Python API 2.0 Reference
OpenMayaUI.M3dView Class Reference
+ Inheritance diagram for OpenMayaUI.M3dView:

Public Member Functions

def __init__ ()
 
def beginGL ()
 
def beginProjMatrixOverride ()
 
def beginSelect ()
 
def beginXorDrawing ()
 
def colorAtIndex ()
 
def colorMask ()
 
def deviceContext ()
 
def disallowPolygonOffset ()
 
def display ()
 
def displayStyle ()
 
def drawText ()
 
def endGL ()
 
def endProjMatrixOverride ()
 
def endSelect ()
 
def endXorDrawing ()
 
def filteredObjectList ()
 
def getCamera ()
 
def getColorIndexAndTable ()
 
def getLightCount ()
 
def getLightIndex ()
 
def getLightPath ()
 
def getLightingMode ()
 
def getRendererName ()
 
def getScreenPosition ()
 
def initNames ()
 
def isLightVisible ()
 
def isShadeActiveOnly ()
 
def isVisible ()
 
def loadName ()
 
def modelViewMatrix ()
 
def multipleDrawEnabled ()
 
def multipleDrawPassCount ()
 
def numActiveColors ()
 
def numDormantColors ()
 
def numUserDefinedColors ()
 
def objectDisplay ()
 
def objectListFilterName ()
 
def playblastPortHeight ()
 
def playblastPortWidth ()
 
def pluginObjectDisplay ()
 
def popName ()
 
def popViewport ()
 
def portHeight ()
 
def portWidth ()
 
def projectionMatrix ()
 
def pushName ()
 
def pushViewport ()
 
def readBufferTo2dTexture ()
 
def readColorBuffer ()
 
def readDepthMap ()
 
def refresh ()
 
def renderOverrideName ()
 
def rendererString ()
 
def scheduleRefresh ()
 
def selectMode ()
 
def setCamera ()
 
def setColorMask ()
 
def setDisallowPolygonOffset ()
 
def setDisplayStyle ()
 
def setDrawColor ()
 
def setDrawColorAndAlpha ()
 
def setMultipleDrawEnable ()
 
def setMultipleDrawPassCount ()
 
def setObjectDisplay ()
 
def setObjectListFilterName ()
 
def setPluginObjectDisplay ()
 
def setRenderOverrideName ()
 
def setShowObjectFilterNameInHUD ()
 
def setShowViewSelectedChildren ()
 
def setUserDefinedColor ()
 
def setViewSelectedPrefix ()
 
def showObjectFilterNameInHUD ()
 
def showViewSelectedChildren ()
 
def textureMode ()
 
def twoSidedLighting ()
 
def updateViewingParameters ()
 
def userDefinedColorIndex ()
 
def usingDefaultMaterial ()
 
def usingMipmappedTextures ()
 
def viewIsFiltered ()
 
def viewSelectedPrefix ()
 
def viewToObjectSpace ()
 
def viewToWorld ()
 
def viewport ()
 
def widget ()
 
def window ()
 
def wireframeOnShaded ()
 
def wireframeOnlyInShadedMode ()
 
def worldToView ()
 
def writeColorBuffer ()
 
def xray ()
 
def xrayJoints ()
 

Static Public Member Functions

def __new__ ()
 
def active3dView ()
 
def activeAffectedColor ()
 
def activeTemplateColor ()
 
def applicationShell ()
 
def backgroundColor ()
 
def backgroundColorBottom ()
 
def backgroundColorTop ()
 
def displayStatus ()
 
def get3dView ()
 
def getM3dViewFromModelEditor ()
 
def getM3dViewFromModelPanel ()
 
def hiliteColor ()
 
def isBackgroundGradient ()
 
def leadColor ()
 
def liveColor ()
 
def numberOf3dViews ()
 
def referenceLayerColor ()
 
def scheduleRefreshAllViews ()
 
def templateColor ()
 

