FBRenderer Class Reference

#include <mobu-python-api.h>

Class Description

Open Reality renderer interface.

+ Inheritance diagram for FBRenderer:

Public Member Functions

 __reduce__ ()
 
 ArrangeSelectedObjectsInSchematic (FBRenderer arg1)
 Request to arrange selected objects in schematic view . More...
 
bool FrameCurrentCameraWithModels (FBRenderer arg1, object arg2)
 Frame the current camera either with all models or with the currently selected models. More...
 
bool ArrangeObjectsInSchematicFromModel (FBRenderer arg1, FBModel arg2)
 Request to arrange a node's tree in the Schematic View, given a starting node. More...
 
 ArrangeAllInSchematic (FBRenderer arg1, FBArrangeMode arg2)
 Request to arrange all objects in schematic view . More...
 
tuple GetSchematicNodesBoundingBox (FBRenderer arg1, object arg2)
 Returns the bounding box (top, left, bottom, right) used by all the Schematic View nodes. More...
 
tuple GetSchematicNodesBoundingBoxFromModel (FBRenderer arg1, FBModel arg2, object arg3)
 Returns the bounding box (top, left, bottom, right) of a node's tree in the Schematic View, given a starting node. More...
 
FBViewingOptions GetViewingOptions (FBRenderer arg1)
 Obtain the current viewing options. More...
 
 KeyboardInput (FBRenderer arg1, FBDeviceKeyboardKey arg2, object arg3, object arg4)
 Keyboard input. More...
 
bool MouseInput (FBRenderer arg1, object arg2, object arg3, FBInputType arg4, object arg5, FBInputModifier arg6, object arg7, object arg8)
 Mouse input. More...
 
bool MouseInputNormalized (FBRenderer arg1, float arg2, float arg3, FBInputType arg4, object arg5, FBInputModifier arg6, object arg7, object arg8, object arg9)
 Mouse input. More...
 
bool Pick (FBRenderer arg1, object arg2, object arg3, FBPickInfosList arg4)
 Object picking selection. More...
 
bool PickNormalized (FBRenderer arg1, float arg2, float arg3, FBPickInfosList arg4, object arg5)
 Object picking selection. More...
 
bool RectPick (FBRenderer arg1, object arg2, object arg3, object arg4, object arg5, FBPickInfosList arg6)
 Object rectangle selection. More...
 
bool RectPickNormalized (FBRenderer arg1, float arg2, float arg3, float arg4, float arg5, FBPickInfosList arg6, object arg7)
 Object rectangle selection. More...
 
int GetLastPickInfoList (FBRenderer arg1, FBPickInfosList arg2)
 Return the last picking info list in the current view pane. More...
 
bool PreRender (FBRenderer arg1, object arg2)
 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. More...
 
bool Render (FBRenderer arg1, object arg2)
 Renders one frame. More...
 
bool RenderBegin (FBRenderer arg1, object arg2, object arg3, object arg4, object arg5)
 RenderBegin. More...
 
bool RenderEnd (FBRenderer arg1)
 RenderEnd. More...
 
 OGLSetupSceneLights (FBRenderer arg1, FBRenderOptions arg2)
 Setup the scene lights in OpenGL. More...
 
 OGLModelDisplay (FBRenderer arg1, FBRenderOptions arg2, FBModel arg3)
 
bool SetViewingOptions (FBRenderer arg1, FBViewingOptions arg2)
 Set the viewing options. More...
 
 SetViewport (FBRenderer arg1, object arg2, object arg3, object arg4, object arg5)
 Must be called before inputing if the same renderer is used on multiple views/cameras in the same application. More...
 
object GetDisplayableGeometry (FBRenderer arg1, object arg2)
 Get the displayable geometry model. More...
 
object GetDisplayableLight (FBRenderer arg1, object arg2)
 Get the displayable light. More...
 
 GetDisplayableGeometryInCameraFrustum (FBRenderer arg1, FBModelList arg2, FBCamera arg3)
 Get a list of displayable geometry inside given camera's frustum. More...
 
bool IsModelInsideCameraFrustum (FBRenderer arg1, FBModel arg2, FBCamera arg3)
 To tell if given model is located inside camera's frustum. More...
 
 SetCameraInPane (FBRenderer arg1, FBCamera arg2, int arg3)
 Set the camera to display in the given pane index. More...
 
object GetCameraInPane (FBRenderer arg1, int arg2)
 Return the camera displayed in the given pane index. More...
 
 SetPaneCount (FBRenderer arg1, int arg2)
 Set the number of panes to display in the viewer's layout. More...
 
int GetPaneCount (FBRenderer arg1)
 Return the number of panes displayed in the viewer's layout. More...
 
bool SetSelectedPaneIndex (FBRenderer arg1, int arg2)
 Select the pane associated with the given pane index in the active viewer's layout. More...
 
int GetSelectedPaneIndex (FBRenderer arg1)
 Return the pane index associated with the selected pane in the active viewer's layout. More...
 
