Open Reality Reference Guide
FBModel Class Reference

Model class. More...

#include <fbmodel.h>

Inheritance diagram for FBModel:

Public Member Functions

 FBModel (const char *pName, HIObject pObject=NULL)
 Constructor. More...
 
virtual void FBDelete () override
 Open Reality deletion function. More...
 
 IQuery_Declare (override)
 Interface to IObject. More...
 
 ICallback_Declare (override)
 Interface to ICallback. More...
 
virtual FBModelClone ()
 Clone the model. More...
 
void SetMatrix (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL)
 Set a matrix for the model. More...
 
void GetMatrix (FBMatrix &pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, FBEvaluateInfo *pEvaluateInfo=NULL)
 Get a matrix from the model. More...
 
void GetLocalTransformationMatrixWithGlobalRotationDoF (FBMatrix &pMatrix, bool pInverse=false, FBEvaluateInfo *pEvaluateInfo=NULL)
 Get the local transformation (or local inverse transformation) matrix with the global Rotation DoF values from the model. More...
 
void SetVector (FBVector3d pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL)
 Set a vector for the model. More...
 
void GetVector (FBVector3d &pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=true, FBEvaluateInfo *pEvaluateInfo=NULL)
 Get a vector from the model. More...
 
bool IsEvaluationReady (FBModelEvaluationTaskType pWhat, FBEvaluateInfo *pEvaluateInfo=NULL) const
 Is the model's evaluation task result ready. More...
 
void MatrixToRotation (FBRVector &pRotation, const FBMatrix &pMatrix)
 Convert Rotation Matrix to Euler Vector based on model's rotation order. More...
 
void RotationToMatrix (FBMatrix &pMatrix, const FBRVector &pRotation)
 Convert Euler Vector to Rotation Matrix based on model's rotation order. More...
 
void LRMToDof (FBRVector &pDof, const FBMatrix &pLM)
 Convert local matrix to object space vector. More...
 
void DofToLRM (FBMatrix &pLM, const FBRVector &pDof)
 Convert object space vector to local matrix. More...
 
void SetSchematicPosition (int pX, int pY)
 Set the position in the schematic view for the model. More...
 
void SetSchematicPosition (FBVector2d pVector2d)
 Set the position in the schematic view for the model. More...
 
FBVector2d GetSchematicPosition ()
 Get the position in the schematic view for the model. More...
 
void GetBoundingBox (FBVector3d &pMin, FBVector3d &pMax)
 Get the bounding box of the model. More...
 
bool IsVisible (FBEvaluateInfo *pEvaluateInfo=NULL)
 If the model is visible. More...
 
FBModelCullingMode GetCullingMode () const
 Get Model Culling Mode. More...
 
void SetCullingMode (FBModelCullingMode pCullingMode)
 Set Model Cullin Mode. More...
 
void ForceAlwaysEvaluate ()
 Force Always Evaluate. More...
 
bool IsForceAlwaysEvaluate ()
 Return Force Always Evaluate status. More...
 
int NoFrustumCullingRequire ()
 Acquire no frustum culling request. More...
 
int NoFrustumCullingRelease ()
 Release no frustum culling request. More...
 
bool UseFrustumCulling ()
 Get the current Frustum Culling Status. More...
 
virtual bool HasCustomDisplay ()
 Function to overload to handle custom display. More...
 
virtual void CustomModelDisplay (FBCamera *pCamera, FBModelShadingMode pShadingMode, FBModelRenderPass pRenderPass, float pPickingAreaWidth, float pPickingAreaHeight)
 Custom display function, called when HasCustomDisplay returns true;. More...
 
virtual bool CustomModelPicking (int pNbHits, unsigned int *pSelectBuffer, FBCamera *pCamera, int pMouseX, int pMouseY, FBTVector *pLocalRaySrc, FBTVector *pLocalRayDir, FBTVector *pWorldRaySrc, FBTVector *pWorldRayDir, FBMatrix *pGlobalInverseMatrix, FBTVector *pOutPickedPoint)
 Custom picking for selection, called when HasCustomDisplay returns true;. More...
 