Static Public Attributes

int kActive = 0
 
int kActiveAffected = 10
 
int kActiveColors = 0
 
int kActiveComponent = 7
 
int kActiveTemplate = 6
 
int kBackgroundColor = 6
 
int kBoundingBox = 0
 
int kCenter = 1
 
int kDefaultQualityRenderer = 0
 
int kDepth_8 = 0
 
int kDepth_Float = 1
 
int kDisplayCVs = 131072
 
int kDisplayCameras = 32
 
int kDisplayDeformers = 256
 
int kDisplayDimensions = 4096
 
int kDisplayDynamicConstraints = 134217728
 
int kDisplayDynamics = 512
 
int kDisplayEverything = -1
 
int kDisplayFluids = 2097152
 
int kDisplayFollicles = 4194304
 
int kDisplayGrid = 65536
 
int kDisplayHairSystems = 8388608
 
int kDisplayHulls = 262144
 
int kDisplayIkHandles = 128
 
int kDisplayImagePlane = 16777216
 
int kDisplayJoints = 64
 
int kDisplayLights = 16
 
int kDisplayLocators = 2048
 
int kDisplayManipulators = 268435456
 
int kDisplayMeshes = 4
 
int kDisplayNCloths = 33554432
 
int kDisplayNParticles = 536870912
 
int kDisplayNRigids = 67108864
 
int kDisplayNurbsCurves = 1
 
int kDisplayNurbsSurfaces = 2
 
int kDisplayParticleInstancers = 1024
 
int kDisplayPivots = 16384
 
int kDisplayPlanes = 8
 
int kDisplaySelectHandles = 8192
 
int kDisplayStrokes = 524288
 
int kDisplaySubdivSurfaces = 1048576
 
int kDisplayTextures = 32768
 
int kDormant = 2
 
int kDormantColors = 2
 
int kExcludeMotionTrails = 1073741824
 
int kExcludePluginShapes = -2147483648
 
int kExternalRenderer = 3
 
int kFlatShaded = 1
 
int kGouraudShaded = 2
 
int kHighQualityRenderer = 1
 
int kHilite = 4
 
int kIntermediateObject = 9
 
int kInvisible = 3
 
int kLead = 8
 
int kLeft = 0
 
int kLightActive = 2
 
int kLightAll = 0
 
int kLightDefault = 3
 
int kLightNone = 5
 
int kLightSelected = 1
 
int kLive = 1
 
int kNoStatus = 11
 
int kPoints = 4
 
int kRight = 2
 
int kStippleDashed = 1
 
int kStippleNone = 0
 
int kTemplate = 5
 
int kTemplateColor = 5
 
int kUnused1 = 4
 
int kViewport2Renderer = 2
 
int kWireFrame = 3
 

Detailed Description

M3dView provides methods for working with 3D model views.

Constructor & Destructor Documentation

def OpenMayaUI.M3dView.__init__ ( )
Initialize self.  See help(type(self)) for accurate signature.

Member Function Documentation

def OpenMayaUI.M3dView.__new__ ( )
static
Create and return a new object.  See help(type) for accurate signature.
def OpenMayaUI.M3dView.active3dView ( )
static
active3dView() -> M3dView

Returns the active view in the form of a class (M3dView) that can operate on it.
def OpenMayaUI.M3dView.activeAffectedColor ( )
static
activeAffectedColor() -> MColor

Returns the color for active affected objects.
def OpenMayaUI.M3dView.activeTemplateColor ( )
static
activeTemplateColor() -> MColor

Returns the color for active template objects.
def OpenMayaUI.M3dView.applicationShell ( )
static
applicationShell() -> long

Returns a long containing a C++ 'void' pointer which points to the native handle for Maya's main window.
def OpenMayaUI.M3dView.backgroundColor ( )
static
backgroundColor() -> MColor

Returns the value of the background color.
def OpenMayaUI.M3dView.backgroundColorBottom ( )
static
backgroundColorBottom() -> MColor

Returns the value of the background gradient bottom color.
def OpenMayaUI.M3dView.backgroundColorTop ( )
static
backgroundColorTop() -> MColor

Returns the value of the background gradient top color.
def OpenMayaUI.M3dView.beginGL ( )
(Deprecated: Please use Viewport 2.0 APIs instead.) beginGL() -> self

Setup port for native OpenGL drawing calls.
def OpenMayaUI.M3dView.beginProjMatrixOverride ( )
(Deprecated: Please use MHWRender::MRenderOverride instead.) beginProjMatrixOverride(projectionMatrix) -> self

Begin overriding the projection matrix used in openGL drawing.
This override is enabled until endProjMatrixOverride() is called.

* projectionMatrix (MMatrix) - Projection matrix used in openGL drawing
def OpenMayaUI.M3dView.beginSelect ( )
beginSelect(buffer=None, size=0) -> self

Start selecting. The buffer passed is used to record selection hits.

* buffer (bytearray) - OpenGl pick buffer
* size (int) - Buffer size
def OpenMayaUI.M3dView.beginXorDrawing ( )
beginXorDrawing(drawOrthographic=True, disableDepthTesting=True, lineWidth=1.0, stipplePattern=kStippleNone, lineColor=MColor(1, 1, 1)) -> self

Setup the context for exclusive-or (XOR) drawing.

In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.

One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.

It is an error to call beginXorDrawing() again before calling endXorDrawing() first.

* drawOrthographic (bool) - Draw using orthographic projection. Default is True.
* disableDepthTesting (bool) - Disable depth testing during draw. Default is True.
* lineWidth (float) - Set up line width. Default is 1.
* stipplePattern (int) - Line stipple pattern. Default is kStippleNone.
* lineColor (MColor) - Line color. Default is white (1,1,1).

