FBRenderer Class Reference
 
 
 
FBRenderer Class Reference

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>


Class Description

Open Reality renderer interface.

Inheritance diagram for FBRenderer:
FBComponent FBPlug FBPythonWrapper

Public Member Functions

def  __reduce__ ()
def  GetViewingOptions ()
def  FrameCurrentCameraWithModels ()
def  KeyboardInput ()
def  MouseInput ()
def  MouseInputNormalized ()
def  Pick ()
def  PickNormalized ()
def  RectPick ()
def  RectPickNormalized ()
def  GetLastPickInfoList ()
def  PreRender ()
def  Render ()
def  RenderBegin ()
def  RenderEnd ()
def  OGLSetupSceneLights ()
def  OGLModelDisplay ()
def  SetViewingOptions ()
def  SetViewport ()
def  GetDisplayableGeometry ()
def  GetDisplayableLight ()
def  GetDisplayableGeometryInCameraFrustum ()
def  IsModelInsideCameraFrustum ()
def  __init__ ()
def  PropertyGetModifiedList ()
def  ClassName ()
def  DisableObjectFlags ()
def  EnableObjectFlags ()
def  FBCreate ()
def  FBDelete ()
def  FBDestroy ()
def  GetObjectFlags ()
def  GetObjectStatus ()
def  HasObjectFlags ()
def  Is ()
def  ProcessNamespaceHierarchy ()
def  ProcessObjectNamespace ()
def  PropertyAdd ()
def  PropertyAddReferenceProperty ()
def  PropertyCreate ()
def  PropertyRemove ()
def  SetObjectFlags ()
def  SetObjectStatus ()
def  HardSelect ()
def  GetOwnerFileReference ()
def  BeginChange ()
def  ConnectDst ()
def  ConnectDstAt ()
def  ConnectSrc ()
def  ConnectSrcAt ()
def  DisconnectAllDst ()
def  DisconnectAllSrc ()
def  DisconnectDst ()
def  DisconnectDstAt ()
def  DisconnectSrc ()
def  DisconnectSrcAt ()
def  EndChange ()
def  GetDst ()
def  GetDstCount ()
def  GetDstType ()
def  GetOwned ()
def  GetOwnedCount ()
def  GetOwner ()
def  GetSrc ()
def  GetSrcCount ()
def  GetSrcType ()
def  IsSDKComponent ()
def  MoveSrcAt ()
def  ReplaceDstAt ()
def  ReplaceSrcAt ()
def  SwapSrc ()
def  SetSelfModified ()
def  GetSelfModified ()
def  SetContentModified ()
def  GetContentModified ()
def  GetPlugConnectionModifiedList ()
def  RevertModification ()
def  PrintClassDefinitions ()

Public Attributes

FBPropertyCamera  CurrentCamera
FBPropertyScene  Scene
FBPropertyBool  UseCameraSwitcher
FBPropertyBool  AutoEvaluate
FBPropertyBool  Background
FBPropertyBool  ShowStats
FBPropertyBool  FrustumCulling
FBPropertyBool  DisplayNormals
FBPropertyBool  IDBufferPicking
FBPropertyDouble  IDBufferPickingAlpha
FBPropertyBool  IDBufferDisplay
FBPropertyBool  SelectionOverride
FBPropertyDouble  SelectionOverrideTransparency
FBPropertyColor  SelectionOverrideColor
FBPropertyBool  SelectionForceSnapPointsDisplay
FBPropertyInt  DisplaySetUpdateId
FBPropertyInt  RendererUpdateId
FBPropertyInt  DisplayableGeometryCount
FBPropertyInt  DisplayableLightCount
FBPropertyListRendererCallback  RendererCallbacks
FBPropertyInt  RegisteredCallbackCount
FBPropertyInt  CurrentPaneCallbackIndex
FBPropertyInt  CurrentPaneCallbackPrefIndex
FBPropertyBool  AdvancedMaterialMode
FBPropertyBool  AdvancedLightingMode
object  OwnerNamespace
FBPropertyListComponent  Components
FBPropertyString  Name
FBPropertyString  LongName
object  FullName
FBPropertyListComponent  Parents
FBPropertyManager  PropertyList
FBPropertyBool  Selected
object  OnUnbind

Member Function Documentation

def __reduce__ ( )
def GetViewingOptions ( )

Python Docstring:

GetViewingOptions( (FBRenderer)arg1) -> FBViewingOptions 

C++ Signature:

FBViewingOptions * GetViewingOptions() 

Obtain the current viewing options.

Returns:
A structure that can be queried and updated for a call to SetViewingOptions.
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.

Parameters:
pAll true to frame with all models.
Returns:
true if successful.
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.

Parameters:
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.

Parameters:
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).
Returns:
true if successful.
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.

Parameters:
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.
Returns:
true if successful.
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.

Parameters:
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.

Parameters:
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.

Parameters:
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.

Parameters:
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.

Parameters:
pPickInfosList The list of pick infos.
Returns:
number of item in the list.
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

Parameters:
pLayer Rendering layer ID(default=-1).
Returns:
true if successful.
def Render ( )

Python Docstring:

Render( (FBRenderer)arg1 [, (object)arg2]) -> bool 

C++ Signature:

bool Render(int pLayer = -1) 

Renders one frame.

Parameters:
pLayer Rendering layer ID(default=-1).
Returns:
true if successful.
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.

Parameters:
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.

Parameters:
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.
Remarks:
Must be called at the end of rendering.
def OGLSetupSceneLights ( )

Python Docstring:

OGLSetupSceneLights( (FBRenderer)arg1, (FBRenderOptions)arg2) -> None 

C++ Signature:

void OGLSetupSceneLights(FBRenderOptions & pRenderOptions) 

Setup the scene lights in OpenGL.