virtual bool ClosestRayIntersection (const FBTVector &pRayOrigin, const FBTVector &pRayEnd, FBTVector &pIntersectPos, FBNormal &pIntersectNormal)
 Determines the first intersection point's position and normal between ray and model surface
More...
 
unsigned char * GetSelectedPoints ()
 Get the list of the points selection state. More...
 
int GetSelectedPointsCount ()
 Get the number of selected points in the model. More...
 
Additional Unique Color ID management.

To support multiple sub items per model/geo selection & picking in easy selection mode using custom rendering routines.

see OpenRealitySDK/Samples/miscellaneous/marker_template for example.

bool SetAdditionalUniqueColorIDCount (unsigned int pCount)
 Request additional Unique color IDs. More...
 
unsigned int GetAdditionalUniqueColorIDCount () const
 Get additional unique color count. More...
 
FBColor GetAdditionalUniqueColorID (unsigned int pIndex) const
 Get Additional Unique Color Id. More...
 
virtual bool FbxStore (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
 Store and Retrieve function that can be overloaded. More...
 
virtual bool FbxRetrieve (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
 Request additional Unique color IDs. More...
 
void SetupPropertiesForShapes ()
 Setup Shape Properties. More...
 
bool RayCast (FBCamera *pCamera, int pMouseX, int pMouseY, FBVector3d &pHitPosition, FBVector3d &pHitNormal)
 Ray cast test. More...
 
virtual const char * FbxGetObjectType () override
 Returns the class type inherited by the class of an object, for example: 'Model'. More...
 
virtual const char * FbxGetObjectSubType () override
 Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'. More...
 
void SetMatrixWithPrecision (FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL, double pPrecision=FBMat2EulerDegenerateForPrecision10)
 Set a matrix for the model. More...
 
unsigned int GetHierarchyWorldMatrices (FBMatrix *pMatricesArray, unsigned int pMatricesArrayCount, FBModelHiercharyTraverserType pHiercharyTraverserType, FBEvaluateInfo *pEvaluateInfo=NULL)
 Computes the global transform matrices between this model and all its children (all levels). More...
 
void CollapseInSchematic ()
 Collapse the model in the schematic view. More...
 
void ExpandInSchematic ()
 Expand the model in the schematic view. More...
 
bool IsCollapsedInSchematic () const
 Returns if the model is collapsed or not (expanded) in the schematic view. More...
 
virtual bool ManipulatorNotify (FBSelectionAction pAction)
 Callback for component selection in custom FBModel. More...
 
- Public Member Functions inherited from FBBox
 FBBox (const char *pName, HIObject pObject=NULL)
 Constructor. More...
 
virtual FBAnimationNodeAnimationNodeInCreate (kReference pUserId, const char *pName, const char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false)
 Creation of IN/OUT Animation Nodes. More...
 
virtual FBAnimationNodeAnimationNodeOutCreate (kReference pUserId, const char *pName, const char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false)
 
virtual bool EvaluateAnimationNodes (FBEvaluateInfo *pEvaluateInfo)
 Evaluation of non TRS nodes that needs to be evaluated. More...
 
virtual bool AnimationNodeNotify (FBAnimationNode *pAnimationNode, FBEvaluateInfo *pEvaluateInfo)
 Notification function for animation thread. More...
 
virtual bool ResolveCandidate (FBAnimationNode *pAnimationNode, FBEvaluateInfo *pEvaluateInfo)
 Function is call when candidate needs to be resolved (like global to local). More...
 
virtual ECandidateAction SetGlobalCandidate (FBAnimationNode *pAnimationNode, double *pData, FBEvaluateInfo *pEvaluateInfo)
 Function is call when a global candidate is set on an animation node. More...
 