 SetSchematicViewInPane (FBRenderer arg1, int arg2, object arg3)
 Set/Remove the Schematic View in the given pane index. More...
 
int GetSchematicViewPaneIndex (FBRenderer arg1)
 Return the pane index of the pane displaying the Schematic View. More...
 
 SetCameraSwitcherInPane (FBRenderer arg1, int arg2, object arg3)
 Set/Remove the Camera Switcher in the given pane index. More...
 
bool IsCameraSwitcherInPane (FBRenderer arg1, int arg2)
 Return the Camera Switcher activeness in the given pane index. More...
 
 __init__ (...)
 Constructor. More...
 
- Public Member Functions inherited from FBComponent
 __reduce__ ()
 
FBPropertyList PropertyGetModifiedList (FBComponent arg1, FBPlugModificationFlag arg2)
 Get list of properties which have been modified since last loading. More...
 
str ClassName (FBComponent arg1)
 Get the class name. More...
 
 DisableObjectFlags (FBComponent arg1, FBObjectFlag arg2)
 Disable a specific Object Flags. More...
 
 EnableObjectFlags (FBComponent arg1, FBObjectFlag arg2)
 Enable a specific Object Flags. More...
 
bool FBCreate (FBComponent arg1)
 Open Reality Creation function. More...
 
 FBDelete (FBComponent arg1)
 Open Reality deletion function. More...
 
 FBDestroy (FBComponent arg1)
 Open Reality destruction function. More...
 
FBObjectFlag GetObjectFlags (FBComponent arg1)
 Get all Object Flags (concatenated). More...
 
bool GetObjectStatus (FBComponent arg1, FBObjectStatus arg2)
 Check to see if an object status is enabled. More...
 
bool HasObjectFlags (FBComponent arg1, FBObjectFlag arg2)
 Check whether a specific object flag is enabled. More...
 
bool Is (FBComponent arg1, object arg2)
 Returns true if object is of type TypeId. More...
 
bool ProcessNamespaceHierarchy (FBComponent arg1, FBNamespaceAction arg2, str arg3, str arg4, object arg5)
 ProcessNamespaceHierarchy. More...
 
bool ProcessObjectNamespace (FBComponent arg1, FBNamespaceAction arg2, str arg3, str arg4, object arg5)
 ProcessObjectNamespace. More...
 
int PropertyAdd (FBComponent arg1, FBProperty arg2)
 Add a property to the component's property manager. More...
 
bool PropertyAddReferenceProperty (FBComponent arg1, FBProperty arg2)
 Add a reference property to the component's property manager. More...
 
object PropertyCreate (FBComponent arg1, str arg2, FBPropertyType arg3, str arg4, object arg5, object arg6, FBProperty arg7)
 Create user or dynamic property. More...
 
 PropertyRemove (FBComponent arg1, FBProperty arg2)
 Remove a Property from the component's Property manager. More...
 
 SetObjectFlags (FBComponent arg1, FBObjectFlag arg2)
 SetObjectFlags. More...
 
 SetObjectStatus (FBComponent arg1, FBObjectStatus arg2, object arg3)
 Enable/Disable a specific Object Status. More...
 
 HardSelect (FBComponent arg1)
 HardSelect. More...
 
object GetOwnerFileReference (FBComponent arg1)
 Get the owner FileReference object. More...
 
 __init__ (...)
 Constructor. More...
 
- Public Member Functions inherited from FBPlug
 __reduce__ ()
 
bool BeginChange (FBPlug arg1)
 Begins a change on multiple plugs. More...
 
str ClassName (FBPlug arg1)
 internal System vars. More...
 
bool ConnectDst (FBPlug arg1, FBPlug arg2, FBConnectionType arg3)
 Add a destination connection. More...
 
bool ConnectDstAt (FBPlug arg1, object arg2, FBPlug arg3, FBConnectionType arg4)
 Add a destination connection. More...
 
bool ConnectSrc (FBPlug arg1, FBPlug arg2, FBConnectionType arg3)
 Add a source connection. More...
 
bool ConnectSrcAt (FBPlug arg1, object arg2, FBPlug arg3, FBConnectionType arg4)
 Add a source connection. More...
 
 DisconnectAllDst (FBPlug arg1)
 Remove all destination connections. More...
 
 DisconnectAllSrc (FBPlug arg1)
 Remove all source connections. More...
 
bool DisconnectDst (FBPlug arg1, FBPlug arg2)
 Remove a destination connection. More...
 
bool DisconnectDstAt (FBPlug arg1, object arg2)
 Remove a destination connection at a specified index. More...
 
bool DisconnectSrc (FBPlug arg1, FBPlug arg2)
 Remove a source connection. More...
 
bool DisconnectSrcAt (FBPlug arg1, object arg2)
 Remove a source connection at a specified index. More...
 