Valid stipple patterns:
  kStippleNone      No stipple. Solid line
  kStippleDashed    Dashed line stipple
def OpenMayaUI.M3dView.colorAtIndex ( )
colorAtIndex(index, table=kActiveColors) -> MColor

Returns the value of the color at the given index in the application's color table.


* index (int) - Index of the color to retrieve
* table (int) - Table to index into

Valid color tables:
  kActiveColors        Colors for active objects
  kDormantColors       Colors for dormant objects
  kTemplateColor       Colors for templated objects
  kBackgroundColor     Colors for background color
def OpenMayaUI.M3dView.colorMask ( )
(Deprecated: Please use MHWRender::MUIDrawManager instead.) colorMask() -> [bool, bool, bool, bool]

Get the current color mask
def OpenMayaUI.M3dView.deviceContext ( )
deviceContext() -> long

Returns a long containing a C++ 'void' pointer which points to the Windows device context for this view.
def OpenMayaUI.M3dView.disallowPolygonOffset ( )
disallowPolygonOffset() -> bool

Returns the current state of the disallow polygon offset bit.  See setDisallowPolygonOffset for more information.
def OpenMayaUI.M3dView.display ( )
display() -> long

Returns a long containing a C++ 'void' pointer which points to the OpenGL context for this view.
On 32-bit OS X this is an AGLContext.
On 64-bit OS X this is an NSOpenGLContext pointer.
On Windows this is an HGLRC.
def OpenMayaUI.M3dView.displayStatus ( )
static
displayStatus(path) -> int

Returns the display status of the given DAG path.

* path (MDagPath) - the DAG path to get.

Valid display status:
  kActive               Object is active (selected).
  kLive                 Object is live (construction surface).
  kDormant              Object is dormant.
  kInvisible            Object is invisible (not drawn).
  kHilite               Object is hilited (has selectable components).
  kTemplate             Object is templated (Not renderable).
  kActiveTemplate       Object is active and templated.
  kActiveComponent      Object has active components.
  kLead                 Last selected object.
  kIntermediateObject   Construction object (not drawn).
  kActiveAffected       Affected by active object(s).
  kNoStatus             Object does not have a valid display status.
def OpenMayaUI.M3dView.displayStyle ( )
displayStyle() -> int

Return the display style for this 3d view.  kBoundingBox     Bounding box display.
  kFlatShaded      Flat shaded display.
  kGouraudShaded   Gouraud shaded display.
  kWireFrame       Wire frame display.
  kPoints          Points only display.
def OpenMayaUI.M3dView.drawText ( )
(Deprecated: Please use MHWRender::MUIDrawManager in a MHWRender::MHUDRender operation instead.) drawText(text, position, textPosition=kLeft) -> self

Draws the given text at the given spot in the default font.  This method is provided as a convienient way to draw OpenGL text.

* text (string) - Text to draw
* position (MPoint) - Position in space to draw at
* textPosition (int) - Text position relative to the point

Valid textPosition values:
  kLeft      Draw text to the left of the point
  kCenter    Draw text centered around the point
  kRight     Draw text to the right of the point
def OpenMayaUI.M3dView.endGL ( )
(Deprecated: Please use Viewport 2.0 APIs instead.) endGL() -> self

End OpenGL drawing.
def OpenMayaUI.M3dView.endProjMatrixOverride ( )
(Deprecated: Please use MHWRender::MRenderOverride instead.) endProjMatrixOverride() -> self

End projection matrix override enabled by beginProjMatrixOverride().
def OpenMayaUI.M3dView.endSelect ( )
endSelect() -> int

Finish a selection sequence. Result is stored in the buffer passed  in the beginSelect call.
def OpenMayaUI.M3dView.endXorDrawing ( )
endXorDrawing() -> self

Reset the context to non-exclusive-or (non-XOR) screen drawing.

If endXorDrawing() is called without first calling beginXorDrawing() an error will result.
def OpenMayaUI.M3dView.filteredObjectList ( )
filteredObjectList() -> MSelectionList

Returns a selection list containing all of the objects that remain after filtering is applied to the view.
def OpenMayaUI.M3dView.get3dView ( )
static
get3dView(index) -> M3dView

Returns the 3D view at the given index.

* index (int) - index of the view to get
def OpenMayaUI.M3dView.getCamera ( )
getCamera() -> MDagPath

Get the camera for this view.
def OpenMayaUI.M3dView.getColorIndexAndTable ( )
getColorIndexAndTable(glindex) -> [int, int]

Returns the index and color table representing the given OpenGL color-index value. This method is useful when converting color indices obtained from glReadPixels(GL_COLOR_INDEX) to Maya color-index values suitable for use with the colorAtIndex and setDrawColor methods.

