierarchy (children). |
pNamespaceName | The Namespace name on Add/Delete or the prefix to replace in case of replace. |
pReplaceTo | The new Namespace Name or NULL in case of add or delete. |
pAddRight | Whether to add the namespace on right-most or left-most side or other namespace. |
def ProcessObjectNamespace | ( | ) | [inherited] |
Python Docstring:
ProcessObjectNamespace( (FBComponent)arg1, (FBNamespaceAction)arg2, (str)arg3 [, (str)arg4 [, (object)arg5]]) -> bool
C++ Signature:
bool ProcessObjectNamespace(FBNamespaceAction pNamespaceAction, const char * pNamespaceName, const char * pReplaceTo = NULL, bool pAddRight = true)
ProcessObjectNamespace. New Namespace name should only contains alphabet, digit and '_', Can't start with digit. This function is the same as ProcessNamespaceHierarchy except that it applies only on the current object and not to the object's children.
pNamespaceAction | Which operation to do on the hierarchy (children). |
pNamespaceName | The Namespace name on Add/Delete or the prefix to replace in case of replace. |
pReplaceTo | The new Namespace Name or NULL in case of add or delete. |
pAddRight | Whether to add the namespace on right-most or left-most side or other namespace. |
def PropertyAdd | ( | ) | [inherited] |
Python Docstring:
PropertyAdd( (FBComponent)arg1, (FBProperty)arg2) -> int
C++ Signature:
int PropertyAdd(FBProperty * pProperty)
Add a property to the component's property manager.
pProperty | The property to add to the property manager. |
def PropertyAddReferenceProperty | ( | ) | [inherited] |
Python Docstring:
PropertyAddReferenceProperty( (FBComponent)arg1, (FBProperty)arg2) -> bool
C++ Signature:
bool PropertyAddReferenceProperty(FBProperty * pReferenceProperty)
Add a reference property to the component's property manager.
pReferenceProperty | The property to from an other object to add a reference to (property cannot be a custom ORSDK property). |
def PropertyCreate | ( | ) | [inherited] |
Python Docstring:
PropertyCreate( (FBComponent)arg1, (str)arg2, (FBPropertyType)arg3, (str)arg4, (object)arg5, (object)arg6, (FBProperty)arg7) -> object
C++ Signature:
FBProperty * PropertyCreate(const char * pName, FBPropertyType pType, const char * pDataType, bool pAnimatable, bool pIsUser = false, FBProperty * pReferenceSource = NULL)
Create user or dynamic property.
pName | The name of the property. |
pType | Type of the property. See enum FBPropertyType. |
pDataType | DataType of the property. |
pAnimatable | To specify if the property can be animated. |
pIsUser | To specify if the property is available as a custom property or dynamic and attached to the object. |
pReferenceSource | Specifies the property that a reference refers to. |
def PropertyRemove | ( | ) | [inherited] |
Python Docstring:
PropertyRemove( (FBComponent)arg1, (FBProperty)arg2) -> None
C++ Signature:
void PropertyRemove(FBProperty * pProperty)
Remove a Property from the component's Property manager. If the property was dynamically allocated, it is deleted.
pProperty | The property to remove from the property manager. |
def SetObjectFlags | ( | ) | [inherited] |
Python Docstring:
SetObjectFlags( (FBComponent)arg1, (FBObjectFlag)arg2) -> None
C++ Signature:
void SetObjectFlags(FBObjectFlag pFlags)
SetObjectFlags.
pFlags | Set flag values. Note: this function overwrites all flags with those passed in parameter. |
def SetObjectStatus | ( | ) | [inherited] |
Python Docstring:
SetObjectStatus( (FBComponent)arg1, (FBObjectStatus)arg2, (object)arg3) -> None
C++ Signature:
void SetObjectStatus(FBObjectStatus pStatus, bool pValue)
Enable/Disable a specific Object Status.
pStatus | Status to change. |
pValue | Value to change the status to. |
def HardSelect | ( | ) | [inherited] |
Python Docstring:
HardSelect( (FBComponent)arg1) -> None
C++ Signature:
void HardSelect()
HardSelect. Selects the object, and emits a hard select event for UI update notification.
def GetOwnerFileReference | ( | ) | [inherited] |
Python Docstring:
GetOwnerFileReference( (FBComponent)arg1) -> object
C++ Signature:
FBFileReference * GetOwnerFileReference(void )
Get the owner FileReference object.