 EndChange (FBPlug arg1)
 Ends a change on multiple plugs. More...
 
object GetDst (FBPlug arg1, object arg2)
 Get a destination connection's plug at specified index. More...
 
int GetDstCount (FBPlug arg1)
 Get destination connection count. More...
 
FBConnectionType GetDstType (FBPlug arg1, object arg2)
 Get a destination connection's type at specified index. More...
 
object GetOwned (FBPlug arg1, object arg2)
 Get the owned plug at specified index. More...
 
int GetOwnedCount (FBPlug arg1)
 Get the owned plug count. More...
 
object GetOwner (FBPlug arg1)
 Get the owner of this plug. More...
 
object GetSrc (FBPlug arg1, object arg2)
 Get a source connection's plug at specified index. More...
 
int GetSrcCount (FBPlug arg1)
 Get source connection count. More...
 
FBConnectionType GetSrcType (FBPlug arg1, object arg2)
 Get a source connection's type at specified index. More...
 
bool Is (FBPlug arg1, object arg2)
 Is( int pTypeId ) More...
 
bool IsSDKComponent (FBPlug arg1)
 Return whether or not item is an SDK component. More...
 
 MoveSrcAt (...)
 
bool ReplaceDstAt (FBPlug arg1, object arg2, FBPlug arg3)
 Replace a destination connection at a specified index. More...
 
bool ReplaceSrcAt (FBPlug arg1, object arg2, FBPlug arg3)
 Replace a source connection at a specified index. More...
 
bool SwapSrc (FBPlug arg1, object arg2, object arg3)
 Swap source connection at index A with source connection at index B. More...
 
 SetSelfModified (FBPlug arg1, FBPlugModificationFlag arg2, object arg3)
 Set the plug's self modification flag. More...
 
bool GetSelfModified (FBPlug arg1, FBPlugModificationFlag arg2)
 Tell if the plug's self has changed. More...
 
 SetContentModified (FBPlug arg1, FBPlugModificationFlag arg2, object arg3)
 Set the plug's owned property/object's modification flag. More...
 
bool GetContentModified (FBPlug arg1, FBPlugModificationFlag arg2)
 Tell if the plug's content has changed. More...
 
int GetPlugConnectionModifiedList (FBPlug arg1, FBPlugList arg2, FBPlugModificationFlag arg3, object arg4)
 Get plug's modified src/dst property/object connection added/removed List. More...
 
bool RevertModification (FBPlug arg1, FBPlugModificationFlag arg2)
 Revert the plug's modification to original status. More...
 
 __init__ (...)
 
method staticmethod (function)
 
- Public Member Functions inherited from FBPythonWrapper
 __reduce__ ()
 
 __init__ (...)
 

Public Attributes

FBPropertyCamera CurrentCamera
 
FBPropertyScene Scene
 Read Write Property: Scene that the renderer will use/draw More...
 
FBPropertyBool UseCameraSwitcher
 
FBPropertyBool AutoEvaluate
 Read Write Property: Indicate if a call to RenderBegin will also cause a re-evaluation of the scene. More...
 
FBPropertyBool Background
 Read Write Property: The renderer. More...
 
FBPropertyBool ShowStats
 Read Write Property: Show the stats about FPS, Evaluation rate ... More...
 
FBPropertyBool FrustumCulling
 Read Write Property: Turn on/off the early frustum culling optimization. More...
 
FBPropertyBool DisplayNormals
 Read Write Property: Display model normals in main viewer. More...
 
object PickingEnabled
 
FBPropertyBool IDBufferPicking
 Read write Property: Use ID (Color) Buffer for picking, instead of OpenGl selection buffer picking. More...
 
FBPropertyDouble IDBufferPickingAlpha
 Read write Property: Those Semi-transparent (Alpha Blend) geometry(region) contribute less than this threshold, will be considered as invisible during ID picking. More...
 
FBPropertyBool IDBufferDisplay
 Read write Property: Render Model's unique Color ID into color Buffer (used for picking) More...
 
FBPropertyBool SelectionOverride
 Read write Property: Add transparent color override layer on selected models if true. More...
 
FBPropertyDouble SelectionOverrideTransparency
 Read write Property: Selection override layer transparency. More...
 
FBPropertyColor SelectionOverrideColor
 Read write Property: Selection override layer color. More...
 
FBPropertyBool SelectionForceSnapPointsDisplay
 Read write Property: Force show all feature points (pivots and etc) on selected models if true, ignore individual model's settings. More...
 
FBPropertyInt DisplaySetUpdateId
 Read Only Property: Current DisplaySet Update Id. More...
 
FBPropertyInt RendererUpdateId
 Read Only Property: Current Render Update Id. More...
 
FBPropertyInt DisplayableGeometryCount
 Read Only Property: Displayable geometry count. More...
 
FBPropertyInt DisplayableLightCount
 Read Only Property: Displayable light count. More...
 
ORSDK2018::FBPropertyListRendererCallback RendererCallbacks
 List: Renderer Callbacks attached. More...
 