* glindex (int) - Value of the OpenGL color-index to retrieve
def OpenMayaUI.M3dView.getLightCount ( )
getLightCount(visible=True) -> int

Get the number of lights for the view.

* visible (bool) - Specify whether to count visible lights only. By Default this is set True.
def OpenMayaUI.M3dView.getLightIndex ( )
getLightIndex(lightNumber) -> int

Get the internal light index for a given light number

* lightNumber (int) - Number of the light interested in
def OpenMayaUI.M3dView.getLightingMode ( )
getLightingMode() -> int

Get the current lighting mode for the view:
  kLightAll         All lights
  kLightSelected    Selected lights
  kLightActive      Active lights
  kLightDefault     Default light
  kUnused1          Not currently used in Maya
  kLightNone        No lights / lighting disabled
def OpenMayaUI.M3dView.getLightPath ( )
getLightPath(lightNumber) -> MDagPath

Get the path to a certain light.

* lightNumber (int) - Number of the light interested in
def OpenMayaUI.M3dView.getM3dViewFromModelEditor ( )
static
getM3dViewFromModelEditor(name) -> M3dView

Given the name of a model editor, get the M3dView used by that editor. If this fails, then a editor with the given name could not be located.

* name (string) - The name of the model editor.
def OpenMayaUI.M3dView.getM3dViewFromModelPanel ( )
static
getM3dViewFromModelPanel(name) -> M3dView

Given the name of a model panel, get the M3dView used by that panel. If this fails, then a panel with the given name could not be located.

* name (string) - The name of the model panel.
def OpenMayaUI.M3dView.getRendererName ( )
getRendererName() -> int

Get the name of the current renderer being used for drawing to this view:
  kDefaultQualityRenderer   Equivalent to when the renderer name is "base_OpenGL_Renderer" when queried from the "modelEditor" command
  kHighQualityRenderer      Equivalent to when the renderer name is "hwRender_OpenGL_Renderer" when queried from the "modelEditor" command
  kViewport2Renderer        Equivalent to the viewport 2.0 renderer
  kExternalRenderer         An externally defined renderer name has been set.
def OpenMayaUI.M3dView.getScreenPosition ( )
getScreenPosition() -> [int, int]

Returns the current position of this view window in screen coordinates.

This is useful for finding out the exact location of the window as it appears on the screen. These values are in UI coordinate space so the y value increases from bottom to top.
def OpenMayaUI.M3dView.hiliteColor ( )
static
hiliteColor() -> MColor

Returns the color for hilited objects.
def OpenMayaUI.M3dView.initNames ( )
initNames() -> self

Reset the name stack. Valid only when beginSelect() has been called.
def OpenMayaUI.M3dView.isBackgroundGradient ( )
static
isBackgroundGradient() -> bool

Returns whether a gradient is being used as the background color.
def OpenMayaUI.M3dView.isLightVisible ( )
isLightVisible(lightNumber) -> bool

Find out if a light is visible in the view

* lightNumber (int) - Number of the light interested in
def OpenMayaUI.M3dView.isShadeActiveOnly ( )
isShadeActiveOnly() -> bool

Returns True if this view's display style is shaded for objects that are active and wireframe otherwise.
def OpenMayaUI.M3dView.isVisible ( )
isVisible() -> bool

Returns True if this viewport is visible.
def OpenMayaUI.M3dView.leadColor ( )
static
leadColor() -> MColor

Returns the color for lead objects.
def OpenMayaUI.M3dView.liveColor ( )
static
liveColor() -> MColor

Returns the color for live objects.
def OpenMayaUI.M3dView.loadName ( )
loadName(int) -> self

Replace the top of the name stack with the given name. Valid only when beginSelect() has been called.

* name (int) - Name to be loaded onto the top of the stack.
def OpenMayaUI.M3dView.modelViewMatrix ( )
modelViewMatrix() -> MMatrix

Returns the modelview matrix currently being used by OpenGL in the current view
def OpenMayaUI.M3dView.multipleDrawEnabled ( )
multipleDrawEnabled() -> bool

This method returns the multiple draw enable state for this view.
def OpenMayaUI.M3dView.multipleDrawPassCount ( )
(Deprecated: Please use MHWRender::MRenderOverride instead.) multipleDrawPassCount() -> int

This method returns the number of multiple draw passes that are going to be made. By default a 1 is returned.
def OpenMayaUI.M3dView.numActiveColors ( )
numActiveColors() -> int

Returns the number of active object colors in the internal application color table.
def OpenMayaUI.M3dView.numberOf3dViews ( )
static
numberOf3dViews() -> int

Returns the number of 3D views currently in existance.
def OpenMayaUI.M3dView.numDormantColors ( )
numDormantColors() -> int

Returns the number of dormant object colors in the internal application color table.
def OpenMayaUI.M3dView.numUserDefinedColors ( )
numUserDefinedColors() -> int

Returns the number of user defined colors in the internal application color table.  These colors may be changed by the user and assigned to specific objects.  See the methods of MFnDagNode for information on assigning user defined colors to individual objects.

