#include <mobu-python-api.h>
Open Reality renderer interface.
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... | |
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__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... | |
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__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) |
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__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 |
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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... | |
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object | OnUnbind |
__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.
pObject | For 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)
pMode | Arrange 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)
pModel | The starting node from which the arrange operation is requested. |
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)
pAll | true to frame with all models. |
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().
pPaneIndex | The pane index. |
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".
pIndex | displayable geometry model index to query. |
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.
pModelList | ModelList holding the return models. |
pCamera | use current camera if NULL. |
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".
pIndex | displayable light index to query. |
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)
pPickInfosList | The list of pick infos. |
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()
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)
pConsiderCollapsedNodes | True to also consider nodes which are not visible because collapsed, false otherwise. |
pTop | Top value of the bounding box. Will be filled once the method returns. |
pLeft | Left value of the bounding box. Will be filled once the method returns. |
pBottom | Bottom value of the bounding box. Will be filled once the method returns. |
pRight | Right value of the bounding box. Will be filled once the method returns. |
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)
pModel | The starting node from which the bounding box tree is requested. |
pConsiderCollapsedNodes | True to also consider nodes which are not visible because collapsed, false otherwise. |
pTop | Top value of the bounding box. Will be filled once the method returns. |
pLeft | Left value of the bounding box. Will be filled once the method returns. |
pBottom | Bottom value of the bounding box. Will be filled once the method returns. |
pRight | Right value of the bounding box. Will be filled once the method returns. |
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()
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()
FBViewingOptions GetViewingOptions | ( | FBRenderer | arg1 | ) |
Obtain the current viewing options.
Python Docstring:
GetViewingOptions( (FBRenderer)arg1) -> FBViewingOptions
C++ Signature:
ORSDK2018::FBViewingOptions * GetViewingOptions()
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.
pPaneIndex | The pane index. |
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.
pGeometry | the geometry to be queried. |
pCamera | use current camera if NULL. |
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)
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. |
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)
pX | X position. |
pY | Y position. |
pInputType | Type of input. |
pButtonKey | Button/Key pressed. |
pModifier | Modifier pressed (CTRL/ALT/SHIFT). |
pWheelDeltaValue | Mouse wheel delta value |
pLayer | Rendering layer ID(default=-1). |
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)
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). |
pWheelDeltaValue | Mouse wheel delta value |
pLayer | Rendering layer ID(default=-1). |
pPaneId | specify which pane's dimension used for normalization, default (-1) for the whole viewer. |
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)
pRenderOptions | See 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)
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. |
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)
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. |
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)
pLayer | Rendering layer ID(default=-1). |
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)
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. |
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)
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. |
bool Render | ( | FBRenderer | arg1, |
object | arg2 | ||
) |
Renders one frame.
Python Docstring:
Render( (FBRenderer)arg1 [, (object)arg2]) -> bool
C++ Signature:
bool Render(int pLayer = -1)
pLayer | Rendering layer ID(default=-1). |
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)
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
bool RenderEnd | ( | FBRenderer | arg1 | ) |
RenderEnd.
Python Docstring:
RenderEnd( (FBRenderer)arg1) -> bool
C++ Signature:
bool RenderEnd(ORSDK2018::FBView * pView = ((void *) 0))
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. |
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().
pCamera | The camera to set. |
pPaneIndex | The 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.
pPaneIndex | The pane index. |
pActive | True 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)
pPaneCount | The 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.
pPaneIndex | The pane index. |
pActive | True 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)
pPaneIndex | The pane index. |
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)
pOptions | See 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)
pX | X position where to render. |
pY | Y position where to render. |
pW | Width of render area. |
pH | Hight of render area. |
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.
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.
FBPropertyBool UseCameraSwitcher |