Python API 2.0 Reference
|
Public Member Functions | |
def | __init__ () |
def | applyTexture () |
def | evaluateDiffuse () |
def | evaluateEmission () |
def | evaluateMaterial () |
def | evaluateShininess () |
def | evaluateSpecular () |
def | evaluateTexture () |
def | getDiffuse () |
def | getEmission () |
def | getHasTransparency () |
def | getHwShaderNode () |
def | getShininess () |
def | getSpecular () |
def | getTextureTransformation () |
def | materialIsTextured () |
def | setMaterial () |
def | shadingEngine () |
def | textureImage () |
Static Public Member Functions | |
def | __new__ () |
def | defaultMaterial () |
This class is used in the draw functions of user defined shapes (see MPxSurfaceShapeUI) for setting up and querying materials in shaded mode drawing.
def OpenMayaUI.MMaterial.__init__ | ( | ) |
Initialize self. See help(type(self)) for accurate signature.
|
static |
Create and return a new object. See help(type) for accurate signature.
def OpenMayaUI.MMaterial.applyTexture | ( | ) |
applyTexture(view, data) -> self For materials that have texture, this method must be used before the OpenGL drawing to apply the texture to the current view. This method should be called from within your MPxSurfaceShapeUI.draw() method. * view (M3dView) - the view in which the textured drawing is to take place * data (MDrawData) - the draw data from the draw request
|
static |
defaultMaterial() -> MMaterial Get the default material. There will always be a default material in the scene and therefore the result of this function should always succeed. The default material will correspond to the initialShadingGroup node that is in the scene.
def OpenMayaUI.MMaterial.evaluateDiffuse | ( | ) |
evaluateDiffuse() -> self Perform necessary evaluation to be able to get diffuse back.
def OpenMayaUI.MMaterial.evaluateEmission | ( | ) |
evaluateEmission() -> self Perform necessary evaluation to be able to get emission back.
def OpenMayaUI.MMaterial.evaluateMaterial | ( | ) |
evaluateMaterial(view, path) -> self Evaluate a material. Must be called before evaluating or getting any material properties. * view (M3dView) - the view * path (MDagPath) - path to the object
def OpenMayaUI.MMaterial.evaluateShininess | ( | ) |
evaluateShininess() -> self Perform necessary evaluation to be able to get shininess back.
def OpenMayaUI.MMaterial.evaluateSpecular | ( | ) |
evaluateSpecular() -> self Perform necessary evaluation to be able to get specular back.
def OpenMayaUI.MMaterial.evaluateTexture | ( | ) |
evaluateTexture(data) -> self Evaluate texturing related information. Must be called before getting any texture properties such as getHasTransparency(), getTextureTransformation() and applyTexture(). This method should be called from MPxSurfaceShapeUI.getDrawRequests(). The draw data argument is the MDrawData for the request that will carry the texture information to the MPxSurfaceShapeUI.draw() method. * data (MDrawData) - draw request data to carry the texture information
def OpenMayaUI.MMaterial.getDiffuse | ( | ) |
getDiffuse() -> MColor Get the GL diffuse color.
def OpenMayaUI.MMaterial.getEmission | ( | ) |
getEmission() -> MColor Get the GL emission color.
def OpenMayaUI.MMaterial.getHasTransparency | ( | ) |
getHasTransparency() -> bool Returns True if material or texture has transparency, False otherwise.
def OpenMayaUI.MMaterial.getHwShaderNode | ( | ) |
getHwShaderNode() -> MPxHwShaderNode Get the hardware shader node.
def OpenMayaUI.MMaterial.getShininess | ( | ) |
getShininess() -> float Get the GL shininess.
def OpenMayaUI.MMaterial.getSpecular | ( | ) |
getSpecular() -> MColor Get the GL specular color.
def OpenMayaUI.MMaterial.getTextureTransformation | ( | ) |
getTextureTransformation(data, texXform) -> self getTextureTransformation(data) -> [float, float, float, float, float, float] Get the current textures transformation. * data (MDrawData) - the draw data from the draw request * texXform [OUT] (MMatrix) - storage for the texture transformation Or * data (MDrawData) - the draw data from the draw request Returns the transformations values: rotateUV (float) - storage for rotatation value of the UV coordinates scaleU (float) - storage for u scale value scaleV (float) - storage for v scale value translateU (float) - storage for u translation value translateV (float) - storage for v translation value rotateFrame (float) - storage for rotatation value of the frame coordinates
def OpenMayaUI.MMaterial.materialIsTextured | ( | ) |
materialIsTextured() -> bool Returns True if the material is textured, False otherwise.
def OpenMayaUI.MMaterial.setMaterial | ( | ) |
setMaterial(path, hasTransparency) -> self Set the current GL material. * path (MDagPath) - path to the object * hasTransparency (bool) - whether the material has transparency
def OpenMayaUI.MMaterial.shadingEngine | ( | ) |
shadingEngine() -> MObject Get the shading engined associated with this material.
def OpenMayaUI.MMaterial.textureImage | ( | ) |
textureImage(image, color, chan, dagPath, xRes=-1, yRes=-1) -> self For materials that have texture, this method will attempt to retrieve the pixel map for a given mapped channel of that material. Will fails If the channel is not mapped. The material types that can be queried include: - Lambert - Phong - PhongE - Anisotropic - Blinn Currently only channels mapped to single file textures is supported. * image [OUT] (MImage) - The image retrieved. If no image could be retrieve, the value will not change. * color [OUT] (MColor) - Either the mapped or unmapped color. If the channel is mapped then an RGBA value of (1,1,1,1) will be returned, otherwise the unmapped channel's current color value will be returned. * chan (int) - Texture channel to check. * dagPath (MDagPath) - Optional dag path to object. An object path is required to produce texture maps from non-2D procedural textures. * xRes (int) - Optional width of image to create. The minimal allowed value is 2. This parameter only applies to procedural textures. The dimension in X will be 128 by default, if a value less than 2 is specified. * yRes (int) - Optional height of image to create. The minimal allowed value is 2. This parameter only applies to procedural textures. The dimension in Y will be 128 by default, if a value less than 2 is specified. Valid Texture channel: kColor kTransparency kAmbientColor kIncandescence kBumpMap kDiffuse kTransluscence kRoughness PhongE only kHighlightSize PhongE only kWhiteness PhongE only kCosinePower Phong only kEccentricity Blinn only kSpecularRollOff Blinn only kSpecularColor Blinn and Phong(E) only kReflectivity Blinn and Phong(E) only kReflectedColor Blinn and Phong(E) only