virtual ECandidateAction SetStdCandidate (FBAnimationNode *pAnimationNode, double *pData, FBEvaluateInfo *pEvaluateInfo)
 Function is call when a non-global candidate is set on an animation node. More...
 
virtual bool AnimationNodeDestroy (FBAnimationNode *pAnimationNode)
 Destroy an animation node. More...
 
virtual bool AnimationNodeIsUserData (FBAnimationNode *pAnimationNode)
 Is the animation node user data? More...
 
virtual void AnimationNodesOutDisableIfNotWritten (FBEvaluateInfo *pEvaluateInfo)
 This call will disable all out animation nodes from being pull by system (animation thread) for given pEvaluateInfo. More...
 
virtual FBAnimationNodeAnimationNodeInGet ()
 Get the (IN/OUT) animation node for this box. More...
 
virtual FBAnimationNodeAnimationNodeOutGet ()
 
 IObject_Declare (override)
 
virtual int GetOutConnectorCount () const
 Get the number of animation node outputs for this box. More...
 
virtual int GetInConnectorCount () const
 Get the number of animation node inputs for this box. More...
 
virtual FBAnimationNodeGetOutConnector (int pIndex) const
 Get the animation node output associated with the given index. More...
 
virtual FBAnimationNodeGetInConnector (int pIndex) const
 Get the animation node input associated with the given index. More...
 
- Public Member Functions inherited from FBComponent
 FBComponent (HIObject pObject)
 Constructor. More...
 
virtual ~FBComponent ()
 Destructor. More...
 
virtual bool FBCreate ()
 Open Reality Creation function. More...
 
virtual void FBDestroy ()
 Open Reality destruction function. More...
 
virtual bool SetHIObject (HIObject pObject, bool pSDKComponent) override
 Assign component to an internal pointer. More...
 
virtual int PropertyAdd (FBProperty *pProperty)
 Add a property to the component's property manager. More...
 
bool PropertyAddReferenceProperty (FBProperty *pReferenceProperty)
 Add a reference property to the component's property manager. More...
 
void PropertyRemove (FBProperty *pProperty)
 Remove a Property from the component's Property manager. More...
 
void PropertyGetModifiedList (FBArrayTemplate< FBProperty * > &pPropList, FBPlugModificationFlag pModificationFlags)
 Get list of properties which have been modified since last loading. More...
 
FBPropertyPropertyCreate (const char *pName, FBPropertyType pType, const char *pDataType, bool pAnimatable, bool pIsUser=false, FBProperty *pReferenceSource=NULL)
 Create user or dynamic property. More...
 
FBObjectFlag GetObjectFlags ()
 Get all Object Flags (concatenated). More...
 
void SetObjectFlags (FBObjectFlag pFlags)
 SetObjectFlags. More...
 
bool HasObjectFlags (FBObjectFlag pFlags)
 Check whether a specific object flag is enabled. More...
 
void EnableObjectFlags (FBObjectFlag pFlags)
 Enable a specific Object Flags. More...
 
void DisableObjectFlags (FBObjectFlag pFlags)
 Disable a specific Object Flags. More...
 
void SetObjectStatus (FBObjectStatus pStatus, bool pValue)
 Enable/Disable a specific Object Status. More...
 
bool GetObjectStatus (FBObjectStatus pStatus)
 Check to see if an object status is enabled. More...
 
bool ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, const char *pNamespaceName, const char *pReplaceTo=NULL, bool pAddRight=true)
 ProcessNamespaceHierarchy. More...
 
bool ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, const char *pNamespaceName, const char *pReplaceTo=NULL, bool pAddRight=true)
 ProcessObjectNamespace. More...
 
virtual const char * ClassName () override
 Get the class name. More...
 
virtual bool UseCustomPropertyViewSet () const
 Use the custom property viewSet or not. More...
 
const char * GetFullName (void)
 Get the full name. More...
 
void SetOwnerNamespace (FBNamespace *pOwnerNSObj)
 Set the owner Namespace object. More...
 