FBPropertyInt RegisteredCallbackCount
 Read Only Property: Registered Renderer Callback Count. More...
 
FBPropertyInt CurrentPaneCallbackIndex
 Read Write Property: Current Pane's Renderer Callback Index. More...
 
FBPropertyInt CurrentPaneCallbackPrefIndex
 Read Write Property: Current Pane's Renderer Callback Preference Index. More...
 
FBPropertyBool AdvancedMaterialMode
 Read write Property: Turn on/off advanced material setting UI widgets. More...
 
FBPropertyBool AdvancedLightingMode
 Read write Property: Turn on/off advanced lighting setting UI widgets. More...
 
object HideManipulatorsOnManip
 
- Public Attributes inherited from FBComponent
object OwnerNamespace
 
ORSDK2018::FBPropertyListComponent Components
 List: List of components. More...
 
ORSDK2018::FBPropertyString Name
 Read Write Property: Unique name of object. More...
 
ORSDK2018::FBPropertyString LongName
 Read Write Property: Name and namespace for object. More...
 
object FullName
 
ORSDK2018::FBPropertyListComponent Parents
 List: Parents. More...
 
ORSDK2018::FBPropertyManager PropertyList
 Read Only Property: Manages all of the properties for the component. More...
 
FBPropertyBool Selected
 Read Write Property: Selected property. More...
 
- Public Attributes inherited from FBPythonWrapper
object OnUnbind
 

Member Function Documentation

__init__ (   ...)

Constructor.

Python Docstring:

Raises an exception
This class cannot be instantiated from Python 

C++ Signature:

 FBRenderer(HIObject pObject) 

Client code cannot instantiate objects of this class. The FBSystem and FBScene classes provide access to the current renderer.

Parameters
pObjectFor internal use only.
__reduce__ ( )
ArrangeAllInSchematic ( FBRenderer  arg1,
FBArrangeMode  arg2 
)

Request to arrange all objects in schematic view .

Python Docstring:

ArrangeAllInSchematic( (FBRenderer)arg1, (FBArrangeMode)arg2) -> None 

C++ Signature:

void ArrangeAllInSchematic(FBArrangeMode pMode) 
Parameters
pModeArrange mode.
bool ArrangeObjectsInSchematicFromModel ( FBRenderer  arg1,
FBModel  arg2 
)

Request to arrange a node's tree in the Schematic View, given a starting node.

Python Docstring:

ArrangeObjectsInSchematicFromModel( (FBRenderer)arg1, (FBModel)arg2) -> bool 

C++ Signature:

bool ArrangeObjectsInSchematicFromModel(const ORSDK2018::FBModel & pModel) 
Parameters
pModelThe starting node from which the arrange operation is requested.
Returns
True if the operation is successful, false otherwise.
ArrangeSelectedObjectsInSchematic ( FBRenderer  arg1)

Request to arrange selected objects in schematic view .

Python Docstring:

ArrangeSelectedObjectsInSchematic( (FBRenderer)arg1) -> None 

C++ Signature:

void ArrangeSelectedObjectsInSchematic() 
bool FrameCurrentCameraWithModels ( FBRenderer  arg1,
object  arg2 
)

Frame the current camera either with all models or with the currently selected models.

Python Docstring:

FrameCurrentCameraWithModels( (FBRenderer)arg1, (object)arg2) -> bool 

C++ Signature:

bool FrameCurrentCameraWithModels(bool pAll) 
Parameters
pAlltrue to frame with all models.
Returns
true if successful.
object GetCameraInPane ( FBRenderer  arg1,
int  arg2 
)

Return the camera displayed in the given pane index.

Python Docstring:

GetCameraInPane( (FBRenderer)arg1, (int)arg2) -> object 

C++ Signature:

ORSDK2018::FBCamera * GetCameraInPane(unsigned int pPaneIndex) 

If the Schematic View is displayed in the pane associated with the given pane index, the returned camera is the camera that would be displayed if the Schematic View was deactivated. If the Camera Switcher is on in the pane associated with the given pane index, the returned camera is the switcher's current camera. Note: To operate current camera in Camera Switcher, it is recommended to use FBCameraSwitcher().

Parameters
pPaneIndexThe pane index.
Returns
The camera used in the given pane index, NULL if the pane index is invalid.
object GetDisplayableGeometry ( FBRenderer  arg1,
object  arg2 
)

Get the displayable geometry model.

Python Docstring:

GetDisplayableGeometry( (FBRenderer)arg1, (object)arg2) -> object 

C++ Signature:

ORSDK2018::FBModel * GetDisplayableGeometry(int pIndex) 

Those geometry models which have Show property ON are considered as "displayable".

Parameters
pIndexdisplayable geometry model index to query.
Returns
displayable geometry model.
GetDisplayableGeometryInCameraFrustum ( FBRenderer  arg1,
FBModelList  arg2,
FBCamera  arg3 
)

Get a list of displayable geometry inside given camera's frustum.