Parameters:
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.

Parameters:
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.

Parameters:
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".

Parameters:
pIndex displayable geometry model index to query.
Returns:
displayable geometry model.
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".

Parameters:
pIndex displayable light index to query.
Returns:
displayable light.
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.

Parameters:
pModelList ModelList holding the return models.
pCamera use current camera if NULL.
Returns:
Reference to pModelList. if pModelList is NULL return a const reference to internal static FBModelList and consecutive call to this function will invalidate the result of previous call.
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.

Parameters:
pGeometry the geometry to be queried.
pCamera use current camera if NULL.
Returns:
true if Model is inside camera frustum.
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.

Parameters:
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.

Parameters:
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.

Returns:
The class name (i.e. "FBComponent").

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.

Parameters:
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.

Parameters:
pFlags Flags to enable.
def FBCreate ( ) [inherited]

Python Docstring:

FBCreate( (FBComponent)arg1) -> bool 

C++ Signature:

bool FBCreate() 

Open Reality Creation function.

Returns:
Outcome of creation (true/false).

Reimplemented in FBAssetFile, FBAssetFolder, FBDevice, and FBDeviceOptical.

def FBDelete ( ) [inherited]
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).

Returns:
Get all object flags in one call. Flags can be 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.

Parameters:
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.

Parameters:
pFlags Flags to check if they are present.
Returns:
True if all flags in pFlags are enabled.
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.

Parameters:
pTypeId TypeId to compare object to.
Returns:
Result of the comparison.

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.

Parameters:
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.
Returns:
return true if process successful.
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.

Parameters:
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.
Returns:
return true if process successful.
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.

Parameters:
pProperty The property to add to the property manager.
Returns:
Index in the property array where property was inserted.
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.

Parameters:
pReferenceProperty The property to from an other object to add a reference to (property cannot be a custom ORSDK property).
Returns:
True if the reference property could be added.
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.

Parameters:
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.

Parameters:
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.

Parameters:
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.

Parameters:
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.

Returns:
the owner FileReference object
def BeginChange ( ) [inherited]

Python Docstring:

BeginChange( (FBPlug)arg1) -> bool 

C++ Signature:

bool BeginChange() 

Begins a change on multiple plugs.

Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
pDst Destination plug.
pConnectionType Type of connection, taken from FBConnectionType. Default value should work in all cases.
Returns:
A boolean indicating success (True) or failure (False)
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.

Parameters:
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.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
pSrc Source plug.
pConnectionType Type of connection, taken from FBConnectionType. Default value should work in all cases.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
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.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
pDst Destination plug.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
pIndex Destination plug index.
Returns:
A boolean indicating success (True) or failure (False).
def DisconnectSrc ( ) [inherited]

Python Docstring:

DisconnectSrc( (FBPlug)arg1, (FBPlug)arg2) -> bool 

C++ Signature:

bool DisconnectSrc(FBPlug * pSrc) 

Remove a source connection.

Parameters:
pSrc Source plug.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
pIndex Source plug index.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
pIndex Index of the destination connection's plug.
Returns:
Destination plug at specified index.
def GetDstCount ( ) [inherited]

Python Docstring:

GetDstCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetDstCount() 

Get destination connection count.

Returns:
Total destinations connections 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.

Parameters:
pIndex Index of the destination connection's type.
Returns:
Destination connection's type at specified index.
def GetOwned ( ) [inherited]

Python Docstring:

GetOwned( (FBPlug)arg1, (object)arg2) -> object 

C++ Signature:

FBPlug * GetOwned(int pIndex) 

Get the owned plug at specified index.

Parameters:
pIndex Index of the owned plug to get.
Returns:
The owned plug at specified index.
def GetOwnedCount ( ) [inherited]

Python Docstring:

GetOwnedCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetOwnedCount() 

Get the owned plug count.

Returns:
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.

Returns:
The owner of this plug.
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.

Parameters:
pIndex Index of the source connection's plug.
Returns:
Source plug at specified index.
def GetSrcCount ( ) [inherited]

Python Docstring:

GetSrcCount( (FBPlug)arg1) -> int 

C++ Signature:

int GetSrcCount() 

Get source connection count.

Returns:
Total sources connections 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.

Parameters:
pIndex Index of the source connection's type.
Returns:
Source connection's type at specified index.
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.

bool MoveSrcAt(int pIndex, int pAtIndex)
bool MoveSrcAt(FBPlug * pSrc, FBPlug * pAtSrc)
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.

Parameters:
pIndex Destination plug index.
pDst Plug that will replace the other at index.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
pIndex Source plug index.
pSrc Plug that will replace the other at index.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
pIndexA Plug index.
pIndexB Other plug index.
Returns:
A boolean indicating success (True) or failure (False).
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.

Parameters:
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.

Parameters:
pFlag bitwise AND of self modification flags.
Returns:
true if self changed
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.

Parameters:
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.

Parameters:
pFlag bitwise AND of content modification flags.
Returns:
true if content connection changed.
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.

Parameters:
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.
Returns:
count of list;
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.

Parameters:
pFlag the type of modification to be reverted.
Returns:
true if revert successfully.
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.


Member Data Documentation

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.

Note:
MoBu default render won't utilize those advanced material properties, they're provided for pipeline interop and custom plugin development purpose.

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"

List: List of components.

Reimplemented in FBScene.

FBPropertyString Name [inherited]

Read Write Property: Unique name of object.

Reimplemented in FBAssetMng.

Read Write Property: Name and namespace for object.

Read Only Property: Manages all of the properties for the component.

FBPropertyBool Selected [inherited]

Read Write Property: Selected property.

Reimplemented in FBModel.