The user defined colors are not a color table of their own.  They exist in the active and dormant color tables.
def OpenMayaUI.M3dView.objectDisplay ( )
objectDisplay() -> int

Returns a display object mask that indicates which object types are drawn in the current view:
  kDisplayEverything            Show everything
  kDisplayNurbsCurves           Show nurbs curves
  kDisplayNurbsSurfaces         Show nurbs surfaces
  kDisplayMeshes                Show meshes
  kDisplayPlanes                Show planes
  kDisplayLights                Show lights
  kDisplayCameras               Show camera
  kDisplayJoints                Show joints
  kDisplayIkHandles             Show IK handles
  kDisplayDeformers             Show deformers
  kDisplayDynamics              Show dynamics
  kDisplayLocators              Show locators
  kDisplayDimensions            Show dimensions
  kDisplaySelectHandles         Show selection handles
  kDisplayPivots                Show pivots
  kDisplayTextures              Show textures
  kDisplayGrid                  Show the grid
  kDisplayCVs                   Show NURBS CVs
  kDisplayHulls                 Show NURBS hulls
  kDisplayStrokes               Show strokes
  kDisplaySubdivSurfaces        Show subdivision surfaces
  kDisplayFluids                Show fluids
  kDisplayFollicles             Show follcles
  kDisplayHairSystems           Show hair systems
  kDisplayImagePlane            Show image plane
  kDisplayNCloths               Show nCloths
  kDisplayNRigids               Show nRigids
  kDisplayDynamicConstraints    Show nDynamicConstraints
  kDisplayManipulators          Show Manipulators
  kDisplayNParticles            Show nParticles
  kExcludeMotionTrails          Show motion trails
  kExcludePluginShapes          Show plugin shapes
def OpenMayaUI.M3dView.objectListFilterName ( )
objectListFilterName() -> string

Get the current object list filter name. If none then an emptystring will be returned.
def OpenMayaUI.M3dView.playblastPortHeight ( )
playblastPortHeight() -> int

Returns the port height of current playblast.
Valid only when playblast command has been called.
Otherwise, an invalid value 0 is returned.
def OpenMayaUI.M3dView.playblastPortWidth ( )
playblastPortWidth() -> int

Returns the port width of current playblast.
Valid only when playblast command has been called.
Otherwise, an invalid value 0 is returned.
def OpenMayaUI.M3dView.pluginObjectDisplay ( )
pluginObjectDisplay(pluginDisplayFilter) -> bool

Returns True if the plugin display filter specified by the pluginDisplayFilter is enabled in the current view.

* pluginDisplayFilter (string) - The name of the plugin display filter.
def OpenMayaUI.M3dView.popName ( )
popName() -> self

Removes the top of the name stack. Valid only when beginSelect() has been called.
def OpenMayaUI.M3dView.popViewport ( )
popViewport() -> self

Pops the current viewport off of the viewport stack.
def OpenMayaUI.M3dView.portHeight ( )
portHeight() -> int

Returns the height of the current viewport.
def OpenMayaUI.M3dView.portWidth ( )
portWidth() -> int

Returns the width of the current viewport.
def OpenMayaUI.M3dView.projectionMatrix ( )
projectionMatrix() -> MMatrix

Returns the projection matrix currently being used by OpenGL in the current view
def OpenMayaUI.M3dView.pushName ( )
pushName(int) -> self

Pushes a new name on the name stack. Valid only when beginSelect() has been called.

* name (int) - Name to be loaded onto the top of the stack.
def OpenMayaUI.M3dView.pushViewport ( )
pushViewport(x, y, width, height) -> self

Set the current viewport dimensions. Will keep track of the last viewport dimensions on a stack.
When finished with this viewport, the current dimensions should be removed from the top of stack using M3dView.popViewport().

* x (int) - Lower left corner of viewport (x coordinate).
* y (int) - Lower left corner of viewport (y coordinate).
* width (int) - Width of the viewport.
* height (int) - Height of the viewport.
def OpenMayaUI.M3dView.readBufferTo2dTexture ( )
(Deprecated: Please use MHWRender::MRenderTargetManager instead.) readBufferTo2dTexture(x, y, width, height) -> self

Read the depth values from the frame buffer for a given view into a predefined OpenGL 2d texture. It is assumed that such a texture has been created and bound before making this call.