Python Docstring:

GetDisplayableGeometryInCameraFrustum( (FBRenderer)arg1, (FBModelList)arg2, (FBCamera)arg3) -> None 

C++ Signature:

const FBModelList & GetDisplayableGeometryInCameraFrustum(FBModelList * pModelList = ((void *) 0), ORSDK2018::FBCamera * pCamera = ((void *) 0)) 

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
pModelListModelList holding the return models.
pCamerause 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.
object GetDisplayableLight ( FBRenderer  arg1,
object  arg2 
)

Get the displayable light.

Python Docstring:

GetDisplayableLight( (FBRenderer)arg1, (object)arg2) -> object 

C++ Signature:

ORSDK2018::FBLight * GetDisplayableLight(int pIndex) 

Those light models which have Show property ON are considered as "displayable".

Parameters
pIndexdisplayable light index to query.
Returns
displayable light.
int GetLastPickInfoList ( FBRenderer  arg1,
FBPickInfosList  arg2 
)

Return the last picking info list in the current view pane.

Python Docstring:

GetLastPickInfoList( (FBRenderer)arg1, (FBPickInfosList)arg2) -> int 

C++ Signature:

int GetLastPickInfoList(FBPickInfosList & pPickInfosList) 
Parameters
pPickInfosListThe list of pick infos.
Returns
number of item in the list.
int GetPaneCount ( FBRenderer  arg1)

Return the number of panes displayed in the viewer's layout.

Python Docstring:

GetPaneCount( (FBRenderer)arg1) -> int 

C++ Signature:

unsigned int GetPaneCount() 
Returns
The number of panes displayed.
tuple GetSchematicNodesBoundingBox ( FBRenderer  arg1,
object  arg2 
)

Returns the bounding box (top, left, bottom, right) used by all the Schematic View nodes.

Python Docstring:

GetSchematicNodesBoundingBox( (FBRenderer)arg1, (object)arg2) -> tuple 

C++ Signature:

bool GetSchematicNodesBoundingBox(bool pConsiderCollapsedNodes, int & pTop, int & pLeft, int & pBottom, int & pRight) 
Parameters
pConsiderCollapsedNodesTrue to also consider nodes which are not visible because collapsed, false otherwise.
pTopTop value of the bounding box. Will be filled once the method returns.
pLeftLeft value of the bounding box. Will be filled once the method returns.
pBottomBottom value of the bounding box. Will be filled once the method returns.
pRightRight value of the bounding box. Will be filled once the method returns.
Returns
True if the operation is successful, false otherwise (e.g. the Schematic View has any node in it, etc.).
tuple GetSchematicNodesBoundingBoxFromModel ( FBRenderer  arg1,
FBModel  arg2,
object  arg3 
)

Returns the bounding box (top, left, bottom, right) of a node's tree in the Schematic View, given a starting node.

Python Docstring:

GetSchematicNodesBoundingBoxFromModel( (FBRenderer)arg1, (FBModel)arg2, (object)arg3) -> tuple 

C++ Signature:

bool GetSchematicNodesBoundingBoxFromModel(ORSDK2018::FBModel * pModel, bool pConsiderCollapsedNodes, int & pTop, int & pLeft, int & pBottom, int & pRight) 
Parameters
pModelThe starting node from which the bounding box tree is requested.
pConsiderCollapsedNodesTrue to also consider nodes which are not visible because collapsed, false otherwise.
pTopTop value of the bounding box. Will be filled once the method returns.
pLeftLeft value of the bounding box. Will be filled once the method returns.
pBottomBottom value of the bounding box. Will be filled once the method returns.
pRightRight value of the bounding box. Will be filled once the method returns.
Returns
True if the operation is successful, false otherwise (e.g. the starting node is not in the Schematic View, etc.).
int GetSchematicViewPaneIndex ( FBRenderer  arg1)

Return the pane index of the pane displaying the Schematic View.

Python Docstring:

GetSchematicViewPaneIndex( (FBRenderer)arg1) -> int 

C++ Signature:

int GetSchematicViewPaneIndex() 
Returns
The pane index of the pane displaying the Schematic View, -1 if the Schematic View is currently not displayed in any pane.
int GetSelectedPaneIndex ( FBRenderer  arg1)

Return the pane index associated with the selected pane in the active viewer's layout.

Python Docstring:

GetSelectedPaneIndex( (FBRenderer)arg1) -> int 

C++ Signature:

unsigned int GetSelectedPaneIndex() 
Returns
The selected pane index.
FBViewingOptions GetViewingOptions ( FBRenderer  arg1)

Obtain the current viewing options.

Python Docstring:

GetViewingOptions( (FBRenderer)arg1) -> FBViewingOptions 

C++ Signature:

ORSDK2018::FBViewingOptions * GetViewingOptions() 
Returns
A structure that can be queried and updated for a call to SetViewingOptions.
bool IsCameraSwitcherInPane ( FBRenderer  arg1,
int  arg2 
)

Return the Camera Switcher activeness in the given pane index.