def BeginChange | ( | ) | [inherited] |
Python Docstring:
BeginChange( (FBPlug)arg1) -> bool
C++ Signature:
bool BeginChange()
Begins a change on multiple plugs.
def ConnectDst | ( | ) | [inherited] |
Python Docstring:
ConnectDst( (FBPlug)arg1, (FBPlug)arg2 [, (FBConnectionType)arg3]) -> bool
C++ Signature:
bool ConnectDst(FBPlug * pDst, FBConnectionType pConnectionType = kFBConnectionTypeNone)
Add a destination connection.
pDst | Destination plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
def ConnectDstAt | ( | ) | [inherited] |
Python Docstring:
ConnectDstAt( (FBPlug)arg1, (object)arg2, (FBPlug)arg3 [, (FBConnectionType)arg4]) -> bool
C++ Signature:
bool ConnectDstAt(int pSrc_DstIndex, FBPlug * pDst, FBConnectionType pConnectionType = kFBConnectionTypeNone)
Add a destination connection.
pSrc_DstIndex | Index that tells where to add this destination connection in the source's connection list. if index is out of bound, and this destination connection will be appended at the end. |
pDst | Destination plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
def ConnectSrc | ( | ) | [inherited] |
Python Docstring:
ConnectSrc( (FBPlug)arg1, (FBPlug)arg2 [, (FBConnectionType)arg3]) -> bool
C++ Signature:
bool ConnectSrc(FBPlug * pSrc, FBConnectionType pConnectionType = kFBConnectionTypeNone)
Add a source connection.
pSrc | Source plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
def ConnectSrcAt | ( | ) | [inherited] |
Python Docstring:
ConnectSrcAt( (FBPlug)arg1, (object)arg2, (FBPlug)arg3 [, (FBConnectionType)arg4]) -> bool
C++ Signature:
bool ConnectSrcAt(int pDst_SrcIndex, FBPlug * pSrc, FBConnectionType pConnectionType = kFBConnectionTypeNone)
Add a source connection.
pDst_SrcIndex | Index that tells where to add this source connection in the destination's connection list. if index is out of bound, and this source connection will be appended at the end. |
pSrc | Source plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
def DisconnectAllDst | ( | ) | [inherited] |
Python Docstring:
DisconnectAllDst( (FBPlug)arg1) -> None
C++ Signature:
void DisconnectAllDst()
Remove all destination connections.
def DisconnectAllSrc | ( | ) | [inherited] |
Python Docstring:
DisconnectAllSrc( (FBPlug)arg1) -> None
C++ Signature:
void DisconnectAllSrc()
Remove all source connections.
def DisconnectDst | ( | ) | [inherited] |
Python Docstring:
DisconnectDst( (FBPlug)arg1, (FBPlug)arg2) -> bool
C++ Signature:
bool DisconnectDst(FBPlug * pDst)
Remove a destination connection.
pDst | Destination plug. |
def DisconnectDstAt | ( | ) | [inherited] |
Python Docstring:
DisconnectDstAt( (FBPlug)arg1, (object)arg2) -> bool
C++ Signature:
bool DisconnectDstAt(int pIndex)
Remove a destination connection at a specified index.
pIndex | Destination plug index. |
def DisconnectSrc | ( | ) | [inherited] |
Python Docstring:
DisconnectSrc( (FBPlug)arg1, (FBPlug)arg2) -> bool
C++ Signature:
bool DisconnectSrc(FBPlug * pSrc)
Remove a source connection.
pSrc | Source plug. |
def DisconnectSrcAt | ( | ) | [inherited] |
Python Docstring:
DisconnectSrcAt( (FBPlug)arg1, (object)arg2) -> bool
C++ Signature:
bool DisconnectSrcAt(int pIndex)
Remove a source connection at a specified index.
pIndex | Source plug index. |
def EndChange | ( | ) | [inherited] |
Python Docstring:
EndChange( (FBPlug)arg1) -> None
C++ Signature:
void EndChange()
Ends a change on multiple plugs.
def GetDst | ( | ) | [inherited] |
Python Docstring:
GetDst( (FBPlug)arg1, (object)arg2) -> object
C++ Signature:
FBPlug * GetDst(int pIndex)
Get a destination connection's plug at specified index.
