This reference page is linked to from the following overview topics: Updated Objects, FBSystem - The System Class, MotionBuilder 2014, MotionBuilder 2013, FBCamera - Cameras.
#include <mobu-python-api.h>
Open Reality renderer interface.
def __reduce__ | ( | ) |
Reimplemented from FBComponent.
def GetViewingOptions | ( | ) |
Python Docstring:
GetViewingOptions( (FBRenderer)arg1) -> FBViewingOptions
C++ Signature:
FBViewingOptions * GetViewingOptions()
Obtain the current viewing options.
def FrameCurrentCameraWithModels | ( | ) |
Python Docstring:
FrameCurrentCameraWithModels( (FBRenderer)arg1, (object)arg2) -> bool
C++ Signature:
bool FrameCurrentCameraWithModels(bool pAll)
Frame the current camera either with all models or with the currently selected models.
pAll | true to frame with all models. |
def KeyboardInput | ( | ) |
Python Docstring:
KeyboardInput( (FBRenderer)arg1, (FBDeviceKeyboardKey)arg2, (object)arg3 [, (object)arg4]) -> None
C++ Signature:
void KeyboardInput(FBDeviceKeyboardKey pKeyIndex, bool pKeyState, bool pIsTrigger = false)
Keyboard input.
pKeyIndex | Key index. (See "enum FBDeviceKeyboardKey" above for supported keys) |
pKeyState | Key state. (True == key is down, False == key is up) |
pIsTrigger | When setting pKeyState to True, resets key state to False right after operation. |
def MouseInput | ( | ) |
Python Docstring:
MouseInput( (FBRenderer)arg1, (object)arg2, (object)arg3, (FBInputType)arg4, (object)arg5, (FBInputModifier)arg6 [, (object)arg7]) -> bool
C++ Signature:
bool MouseInput(int pX, int pY, FBInputType pInputType, int pButtonKey, FBInputModifier pModifier, int pLayer = -1)
Mouse input.
pX | X position. |
pY | Y position. |
pInputType | Type of input. |
pButtonKey | Button/Key pressed. |
pModifier | Modifier pressed (CTRL/ALT/SHIFT). |
pLayer | Rendering layer ID(default=-1). |
def MouseInputNormalized | ( | ) |
Python Docstring:
MouseInputNormalized( (FBRenderer)arg1, (float)arg2, (float)arg3, (FBInputType)arg4, (object)arg5, (FBInputModifier)arg6 [, (object)arg7 [, (object)arg8]]) -> bool
C++ Signature:
bool MouseInputNormalized(float pX, float pY, FBInputType pInputType, int pButtonKey, FBInputModifier pModifier, int pLayer = -1, int pPaneId = -1)
Mouse input.
pX | X position, normalized to the range of [0, 1] in the view port dimension. |
pY | Y position, normalized to the range of [0, 1] in the view port dimension. |
pInputType | Type of input. |
pButtonKey | Button/Key pressed. |
pModifier | Modifier pressed (CTRL/ALT/SHIFT). |
pLayer | Rendering layer ID(default=-1). |
pPaneId | specify which pane's dimension used for normalization, default (-1) for the whole viewer. |
def Pick | ( | ) |
Python Docstring:
Pick( (FBRenderer)arg1, (object)arg2, (object)arg3, (FBPickInfosList)arg4) -> bool
C++ Signature:
bool Pick(int pX, int pY, FBPickInfosList & pPickInfosList, bool pNeedIntersectPosition = false)
Object picking selection.
pX | X position. |
pY | Y position. |
pPickInfosList | The list of pick infos. |
pNeedIntersectPosition | require valid intersection position if true, this will take more time to process, and not reliable with very dense mesh. |
def PickNormalized | ( | ) |
Python Docstring:
PickNormalized( (FBRenderer)arg1, (float)arg2, (float)arg3, (FBPickInfosList)arg4 [, (object)arg5]) -> bool
C++ Signature:
bool PickNormalized(float pX, float pY, FBPickInfosList & pPickInfosList, bool pNeedIntersectPosition = false, int pPaneId = -1)
Object picking selection.
pX | X position, normalized to the range of [0, 1] in the view port dimension. |
pY | Y position, normalized to the range of [0, 1] in the view port dimension. |
pPickInfosList | The list of pick infos. |
pNeedIntersectPosition | require valid intersection position if true, this will take more time to process, and not reliable with very dense mesh. |
pPaneId | specify which pane's dimension used for normalization, default (-1) for the whole viewer. |
def RectPick | ( | ) |
Python Docstring:
RectPick( (FBRenderer)arg1, (object)arg2, (object)arg3, (object)arg4, (object)arg5, (FBPickInfosList)arg6) -> bool
C++ Signature:
bool RectPick(int pX1, int pY1, int pX2, int pY2, FBPickInfosList & pPickInfosList)
Object rectangle selection.