Python Docstring:

IsCameraSwitcherInPane( (FBRenderer)arg1, (int)arg2) -> bool 

C++ Signature:

bool IsCameraSwitcherInPane(unsigned int pPaneIndex) 

If the Schematic View is displayed in the pane associated with the given pane index, the returned value is the value that would be returned if the Schematic View was deactivated.

Parameters
pPaneIndexThe pane index.
Returns
True if the Camera Switcher is active in the pane associated with the given pane index, False otherwise.
bool IsModelInsideCameraFrustum ( FBRenderer  arg1,
FBModel  arg2,
FBCamera  arg3 
)

To tell if given model is located inside camera's frustum.

Python Docstring:

IsModelInsideCameraFrustum( (FBRenderer)arg1, (FBModel)arg2, (FBCamera)arg3) -> bool 

C++ Signature:

bool IsModelInsideCameraFrustum(ORSDK2018::FBModel * pGeometry, ORSDK2018::FBCamera * pCamera = ((void *) 0)) 

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
pGeometrythe geometry to be queried.
pCamerause current camera if NULL.
Returns
true if Model is inside camera frustum.
KeyboardInput ( FBRenderer  arg1,
FBDeviceKeyboardKey  arg2,
object  arg3,
object  arg4 
)

Keyboard input.

Python Docstring:

KeyboardInput( (FBRenderer)arg1, (FBDeviceKeyboardKey)arg2, (object)arg3 [, (object)arg4]) -> None 

C++ Signature:

void KeyboardInput(FBDeviceKeyboardKey pKeyIndex, bool pKeyState, bool pIsTrigger = false) 
Parameters
pKeyIndexKey index. (See "enum FBDeviceKeyboardKey" above for supported keys)
pKeyStateKey state. (True == key is down, False == key is up)
pIsTriggerWhen setting pKeyState to True, resets key state to False right after operation.
bool MouseInput ( FBRenderer  arg1,
object  arg2,
object  arg3,
FBInputType  arg4,
object  arg5,
FBInputModifier  arg6,
object  arg7,
object  arg8 
)

Mouse input.

Python Docstring:

MouseInput( (FBRenderer)arg1, (object)arg2, (object)arg3, (FBInputType)arg4, (object)arg5, (FBInputModifier)arg6 [, (object)arg7 [, (object)arg8]]) -> bool 

C++ Signature:

bool MouseInput(int pX, int pY, FBInputType pInputType, int pButtonKey, FBInputModifier pModifier, int pWheelDeltaValue = 0, int pLayer = -1) 
Parameters
pXX position.
pYY position.
pInputTypeType of input.
pButtonKeyButton/Key pressed.
pModifierModifier pressed (CTRL/ALT/SHIFT).
pWheelDeltaValueMouse wheel delta value
pLayerRendering layer ID(default=-1).
Returns
true if successful.
bool MouseInputNormalized ( FBRenderer  arg1,
float  arg2,
float  arg3,
FBInputType  arg4,
object  arg5,
FBInputModifier  arg6,
object  arg7,
object  arg8,
object  arg9 
)

Mouse input.

Python Docstring:

MouseInputNormalized( (FBRenderer)arg1, (float)arg2, (float)arg3, (FBInputType)arg4, (object)arg5, (FBInputModifier)arg6 [, (object)arg7 [, (object)arg8 [, (object)arg9]]]) -> bool 

C++ Signature:

bool MouseInputNormalized(float pX, float pY, FBInputType pInputType, int pButtonKey, FBInputModifier pModifier, int pWheelDeltaValue, int pLayer = -1, int pPaneId = -1) 
Parameters
pXX position, normalized to the range of [0, 1] in the view port dimension.
pYY position, normalized to the range of [0, 1] in the view port dimension.
pInputTypeType of input.
pButtonKeyButton/Key pressed.
pModifierModifier pressed (CTRL/ALT/SHIFT).
pWheelDeltaValueMouse wheel delta value
pLayerRendering layer ID(default=-1).
pPaneIdspecify which pane's dimension used for normalization, default (-1) for the whole viewer.
Returns
true if successful.
OGLModelDisplay ( FBRenderer  arg1,
FBRenderOptions  arg2,
FBModel  arg3 
)

Python Docstring:

OGLModelDisplay( (FBRenderer)arg1, (FBRenderOptions)arg2, (FBModel)arg3) -> None 

C++ Signature:

void OGLModelDisplay(ORSDK2018::FBRenderOptions & pRenderOptions, ORSDK2018::FBModel & pModel) 
OGLSetupSceneLights ( FBRenderer  arg1,
FBRenderOptions  arg2 
)

Setup the scene lights in OpenGL.