pIndex | Index of the destination connection's plug. |
def GetDstCount | ( | ) | [inherited] |
Python Docstring:
GetDstCount( (FBPlug)arg1) -> int
C++ Signature:
int GetDstCount()
Get destination connection count.
def GetDstType | ( | ) | [inherited] |
Python Docstring:
GetDstType( (FBPlug)arg1, (object)arg2) -> FBConnectionType
C++ Signature:
FBConnectionType GetDstType(int pIndex)
Get a destination connection's type at specified index.
pIndex | Index of the destination connection's type. |
def GetOwned | ( | ) | [inherited] |
Python Docstring:
GetOwned( (FBPlug)arg1, (object)arg2) -> object
C++ Signature:
FBPlug * GetOwned(int pIndex)
Get the owned plug at specified index.
pIndex | Index of the owned plug to get. |
def GetOwnedCount | ( | ) | [inherited] |
Python Docstring:
GetOwnedCount( (FBPlug)arg1) -> int
C++ Signature:
int GetOwnedCount()
Get the owned plug count.
def GetOwner | ( | ) | [inherited] |
Python Docstring:
GetOwner( (FBPlug)arg1) -> object
C++ Signature:
FBPlug * GetOwner()
Get the owner of this plug. Very useful for properties since they are plugs too.
def GetSrc | ( | ) | [inherited] |
Python Docstring:
GetSrc( (FBPlug)arg1, (object)arg2) -> object
C++ Signature:
FBPlug * GetSrc(int pIndex)
Get a source connection's plug at specified index.
pIndex | Index of the source connection's plug. |
def GetSrcCount | ( | ) | [inherited] |
Python Docstring:
GetSrcCount( (FBPlug)arg1) -> int
C++ Signature:
int GetSrcCount()
Get source connection count.
def GetSrcType | ( | ) | [inherited] |
Python Docstring:
GetSrcType( (FBPlug)arg1, (object)arg2) -> FBConnectionType
C++ Signature:
FBConnectionType GetSrcType(int pIndex)
Get a source connection's type at specified index.
pIndex | Index of the source connection's type. |
def IsSDKComponent | ( | ) | [inherited] |
Python Docstring:
IsSDKComponent( (FBPlug)arg1) -> bool
C++ Signature:
bool IsSDKComponent()
Return whether or not item is an SDK component.
def MoveSrcAt | ( | ) | [inherited] |
Python Docstring:
MoveSrcAt( (FBPlug)arg1, (object)arg2, (object)arg3) -> bool MoveSrcAt( (FBPlug)arg1, (FBPlug)arg2, (FBPlug)arg3) -> bool
Related C++ documentation:
The reference documentation for the following C++ symbols may
contain additional relevant information.
def ReplaceDstAt | ( | ) | [inherited] |
Python Docstring:
ReplaceDstAt( (FBPlug)arg1, (object)arg2, (FBPlug)arg3) -> bool
C++ Signature:
bool ReplaceDstAt(int pIndex, FBPlug * pDst)
Replace a destination connection at a specified index.
pIndex | Destination plug index. |
pDst | Plug that will replace the other at index. |
def ReplaceSrcAt | ( | ) | [inherited] |
Python Docstring:
ReplaceSrcAt( (FBPlug)arg1, (object)arg2, (FBPlug)arg3) -> bool
C++ Signature:
bool ReplaceSrcAt(int pIndex, FBPlug * pSrc)
Replace a source connection at a specified index.
pIndex | Source plug index. |
pSrc | Plug that will replace the other at index. |
def SwapSrc | ( | ) | [inherited] |
Python Docstring:
SwapSrc( (FBPlug)arg1, (object)arg2, (object)arg3) -> bool
C++ Signature:
bool SwapSrc(int pIndexA, int pIndexB)
Swap source connection at index A with source connection at index B.
pIndexA | Plug index. |
pIndexB | Other plug index. |
def SetSelfModified | ( | ) | [inherited] |
Python Docstring:
SetSelfModified( (FBPlug)arg1, (FBPlugModificationFlag)arg2, (object)arg3) -> None
C++ Signature:
void SetSelfModified(FBPlugModificationFlag pFlag, bool pBool)
Set the plug's self modification flag.