FBNamespaceGetOwnerNamespace (void)
 Get the owner Namespace object. More...
 
FBFileReferenceGetOwnerFileReference (void)
 Get the owner FileReference object. More...
 
void HardSelect ()
 HardSelect. More...
 
virtual bool Is (int pTypeId) override
 Returns true if object is of type TypeId. More...
 
virtual int GetTypeId () override
 GetTypeId( int pTypeId ) More...
 
- Public Member Functions inherited from FBWrapperHolder
FBScriptWrapperGetWrapper ()
 Return the wrapper interface of this FBObject. More...
 
void AddWrapper (FBScriptWrapper *)
 
void RemoveWrapper (FBScriptWrapper *)
 

Public Attributes

FBPropertyListModel Children
 List: Children for model. More...
 
FBPropertyListShader Shaders
 List: Shaders for model. More...
 
FBPropertyListMaterial Materials
 List: Materials for model. More...
 
FBPropertyListTexture Textures
 List: Textures with Special UseType (Other than "Color" which should connect to materials). More...
 
FBPropertyListDeformer Deformers
 List: Deformers (Skeleton Deformer or Point Cache Deformer). More...
 
FBPropertyBool Icon3D
 Read Write Property: Is model a 3D icon? More...
 
FBPropertyBool SoftSelected
 Read Write Property: Is model Soft selected? More...
 
FBPropertyBool IsDeformable
 Read Only Property: Is model deformable? More...
 
FBPropertyBool IsConstrained
 Read Only Property: Is model constrained? More...
 
FBPropertyBool SkeletonDeformable
 Read Write Property: Model skeleton deformable. Not Savable More...
 
FBPropertyBool BlendShapeDeformable
 Read Write Property: Model blend-shape deformable. Not Savable More...
 
FBPropertyBool ConstrainDeformable
 Read Write Property: Model constraint deformable. Not Savable More...
 
FBPropertyBool PointCacheDeformable
 Read Write Property: Model point cache deformable. Not Savable More...
 
FBPropertyBool PointCacheRecord
 Read Write Property: Record Point Cache for model? Not Savable More...
 
FBPropertyModel Parent
 Read Write Property: Parent model. More...
 
FBPropertyModel LookAt
 Read Write Property: Look at model (interest point). More...
 
FBPropertyModel UpVector
 Read Write Property: UpVector model. More...
 
FBPropertyGeometry Geometry
 Read Write Property: Geometry for the model. More...
 
FBPropertyInt GeometryUpdateId
 Read Only Property: model geometry (vertex data) related update id. More...
 
FBPropertyMesh TessellatedMesh
 Read Only Property: Tessellated Mesh for the model. More...
 
FBPropertyModelVertexData ModelVertexData
 Read Only Property: ModelVertexData for the model. More...
 
FBPropertyCluster Cluster
 Read Only Property: Link Cluster for the model. More...
 
FBPropertyScene Scene
 Read Only Property: Scene containing the model. More...
 
FBPropertyModelShadingMode ShadingMode
 Read Write Property: Shading mode for the model. More...
 
FBPropertyAnimationNode AnimationNode
 Read Only Property: Animation node of the model. More...
 
FBPropertyModelRotationOrder RotationOrder
 Read Write Property: Rotation order. More...
 
FBPropertyBool RotationSpaceForLimitOnly
 Read Write Property: Apply Post Rotation Matrix only for Limits? More...
 
FBPropertyBool RotationActive
 Read Write Property: Is model using Rotation Limits? More...
 
FBPropertyVector3d PreRotation
 Read Write Property: Pre Rotation (considered if RotationActive is true) More...
 
FBPropertyVector3d PostRotation
 Read Write Property: Post Rotation (considered if RotationActive is true) More...
 
FBPropertyVector3d RotationMin
 Read Write Property: Min Rotation Limit (considered if RotationActive is true) More...
 