Python Docstring:

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

C++ Signature:

void OGLSetupSceneLights(ORSDK2018::FBRenderOptions & pRenderOptions) 
Parameters
pRenderOptionsSee FBRenderOptions for more detail.
bool Pick ( FBRenderer  arg1,
object  arg2,
object  arg3,
FBPickInfosList  arg4 
)

Object picking selection.

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) 
Parameters
pXX position.
pYY position.
pPickInfosListThe list of pick infos.
pNeedIntersectPositionrequire valid intersection position if true, this will take more time to process, and not reliable with very dense mesh.
bool PickNormalized ( FBRenderer  arg1,
float  arg2,
float  arg3,
FBPickInfosList  arg4,
object  arg5 
)

Object picking selection.

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) 
Parameters
pXX position, normalized to the range of [0, 1] in the view port dimension.
pYY position, normalized to the range of [0, 1] in the view port dimension.
pPickInfosListThe list of pick infos.
pNeedIntersectPositionrequire valid intersection position if true, this will take more time to process, and not reliable with very dense mesh.
pPaneIdspecify which pane's dimension used for normalization, default (-1) for the whole viewer.
bool PreRender ( FBRenderer  arg1,
object  arg2 
)

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.

Python Docstring:

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

C++ Signature:

bool PreRender(int pLayer = -1) 
Parameters
pLayerRendering layer ID(default=-1).
Returns
true if successful.
bool RectPick ( FBRenderer  arg1,
object  arg2,
object  arg3,
object  arg4,
object  arg5,
FBPickInfosList  arg6 
)

Object rectangle selection.

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) 
Parameters
pX1Left upper corner X position.
pY1Left upper corner y position.
pX2Right bottom corner X position.
pY2Right bottom corner y position.
pPickInfosListThe list of pick infos.
bool RectPickNormalized ( FBRenderer  arg1,
float  arg2,
float  arg3,
float  arg4,
float  arg5,
FBPickInfosList  arg6,
object  arg7 
)

Object rectangle selection.

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) 
Parameters
pX1Left upper corner X position, normalized to the range of [0, 1] in the viewport dimension.
pY1Left upper corner y position, normalized to the range of [0, 1] in the viewport dimension.
pX2Right bottom corner X position, normalized to the range of [0, 1] in the viewport dimension.
pY2Right bottom corner y position, normalized to the range of [0, 1] in the viewport dimension.
pPickInfosListThe list of pick infos.
pPaneIdspecify which pane's dimension used for normalization, default (-1) for the whole viewer.
bool Render ( FBRenderer  arg1,
object  arg2 
)

Renders one frame.

Python Docstring:

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

C++ Signature:

bool Render(int pLayer = -1) 
Parameters
pLayerRendering layer ID(default=-1).
Returns
true if successful.
bool RenderBegin ( FBRenderer  arg1,
object  arg2,
object  arg3,
object  arg4,
object  arg5 
)

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) 
Parameters
pXX position where to render.
pYY position where to render.
pWWidth of render area.
pHHight of render area.

must be called before rendering can happen

bool RenderEnd ( FBRenderer  arg1)

RenderEnd.

Python Docstring:

RenderEnd( (FBRenderer)arg1) -> bool 

C++ Signature:

bool RenderEnd(ORSDK2018::FBView * pView = ((void *) 0)) 
Parameters
pViewIf 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.
SetCameraInPane ( FBRenderer  arg1,
FBCamera  arg2,
int  arg3 
)

Set the camera to display in the given pane index.

Python Docstring:

SetCameraInPane( (FBRenderer)arg1, (FBCamera)arg2, (int)arg3) -> None 

C++ Signature:

void SetCameraInPane(ORSDK2018::FBCamera * pCamera, unsigned int pPaneIndex) 

If the Schematic View is displayed in the pane associated with the given pane index, the camera will be displayed when the Schematic View will be deactivated from this pane. Note: If current pane uses Camera Switcher, it will be set to use Camera, rather than old behavior that still uses Camera Switcher and sets Camera to be Camera Switcher's current camera, which introduce a Zombie Camera Switcher problem. By using Camera, the problem is gone. Note: To operate current camera in Camera Switcher, it is recommended to use FBCameraSwitcher().

Parameters
pCameraThe camera to set.
pPaneIndexThe pane index.
SetCameraSwitcherInPane ( FBRenderer  arg1,
int  arg2,
object  arg3 
)

Set/Remove the Camera Switcher in the given pane index.

Python Docstring:

SetCameraSwitcherInPane( (FBRenderer)arg1, (int)arg2, (object)arg3) -> None 

C++ Signature:

void SetCameraSwitcherInPane(unsigned int pPaneIndex, bool pActive) 

To specify which camera the Camera Switcher should be displaying, use the SetCameraInPane method. If the Schematic View is displayed in the pane associated with the given pane index, the camera switcher will be displayed (if activated) when the Schematic View will be deactivated from this pane.

Parameters
pPaneIndexThe pane index.
pActiveTrue to activate the Camera Switcher in the given pane, False to remove it.
SetPaneCount ( FBRenderer  arg1,
int  arg2 
)

Set the number of panes to display in the viewer's layout.