pFlag | bitwise AND of self modification flags. |
pBool | true if self changed. |
def GetSelfModified | ( | ) | [inherited] |
Python Docstring:
GetSelfModified( (FBPlug)arg1, (FBPlugModificationFlag)arg2) -> bool
C++ Signature:
bool GetSelfModified(FBPlugModificationFlag pFlag)
Tell if the plug's self has changed.
pFlag | bitwise AND of self modification flags. |
def SetContentModified | ( | ) | [inherited] |
Python Docstring:
SetContentModified( (FBPlug)arg1, (FBPlugModificationFlag)arg2, (object)arg3) -> None
C++ Signature:
void SetContentModified(FBPlugModificationFlag pFlag, bool pBool)
Set the plug's owned property/object's modification flag.
pFlag | bitwise AND of content modification flags. |
pBool | true if content has modification. |
def GetContentModified | ( | ) | [inherited] |
Python Docstring:
GetContentModified( (FBPlug)arg1, (FBPlugModificationFlag)arg2) -> bool
C++ Signature:
bool GetContentModified(FBPlugModificationFlag pFlag)
Tell if the plug's content has changed.
pFlag | bitwise AND of content modification flags. |
def GetPlugConnectionModifiedList | ( | ) | [inherited] |
Python Docstring:
GetPlugConnectionModifiedList( (FBPlug)arg1, (FBPlugList)arg2, (FBPlugModificationFlag)arg3, (object)arg4) -> int
C++ Signature:
int GetPlugConnectionModifiedList(FBArrayTemplate & pPlugList, FBPlugModificationFlag pConnectionModificatonFlag, bool pAddRemove)
Get plug's modified src/dst property/object connection added/removed List.
pPlugList | plug list to fill up. |
pConnectionModificatonFlag | Src/Dst Property/Object connection modification flag. |
pAddRemove | Ask for the added list if true, removed list if false. |
def RevertModification | ( | ) | [inherited] |
Python Docstring:
RevertModification( (FBPlug)arg1 [, (FBPlugModificationFlag)arg2]) -> bool
C++ Signature:
bool RevertModification(FBPlugModificationFlag pFlag = kFBAllModifiedMask)
Revert the plug's modification to original status.
pFlag | the type of modification to be reverted. |
def PrintClassDefinitions | ( | ) | [inherited] |
Python Docstring:
staticmethod(function) -> method Convert a function to be a static method. A static method does not receive an implicit first argument. To declare a static method, use this idiom: class C: def f(arg1, arg2, ...): ... f = staticmethod(f) It can be called either on the class (e.g. C.f()) or on an instance (e.g. C().f()). The instance is ignored except for its class. Static methods in Python are similar to those found in Java or C++. For a more advanced concept, see the classmethod builtin.
C++ Signature:
void PrintClassDefinitions()
Print out internal Class (ID) Definition table. For internal debug purpose only.
FBPropertyAnimationNode AnimationNode
[inherited] |
FBPropertyListModel
Children
[inherited] |
FBPropertyVector3d GeometricRotation
[inherited] |
FBPropertyVector3d GeometricScaling
[inherited] |
FBPropertyVector3d GeometricTranslation
[inherited] |
FBPropertyGeometry Geometry
[inherited] |
FBPropertyModelVertexData ModelVertexData
[inherited] |
Python Docstring:
Read only property to get ModelVertexData
Read Only Property: ModelVertexData for the model.
FBPropertyBool Icon3D
[inherited] |
FBPropertyBool IsDeformable
[inherited] |
FBPropertyBool IsConstrained
[inherited] |
FBPropertyInt GeometryUpdateId
[inherited] |
Read Only Property: model geometry (vertex data) related update id.
FBPropertyBool SkeletonDeformable
[inherited] |
Read Write Property: Model skeleton deformable. Not Savable
FBPropertyBool BlendShapeDeformable
[inherited] |
Read Write Property: Model blend-shape deformable. Not Savable
FBPropertyBool ConstrainDeformable
[inherited] |
Read Write Property: Model constraint deformable. Not Savable
FBPropertyBool PointCacheDeformable
[inherited] |
Read Write Property: Model point cache deformable. Not Savable
FBPropertyBool PointCacheRecord
[inherited] |
Read Write Property: Record Point Cache for model? Not Savable
FBPropertyColor UniqueColorId
[inherited] |
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.
FBPropertyModel LookAt
[inherited] |
Read Write Property: Look at model (interest point).