pX1 | Left upper corner X position. |
pY1 | Left upper corner y position. |
pX2 | Right bottom corner X position. |
pY2 | Right bottom corner y position. |
pPickInfosList | The list of pick infos. |
def RectPickNormalized | ( | ) |
Python Docstring:
RectPickNormalized( (FBRenderer)arg1, (float)arg2, (float)arg3, (float)arg4, (float)arg5, (FBPickInfosList)arg6 [, (object)arg7]) -> bool
C++ Signature:
bool RectPickNormalized(float pX1, float pY1, float pX2, float pY2, FBPickInfosList & pPickInfosList, int pPaneId = -1)
Object rectangle selection.
pX1 | Left upper corner X position, normalized to the range of [0, 1] in the viewport dimension. |
pY1 | Left upper corner y position, normalized to the range of [0, 1] in the viewport dimension. |
pX2 | Right bottom corner X position, normalized to the range of [0, 1] in the viewport dimension. |
pY2 | Right bottom corner y position, normalized to the range of [0, 1] in the viewport dimension. |
pPickInfosList | The list of pick infos. |
pPaneId | specify which pane's dimension used for normalization, default (-1) for the whole viewer. |
def GetLastPickInfoList | ( | ) |
Python Docstring:
GetLastPickInfoList( (FBRenderer)arg1, (FBPickInfosList)arg2) -> int
C++ Signature:
int GetLastPickInfoList(FBPickInfosList & pPickInfosList)
Return the last picking info list in the current view pane.
pPickInfosList | The list of pick infos. |
def PreRender | ( | ) |
Python Docstring:
PreRender( (FBRenderer)arg1 [, (object)arg2]) -> bool
C++ Signature:
bool PreRender(int pLayer = -1)
PreRenders one frame (needed for some shaders) This functions destroys the frame buffer content and must be called every time a render is called the typical order of call must be Renderer->Prerender // at this point the frame buffer is garbage. -Clear the ogl -Do your render functions Renderer->Render
pLayer | Rendering layer ID(default=-1). |
def Render | ( | ) |
Python Docstring:
Render( (FBRenderer)arg1 [, (object)arg2]) -> bool
C++ Signature:
bool Render(int pLayer = -1)
Renders one frame.
pLayer | Rendering layer ID(default=-1). |
def RenderBegin | ( | ) |
Python Docstring:
RenderBegin( (FBRenderer)arg1, (object)arg2, (object)arg3, (object)arg4, (object)arg5) -> bool
C++ Signature:
bool RenderBegin(int pX, int pY, int pW, int pH)
RenderBegin.
pX | X position where to render. |
pY | Y position where to render. |
pW | Width of render area. |
pH | Hight of render area. |
must be called before rendering can happen
def RenderEnd | ( | ) |
Python Docstring:
RenderEnd( (FBRenderer)arg1) -> bool
C++ Signature:
bool RenderEnd(FBView * pView = NULL)
RenderEnd.
pView | If you want the renderer to draw artifacts, such as TimeCode, CameraLabel or SafeArea, you must provide the FBView on which the renderer draws on. |
def OGLSetupSceneLights | ( | ) |
Python Docstring:
OGLSetupSceneLights( (FBRenderer)arg1, (FBRenderOptions)arg2) -> None
C++ Signature:
void OGLSetupSceneLights(FBRenderOptions & pRenderOptions)
Setup the scene lights in OpenGL.
pRenderOptions | See FBRenderOptions for more detail. |
def OGLModelDisplay | ( | ) |
Python Docstring:
OGLModelDisplay( (FBRenderer)arg1, (FBRenderOptions)arg2, (FBModel)arg3) -> None
C++ Signature:
void OGLModelDisplay(FBRenderOptions & pRenderOptions, FBModel & pModel)
def SetViewingOptions | ( | ) |
Python Docstring:
SetViewingOptions( (FBRenderer)arg1, (FBViewingOptions)arg2) -> bool
C++ Signature:
bool SetViewingOptions(FBViewingOptions & pOptions)
Set the viewing options.
pOptions | See FBViewingOptions for more detail. |
def SetViewport | ( | ) |
Python Docstring:
SetViewport( (FBRenderer)arg1, (object)arg2, (object)arg3, (object)arg4, (object)arg5) -> None
C++ Signature:
void SetViewport(int pX, int pY, int pW, int pH)
Must be called before inputing if the same renderer is used on multiple views/cameras in the same application.
pX | X position where to render. |
pY | Y position where to render. |
pW | Width of render area. |
pH | Hight of render area. |
def GetDisplayableGeometry | ( | ) |
Python Docstring:
GetDisplayableGeometry( (FBRenderer)arg1, (object)arg2) -> object
C++ Signature:
FBModel * GetDisplayableGeometry(int pIndex)
Get the displayable geometry model. Those geometry models which have Show property ON are considered as "displayable".