Python Docstring:

SetPaneCount( (FBRenderer)arg1, (int)arg2) -> None 

C++ Signature:

void SetPaneCount(unsigned int pPaneCount) 
Parameters
pPaneCountThe number of panes to display.
SetSchematicViewInPane ( FBRenderer  arg1,
int  arg2,
object  arg3 
)

Set/Remove the Schematic View in the given pane index.

Python Docstring:

SetSchematicViewInPane( (FBRenderer)arg1, (int)arg2, (object)arg3) -> None 

C++ Signature:

void SetSchematicViewInPane(unsigned int pPaneIndex, bool pActive) 

When activating the Schematic View in the pane, if the Schematic View is already activated in another pane, the Schematic View will be removed from latter before being activated into the new pane.

Parameters
pPaneIndexThe pane index.
pActiveTrue to activate the Schematic View in the given pane, False to remove it.
bool SetSelectedPaneIndex ( FBRenderer  arg1,
int  arg2 
)

Select the pane associated with the given pane index in the active viewer's layout.

Python Docstring:

SetSelectedPaneIndex( (FBRenderer)arg1, (int)arg2) -> bool 

C++ Signature:

bool SetSelectedPaneIndex(unsigned int pPaneIndex) 
Parameters
pPaneIndexThe pane index.
Returns
True if the operation is successful, False otherwise.
bool SetViewingOptions ( FBRenderer  arg1,
FBViewingOptions  arg2 
)

Set the viewing options.

Python Docstring:

SetViewingOptions( (FBRenderer)arg1, (FBViewingOptions)arg2) -> bool 

C++ Signature:

bool SetViewingOptions(ORSDK2018::FBViewingOptions & pOptions) 
Parameters
pOptionsSee FBViewingOptions for more detail.
SetViewport ( FBRenderer  arg1,
object  arg2,
object  arg3,
object  arg4,
object  arg5 
)

Must be called before inputing if the same renderer is used on multiple views/cameras in the same application.

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) 
Parameters
pXX position where to render.
pYY position where to render.
pWWidth of render area.
pHHight of render area.

Member Data Documentation

FBPropertyBool AdvancedLightingMode

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"

FBPropertyBool AdvancedMaterialMode

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.
FBPropertyBool AutoEvaluate

Read Write Property: Indicate if a call to RenderBegin will also cause a re-evaluation of the scene.

FBPropertyBool Background

Read Write Property: The renderer.

FBPropertyCamera CurrentCamera
FBPropertyInt CurrentPaneCallbackIndex

Read Write Property: Current Pane's Renderer Callback Index.

FBPropertyInt CurrentPaneCallbackPrefIndex

Read Write Property: Current Pane's Renderer Callback Preference Index.

FBPropertyInt DisplayableGeometryCount

Read Only Property: Displayable geometry count.

FBPropertyInt DisplayableLightCount

Read Only Property: Displayable light count.

FBPropertyBool DisplayNormals

Read Write Property: Display model normals in main viewer.

FBPropertyInt DisplaySetUpdateId

Read Only Property: Current DisplaySet Update Id.

Add/Delete models, Show/Hide models will affect DisplaySet.

FBPropertyBool FrustumCulling

Read Write Property: Turn on/off the early frustum culling optimization.

object HideManipulatorsOnManip
FBPropertyBool IDBufferDisplay

Read write Property: Render Model's unique Color ID into color Buffer (used for picking)

FBPropertyBool IDBufferPicking

Read write Property: Use ID (Color) Buffer for picking, instead of OpenGl selection buffer picking.

FBPropertyDouble IDBufferPickingAlpha

Read write Property: Those Semi-transparent (Alpha Blend) geometry(region) contribute less than this threshold, will be considered as invisible during ID picking.

object PickingEnabled
FBPropertyInt RegisteredCallbackCount

Read Only Property: Registered Renderer Callback Count.

ORSDK2018::FBPropertyListRendererCallback RendererCallbacks

List: Renderer Callbacks attached.

FBPropertyInt RendererUpdateId

Read Only Property: Current Render Update Id.

DisplaySet update, material change, texture changes and shader change and other operations will trigger Renderer update.

FBPropertyScene Scene

Read Write Property: Scene that the renderer will use/draw

FBPropertyBool SelectionForceSnapPointsDisplay

Read write Property: Force show all feature points (pivots and etc) on selected models if true, ignore individual model's settings.

FBPropertyBool SelectionOverride

Read write Property: Add transparent color override layer on selected models if true.

FBPropertyColor SelectionOverrideColor

Read write Property: Selection override layer color.

FBPropertyDouble SelectionOverrideTransparency

Read write Property: Selection override layer transparency.

FBPropertyBool ShowStats

Read Write Property: Show the stats about FPS, Evaluation rate ...

like when using Shift-F in main viewer.