FBPropertyModel Parent
[inherited] |
FBPropertyVector3d PostRotation
[inherited] |
Read Write Property: Post Rotation (considered if RotationActive is true)
FBPropertyVector3d PreRotation
[inherited] |
Read Write Property: Pre Rotation (considered if RotationActive is true)
FBPropertyBool QuaternionInterpolate
[inherited] |
FBPropertyBool PrimaryVisibility
[inherited] |
Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this is turned off.
FBPropertyBool CastsShadows
[inherited] |
Read Write Property: If true, the geometry will produce shadows.
FBPropertyBool ReceiveShadows
[inherited] |
Read Write Property: If true, the geometry will receive shadows.
FBPropertyAnimatableVector3d
Rotation
[inherited] |
FBPropertyBool RotationActive
[inherited] |
Read Write Property: Is model using Rotation Limits?
FBPropertyVector3d RotationMax
[inherited] |
Read Write Property: Max Rotation Limit (considered if RotationActive is true)
FBPropertyBool RotationMaxX
[inherited] |
Read Write Property: Is model using Maximum Rotation Limits On X?
FBPropertyBool RotationMaxY
[inherited] |
Read Write Property: Is model using Maximum Rotation Limits On Y?
FBPropertyBool RotationMaxZ
[inherited] |
Read Write Property: Is model using Maximum Rotation Limits On Z?
FBPropertyVector3d RotationMin
[inherited] |
Read Write Property: Min Rotation Limit (considered if RotationActive is true)
FBPropertyBool RotationMinX
[inherited] |
Read Write Property: Is model using Minimum Rotation Limits On X?
FBPropertyBool RotationMinY
[inherited] |
Read Write Property: Is model using Minimum Rotation Limits On Y?
FBPropertyBool RotationMinZ
[inherited] |
Read Write Property: Is model using Minimum Rotation Limits On Z?
FBPropertyModelRotationOrder RotationOrder
[inherited] |
FBPropertyBool RotationSpaceForLimitOnly
[inherited] |
Read Write Property: Apply Post Rotation Matrix only for Limits?
FBPropertyAnimatableVector3d
Scaling
[inherited] |
FBPropertyScene Scene
[inherited] |
FBPropertyBool Selected
[inherited] |
Read Write Property: Selected property.
Reimplemented from FBComponent.
FBPropertyListShader
Shaders
[inherited] |
FBPropertyListMaterial
Materials
[inherited] |
FBPropertyListTexture
Textures
[inherited] |
List: Textures with Special UseType (Other than "Color" which should connect to materials).
FBPropertyListDeformer
Deformers
[inherited] |
List: Deformers (Skeleton Deformer or Point Cache Deformer).
FBPropertyModelShadingMode ShadingMode
[inherited] |
object CullingMode
[inherited] |
FBPropertyBool Pickable
[inherited] |
Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'true'.
FBPropertyBool Show
[inherited] |
Read Write Property: Indicate if the viewer should show the object, according to its visibility value. This has a default value of 'false'.
FBPropertyBool Transformable
[inherited] |
Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value of 'true'.
FBPropertyBool SoftSelected
[inherited] |
FBPropertyAnimatableVector3d
Translation
[inherited] |
FBPropertyModel UpVector
[inherited] |
FBPropertyAnimatableBool
Visibility
[inherited] |
Read Write Property: Visibility of model. This can be overridden by the 'Show' property.
object IsVisible
[inherited] |
C++ Signature:
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
pEvaluateInfo | evaluate info, |
FBPropertyBool VisibilityInheritance
[inherited] |
Read Write Property: //!< When this value is set to
True
the Visibility of this model is also applied to
all its descendants
FBPropertyBool Animatable
[inherited] |
FBPropertyBool Live
[inherited] |
FBPropertyBool RecordMode
[inherited] |
const char* UniqueName
[inherited] |
object OwnerNamespace
[inherited] |
FBPropertyListComponent
Components
[inherited] |
List: List of components.
Reimplemented in FBScene.
FBPropertyString Name
[inherited] |
Read Write Property: Unique name of object.
Reimplemented in FBAssetMng.
FBPropertyString LongName
[inherited] |
Read Write Property: Name and namespace for object.
object FullName
[inherited] |
FBPropertyListComponent
Parents
[inherited] |
FBPropertyManager PropertyList
[inherited] |
Read Only Property: Manages all of the properties for the component.
object OnUnbind
[inherited] |