* x (int) - Start position x to read.
* y  (int) - Start position y to read.
* width (int) - Number of pixels in x to read.
* height (int) - Number of pixels in y to read.
def OpenMayaUI.M3dView.readColorBuffer ( )
(Deprecated: Please use MHWRender::MRenderTargetManager::acquireRenderTarget() instead.)readColorBuffer(image, readRGBA=False) -> self

Read the RGB values from the frame buffer for a given view.
The buffer is read in a pixel format which is BGRA by default, such that each channel is one byte in size.

* image (MImage) - The image contains the frame buffer pixels.
* readRGBA (bool) - Read the image back in RGBA format. By default the format is BGRA.
def OpenMayaUI.M3dView.readDepthMap ( )
(Deprecated: Please use MHWRender::MRenderTargetManager::acquireRenderTarget() instead.) readDepthMap(x, y, width, heigth, bufferPtr, depthMapPrecision) -> self

Read the depth values from the frame buffer for a given view.
The buffer is read into a block of data as defined as an argument. The data block size must be large enough to accomodate ( view width * view height * depth map precision ) bytes of data.

* x (int) - Start position x to read.
* y (int) - Start position y to read.
* width (int) - Number of pixels in x to read.
* height (int) - Number of pixels in y to read.
* bufferPtr (byterray) - Pointer to depth data allocated by the caller.
* depthMapPrecision (int) - Enumerated depth precision:
    kDepth_8          8 bits.
    kDepth_Float      Floating point.
def OpenMayaUI.M3dView.referenceLayerColor ( )
static
referenceLayerColor() -> MColor

Returns the color for objects which belong to a display layer whose display type is Reference. This color is also used for objects whose display override is set to Reference.
def OpenMayaUI.M3dView.refresh ( )
refresh(all=False, force=False, offscreen=False) -> self


Refresh the this view.

* all (bool) - If True then refresh all views, otherwise refresh this view.
* force (bool) - If True then force views to refresh even if they do not require it.
* offscreen (bool) - Should the buffer be redrawn if it's offscreen?
def OpenMayaUI.M3dView.rendererString ( )
rendererString() -> string

Get the string name of the current renderer being used for drawing to this view
def OpenMayaUI.M3dView.renderOverrideName ( )
renderOverrideName() -> string

Get the current render override name. If none then an empty string will be returned.
def OpenMayaUI.M3dView.scheduleRefresh ( )
scheduleRefresh() -> self

Schedule a forced refresh for this 3d-view. This method may be called safely at any time from any thread. The refresh will occur on the main thread when Maya next becomes idle. If a refresh has already been scheduled for this view but has not yet occurred then this method will do nothing.
def OpenMayaUI.M3dView.scheduleRefreshAllViews ( )
static
scheduleRefreshAllViews() -> None

Schedule a forced refresh for all 3d-views. This method may be called safely at any time from any thread. The refresh will occur on the main thread when Maya next becomes idle. If a refresh has already been scheduled but has not yet occurred then this method will do nothing.
def OpenMayaUI.M3dView.selectMode ( )
selectMode() -> bool

Tells if this M3dView is in selection mode.
def OpenMayaUI.M3dView.setCamera ( )
setCamera(camera) -> self

Set the camera for this view.

* camera (MDagPath) - Dag path of the camera for this view
def OpenMayaUI.M3dView.setColorMask ( )
(Deprecated: Please use MHWRender::MUIDrawManager instead.) setColorMask(r, g, b, a) -> self

Set the current color mask.

* r (bool) - Red color mask flag.
* g (bool) - Green color mask flag.
* b (bool) - Blue color mask flag.
* a (bool) - Alpha color mask flag.
def OpenMayaUI.M3dView.setDisallowPolygonOffset ( )
setDisallowPolygonOffset(v) -> self

Certain Maya actions will use glPolygonOffset to offset polygons drawing into the depth buffer.  This method controls this behavior. When True, it prevents Maya from altering the polygon offset parameters.

* v (bool) - enable/disable the polygon offset
def OpenMayaUI.M3dView.setDisplayStyle ( )
setDisplayStyle(style, activeOnly=False) -> self

Sets the display style for this view.

* style (int) - The display style to be set for this view
See displayStyle() description for a list a valid display style
def OpenMayaUI.M3dView.setDrawColor ( )
(Deprecated: Please use MUIDrawManager::setColorIndex instead.) setDrawColor(index, table=kActiveColors) -> self
setDrawColor(color) -> self

Set the color to draw in.  The index argument is an index into the application's color tables.  Valid values range between zero and the size of the table minus one.  The size of the active and dormant color tables can be found using methods of this class.  The background and template color tables are both of size one.

These indices do not directly correspond to those of the underlying OpenGL color index mode.  Using the glIndex call directly is not recommended and may cause unpredictable results.  This method should be used instead.

Note that this method will work in either RGBA mode or color index mode.