FBPropertyVector3d RotationMax
 Read Write Property: Max Rotation Limit (considered if RotationActive is true) More...
 
FBPropertyBool RotationMinX
 Read Write Property: Is model using Minimum Rotation Limits On X? More...
 
FBPropertyBool RotationMinY
 Read Write Property: Is model using Minimum Rotation Limits On Y? More...
 
FBPropertyBool RotationMinZ
 Read Write Property: Is model using Minimum Rotation Limits On Z? More...
 
FBPropertyBool RotationMaxX
 Read Write Property: Is model using Maximum Rotation Limits On X? More...
 
FBPropertyBool RotationMaxY
 Read Write Property: Is model using Maximum Rotation Limits On Y? More...
 
FBPropertyBool RotationMaxZ
 Read Write Property: Is model using Maximum Rotation Limits On Z? More...
 
FBPropertyBool TranslationActive
 Read Write Property: Is model using Translation Limits? More...
 
FBPropertyVector3d TranslationMin
 Read Write Property: Translation Limit Min. More...
 
FBPropertyVector3d TranslationMax
 Read Write Property: Translation Limit Max. More...
 
FBPropertyBool TranslationMinX
 Read Write Property: Is model using Translation Limits on Min X. More...
 
FBPropertyBool TranslationMinY
 Read Write Property: Is model using Translation Limits on Min Y. More...
 
FBPropertyBool TranslationMinZ
 Read Write Property: Is model using Translation Limits on Min Z. More...
 
FBPropertyBool TranslationMaxX
 Read Write Property: Is model using Translation Limits on Max X. More...
 
FBPropertyBool TranslationMaxY
 Read Write Property: Is model using Translation Limits on Max Y.
More...
 
FBPropertyBool TranslationMaxZ
 Read Write Property: Is model using Translation Limits on Max Z.
More...
 
FBPropertyAnimatableBool Visibility
 Read Write Property: Visibility of model. This can be overridden by the 'Show' property. More...
 
FBPropertyBool VisibilityInheritance
 Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants More...
 
FBPropertyAnimatableVector3d Translation
 Read Write Property: Lcl translation. More...
 
FBPropertyAnimatableVector3d Rotation
 Read Write Property: Lcl rotation. More...
 
FBPropertyAnimatableVector3d Scaling
 Read Write Property: Lcl scaling. More...
 
FBPropertyVector3d GeometricTranslation
 Read Write Property: Geometric translation. More...
 
FBPropertyVector3d GeometricRotation
 Read Write Property: Geometric rotation. More...
 
FBPropertyVector3d GeometricScaling
 Read Write Property: Geometric scaling. More...
 
FBPropertyBool QuaternionInterpolate
 Read Write Property: Use quaternion interpolation. More...
 
FBPropertyBool Show
 Read Write Property: Indicate if the viewer should show the object, according to its visibility value. This has a default value of 'false'. More...
 
FBPropertyBool Pickable
 Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'true'. More...
 
FBPropertyBool Transformable
 Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value of 'true'. More...
 
FBPropertyColor UniqueColorId
  Read Only Property: Unique Color Id for color based viewer picking. Color channel values are in the range [0, 1] with 1.0/255 precision.
More...
 
FBPropertyBool PrimaryVisibility
 Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this is turned off. More...
 
FBPropertyBool CastsShadows
 Read Write Property: If true, the geometry will produce shadows. More...
 
FBPropertyBool ReceiveShadows
 Read Write Property: If true, the geometry will receive shadows. More...
 
- Public Attributes inherited from FBBox
const char * UniqueName
 internal Unique name. More...
 
FBPropertyBool Animatable
 Read Write Property: Is the box animatable. More...
 
FBPropertyBool Live
 Read Write Property: Is live? More...
 
FBPropertyBool RecordMode
 Read Write Property: Is recording? More...
 
- Public Attributes inherited from FBComponent
FBPropertyManager PropertyList
 Read Only Property: Manages all of the properties for the component. More...
 