pIndex | displayable geometry model index to query. |
def GetDisplayableLight | ( | ) |
Python Docstring:
GetDisplayableLight( (FBRenderer)arg1, (object)arg2) -> object
C++ Signature:
FBLight * GetDisplayableLight(int pIndex)
Get the displayable light. Those light models which have Show property ON are considered as "displayable".
pIndex | displayable light index to query. |
def GetDisplayableGeometryInCameraFrustum | ( | ) |
Python Docstring:
GetDisplayableGeometryInCameraFrustum( (FBRenderer)arg1, (FBModelList)arg2, (FBCamera)arg3) -> None
C++ Signature:
const FBModelList & GetDisplayableGeometryInCameraFrustum(FBModelList * pModelList = NULL, FBCamera * pCamera = NULL)
Get a list of displayable geometry inside given camera's frustum. This function will return conservative result. It's possible for some geometry outside of the frustum will be considered to be visible, but it will not skip any real visible geometry. This function should only be called in the main rendering thread.
pModelList | ModelList holding the return models. |
pCamera | use current camera if NULL. |
def IsModelInsideCameraFrustum | ( | ) |
Python Docstring:
IsModelInsideCameraFrustum( (FBRenderer)arg1, (FBModel)arg2, (FBCamera)arg3) -> bool
C++ Signature:
bool IsModelInsideCameraFrustum(FBModel * pGeometry, FBCamera * pCamera = NULL)
To tell if given model is located inside camera's frustum. This function will return conservative result. It's possible for some geometry outside of the frustum will be considered to be visible, but it will not skip any real visible geometry. This function should only be called in the main rendering thread.
pGeometry | the geometry to be queried. |
pCamera | use current camera if NULL. |
def __init__ | ( | ) |
Python Docstring:
Raises an exception This class cannot be instantiated from Python
C++ Signature:
FBRenderer(HIObject pObject)
Constructor. Client code cannot instantiate objects of this class. The FBSystem and FBScene classes provide access to the current renderer.
pObject | For internal use only. |
Reimplemented from FBComponent.
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 FBDelete | ( | ) | [inherited] |
Python Docstring:
FBDelete( (FBComponent)arg1) -> None
C++ Signature:
void FBDelete()
Open Reality deletion function.
Reimplemented in FBActor, FBActorFace, FBAnimationLayer, FBAudioClip, FBCharacter, FBCharacterExtension, FBCharacterFace, FBFileReference, FBFilter, FBFolder, FBGenericMenu, FBGroup, FBImage, FBKeyingGroup, FBLayeredTexture, FBModel, FBMotionClip, FBNamespace, FBScene, FBSet, FBStoryClip, FBStoryFolder, FBStoryTrack, FBTake, FBTexture, and FBVideoClip.
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.
FBPropertyCamera CurrentCamera |
Read Write Property: Current camera. if UseCameraSwitcher is on, this will Get/Set camera switcher's current camera;
FBPropertyScene Scene |
Read Write Property: Scene that the renderer will use/draw
Read Write Property: Activate/Deactivate usage of camera switcher for the first model view of main viewer.
Read Write Property: Indicate if a call to RenderBegin will also cause a re-evaluation of the scene.
Read Write Property: Show the stats about FPS, Evaluation rate ... like when using Shift-F in main viewer.
Read Write Property: Turn on/off the early frustum culling optimization.
Read Write Property: Display model normals in main viewer.
Read write Property: Use ID (Color) Buffer for picking, instead of OpenGl selection buffer picking.
Read write Property: Those Semi-transparent (Alpha Blend) geometry(region) contribute less than this threshold, will be considered as invisible during ID picking.
Read write Property: Render Model's unique Color ID into color Buffer (used for picking)
Read write Property: Add transparent color override layer on selected models if true.
Read write Property: Selection override layer transparency.
Read write Property: Selection override layer color.
Read write Property: Force show all feature points (pivots and etc) on selected models if true, ignore individual model's settings.
Read Only Property: Current DisplaySet Update Id. Add/Delete models, Show/Hide models will affect DisplaySet.
Read Only Property: Current Render Update Id. DisplaySet update, material change, texture changes and shader change and other operations will trigger Renderer update.
Read Only Property: Registered Renderer Callback Count.
Read Write Property: Current Pane's Renderer Callback Index.
Read Write Property: Current Pane's Renderer Callback Preference Index.
Read write Property: Turn on/off advanced material setting UI widgets.
Read write Property: Turn on/off advanced lighting setting UI widgets. Include UI widgets for various advanced lighting setting, includes: Light: area light, spot light inner/outer angles, barndoors and etc.,; Model: PrimaryVisibility, CastsShadows and ReceiveShadows. MoBu default render doesn't utilize those advanced lighting properties, they're provided for pipeline interop and custom plugin development purpose. This property must been set to be true before creating any scene light or model objects to allow UI widgets display properly. it's equivalent to the config item "AdvancedLightingUISetting" at [Rendering] section"
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.
FBPropertyBool Selected
[inherited] |
Read Write Property: Selected property.
Reimplemented in FBModel.
object OnUnbind
[inherited] |