* index (int) - index of the color to draw in
* table (int) - color table to index into
See colorAtIndex() description of a list a valid color table

Or
Set the color to draw in.
It is a convenient replacement for glColor3.

* color (MColor) - color to draw in
def OpenMayaUI.M3dView.setDrawColorAndAlpha ( )
(Deprecated: Please use MUIDrawManager::setColor instead.) setDrawColorAndAlpha(color) -> self

Set the color to draw in.
It is a convenient replacement for glColor4.

* color (MColor) - color to draw in
def OpenMayaUI.M3dView.setMultipleDrawEnable ( )
(Deprecated: Please use MHWRender::MRenderOverride instead.)setMultipleDrawEnable(enable) -> self

This method enables/disables multiple camera drawing for this view. If multiple draw is disabled, then this view will behave like a normal Maya view.

* enable (bool) - If True, then multiple draw is enabled.
def OpenMayaUI.M3dView.setMultipleDrawPassCount ( )
(Deprecated: Please use MHWRender::MRenderOverride instead.) setMultipleDrawPassCount(count) -> self

This method sets the number of multiple draw passes when multiple draw is enabled.

* count (int) - The number of multiple draw passes.
def OpenMayaUI.M3dView.setObjectDisplay ( )
setObjectDisplay(displayMask) -> self

Sets a display object mask that indicates which object types are drawn in current view. By default every thing is displayed.

* displayMask (int) - A combination of display object mask
See objectDisplay() description for a list of valid display mask
def OpenMayaUI.M3dView.setObjectListFilterName ( )
setObjectListFilterName(name) -> self

Set the name of the object list filter (MObjectListFilter) to use.

The filter must be registered before it can be used.

If the name is an empty string then any existing filter will be removed.

Any previously set filter will be replaced with the new one.

* name (string) - Name of the filter.
def OpenMayaUI.M3dView.setPluginObjectDisplay ( )
setPluginObjectDisplay(pluginDisplayFilter, on) -> self

Enables or disables a user-defined display filter (i.e. one which was registered using MFnPlugin.registerDisplayFilter() or the 'pluginDisplayFilter' command).

In Default Viewport, the plug-in will have to check the state of the user-defined display filter in the node's draw code.
In Viewport 2.0, nodes will be filtered automatically based on the classification associated with the filter.
During selection/snapping, the plugin will have to check the state of the filter in the node's select/snap code.

* pluginDisplayFilter (string) - The name of the plugin display filter.
* on (bool) - Enable or disable the plugin display filter.
def OpenMayaUI.M3dView.setRenderOverrideName ( )
setRenderOverrideName(name) -> self

Set the name of a render override (MRenderOverride) to use.

The override must be registered before it can be used.

The override cannot be set unless the view is set to be using the Viewport 2.0 renderer.

If the override name is an empty string then the any existing override will be removed.

* name (string) - name Name of the override.
def OpenMayaUI.M3dView.setShowObjectFilterNameInHUD ( )
setShowObjectFilterNameInHUD(show) -> self

Sets whether or not to display the object filter UI name in the heads up display when an object filter is active. This string is concatenated with the camera name.

* show (bool) - If True, show the filter UI name in the HUD
def OpenMayaUI.M3dView.setShowViewSelectedChildren ( )
setShowViewSelectedChildren(show) -> self

This method changes the way that view selected works. By default, view selected with show all of the children of the objects in the view selected set. If False is passed to this method, then only the obejcts in the view selected set and their shapes will be drawn.

* show (bool) - True if all of the children of view selected objects should be displayed. True is the default behavior for view selected.
def OpenMayaUI.M3dView.setUserDefinedColor ( )
setUserDefinedColor(index, color) -> self

Sets the user defined color at the given index.  Valid indices range between zero and the number of user defined colors.
Returns an index into the application's color table

* index (int) - index into the user defined color
* color (MColor) - color to set to
def OpenMayaUI.M3dView.setViewSelectedPrefix ( )
setViewSelectedPrefix(prefix) -> self

Sets the prefix for the camera name as displayed in the heads up display when view selected is enabled. The prefix is concatenated with the camera name.
The default value is "isolate: "

* prefix (string) - The prefix to use.
def OpenMayaUI.M3dView.showObjectFilterNameInHUD ( )
showObjectFilterNameInHUD() -> bool

Returns whether the object filter UI name is shown in the heads up display when an object filter is active.
def OpenMayaUI.M3dView.showViewSelectedChildren ( )
showViewSelectedChildren() -> bool

Returns turn if view selected shows all of the children of the obejcts that are flagged for view selected.
def OpenMayaUI.M3dView.templateColor ( )
static
templateColor() -> MColor

Returns the value of the template color.
def OpenMayaUI.M3dView.textureMode ( )
textureMode() -> bool

Tells if this M3dView is in texture mode.
def OpenMayaUI.M3dView.twoSidedLighting ( )
twoSidedLighting() -> bool

Return True if the Two-sided lighting mode is enabled.
def OpenMayaUI.M3dView.updateViewingParameters ( )
updateViewingParameters() -> self

This method tells the camera to set the view's transformation matrix.
def OpenMayaUI.M3dView.userDefinedColorIndex ( )
userDefinedColorIndex(index) -> int

Returns the index for the given user-defined color.  Valid values for the index argument range between zero and the number of user-defined colors minus one.

The index returned gives the location of the specified color inside the active and dormant color tables (the index is the same in both tables).

* index (int) - Index into user-defined colors
def OpenMayaUI.M3dView.usingDefaultMaterial ( )
usingDefaultMaterial() -> bool

Returns True if the view is currently displaying objects using the default material.
def OpenMayaUI.M3dView.usingMipmappedTextures ( )
usingMipmappedTextures() -> bool

Returns if the view is using mipmapped texture display.
def OpenMayaUI.M3dView.viewIsFiltered ( )
viewIsFiltered() -> bool

Returns True if the view is filtered.
def OpenMayaUI.M3dView.viewport ( )
viewport() -> [int, int, int, int]

Get the current viewport dimensions.
def OpenMayaUI.M3dView.viewSelectedPrefix ( )
viewSelectedPrefix() -> string

Returns the prefix used when displaying the camera name in the heads up display when view selected in on
def OpenMayaUI.M3dView.viewToObjectSpace ( )
viewToObjectSpace(x_pos, y_pos, localMatrixInverse, oPt, oVector) -> self

Takes a point in port coordinates and returns a corresponding ray in object coordinates.

* x_pos (int) - the x position of the point in port coordinates
* y_pos (int) - the y position of the point in port coordinates
* localMatrixInverse (MMatrix) - the inclusive matrix inverse of the object in question
* oPt [OUT] (MPoint) - the source of the ray in object space
* oVector [OUT] (MVector) - the direction of the ray in object space
def OpenMayaUI.M3dView.viewToWorld ( )
viewToWorld(x_pos, y_pos, worldPt, worldVector) -> self
viewToWorld(x_pos, y_pos, nearClipPt, farClipPt) -> self

Takes a point in port coordinates and returns a corresponding ray in world coordinates.

* x_pos (int) - the x position of the point in port coordinates
* y_pos (int) - the y position of the point in port coordinates
* worldPt [OUT] (MPoint) - the source of the ray
* worldVector [OUT] (MVector) - the direction of the ray

Or
Takes a point in port coordinates and returns a point on the near and far clipping planes.

* x_pos (int) - the x position of the point in port coordinates
* y_pos (int) - the y position of the point in port coordinates
* nearClipPt [OUT] (MPoint) - point on near clipping plane
* farClipPt [OUT] (MPoint) - point on far clipping plane
def OpenMayaUI.M3dView.widget ( )
widget() -> long

Returns a long containing a C++ 'void' pointer which points to the view's Qt widget.
def OpenMayaUI.M3dView.window ( )
window() -> long

Returns a long containing a C++ 'void' pointer which points to the native window for this view.
def OpenMayaUI.M3dView.wireframeOnlyInShadedMode ( )
wireframeOnlyInShadedMode() -> bool

Return whether we are in shaded mode, but that only non shaded drawing should occur (wireframe).

In general it will return True only when the current renderer is "hwRender_OpenGL_Renderer". See the M3dView.rendererString() method for more details.
def OpenMayaUI.M3dView.wireframeOnShaded ( )
wireframeOnShaded() -> bool

Return whether we draw wireframe in shaded mode.
def OpenMayaUI.M3dView.worldToView ( )
worldToView(worldPt) -> [int, int, bool]

Converts a point in world space to port space.
Returns the x and y coordinates of the world point in port space and if the point is not clipped.

* worldPt (MPoint) - the point to world space
def OpenMayaUI.M3dView.writeColorBuffer ( )
(Deprecated: Please use MHWRender::MQuadRender operation inside MHWRender::MRenderOverride instead.) writeColorBuffer(image, x=0, y=0) -> self

Overwrite the RGB values for the frame buffer for a given view.
Expected input is a block of RGBA, such that each channel is one byte in size.

* image (MImage) - The image containing the block of pixels to write
* x (int) - The location in screen space of the lower left corner (X) of the image to write. The default value is 0.
* y (int) - The location in screen space of the lower left corner (Y) of the image to write. The default value is 0.
def OpenMayaUI.M3dView.xray ( )
xray() -> bool

Return True if the X-Ray mode is enabled.
def OpenMayaUI.M3dView.xrayJoints ( )
xrayJoints() -> bool

Return True if the X-Ray Joints mode is enabled.