FBPropertyListComponent Components
 List: List of components. More...
 
FBPropertyListComponent Parents
 List: Parents. More...
 
FBPropertyBool Selected
 Read Write Property: Selected property. More...
 
FBPropertyString Name
 Read Write Property: Unique name of object. More...
 
FBPropertyString LongName
 Read Write Property: Name and namespace for object.
More...
 
FBPropertyFolder Folder
 Read Write Property: The folder that contain this component. More...
 

Additional Inherited Members

- Public Types inherited from FBBox
enum  ECandidateAction {
  eCandidateAccept ,
  eCandidateIntercept ,
  eCandidateInterceptAfterEvaluation
}
 Resolving action for candidates. More...
 
- Static Public Member Functions inherited from FBComponent
static int GetInternalClassId ()
 
static void FBComponentSetName (FBComponent *pObject, const char *pName)
 
static const char * FBComponentGetName (FBComponent *pObject)
 
static void FBComponentSetLongName (FBComponent *pObject, const char *pName)
 
static const char * FBComponentGetLongName (FBComponent *pObject)
 
- Static Public Attributes inherited from FBComponent
static int TypeInfo
 Contains the Type information of the object. More...
 
- Protected Member Functions inherited from FBPlug
bool IsSDKComponent ()
 Return whether or not item is an SDK component. More...
 
bool ConnectSrc (FBPlug *pSrc, FBConnectionType pConnectionType=kFBConnectionTypeNone)
 Add a source connection. More...
 
bool ConnectDst (FBPlug *pDst, FBConnectionType pConnectionType=kFBConnectionTypeNone)
 Add a destination connection. More...
 
bool ConnectSrcAt (int pDst_SrcIndex, FBPlug *pSrc, FBConnectionType pConnectionType=kFBConnectionTypeNone)
 Add a source connection. More...
 
bool ConnectDstAt (int pSrc_DstIndex, FBPlug *pDst, FBConnectionType pConnectionType=kFBConnectionTypeNone)
 Add a destination connection. More...
 
bool DisconnectDst (FBPlug *pDst)
 Remove a destination connection. More...
 
bool DisconnectSrc (FBPlug *pSrc)
 Remove a source connection. More...
 
void DisconnectAllSrc ()
 Remove all source connections. More...
 
void DisconnectAllDst ()
 Remove all destination connections. More...
 
bool DisconnectDstAt (int pIndex)
 Remove a destination connection at a specified index. More...
 
bool DisconnectSrcAt (int pIndex)
 Remove a source connection at a specified index. More...
 
bool ReplaceDstAt (int pIndex, FBPlug *pDst)
 Replace a destination connection at a specified index. More...
 
bool ReplaceSrcAt (int pIndex, FBPlug *pSrc)
 Replace a source connection at a specified index. More...
 
bool SwapSrc (int pIndexA, int pIndexB)
 Swap source connection at index A with source connection at index B. More...
 
bool MoveSrcAt (int pIndex, int pAtIndex)
 Move source connection at pIndex to pAtIndex. More...
 
bool MoveSrcAt (FBPlug *pSrc, FBPlug *pAtSrc)
 Move source connection pSrc to the position of pAtSrc. More...
 
int GetSrcCount ()
 Get source connection count. More...
 
FBPlugGetSrc (int pIndex)
 Get a source connection's plug at specified index. More...
 
FBConnectionType GetSrcType (int pIndex)
 Get a source connection's type at specified index. More...
 
int GetDstCount ()
 Get destination connection count. More...
 
FBPlugGetDst (int pIndex)
 Get a destination connection's plug at specified index. More...
 
FBConnectionType GetDstType (int pIndex)
 Get a destination connection's type at specified index. More...
 
bool BeginChange ()
 Begins a change on multiple plugs. More...
 
void EndChange ()
 Ends a change on multiple plugs. More...
 
void SetSelfModified (FBPlugModificationFlag pFlag, bool pBool)
 Set the plug's self modification flag. More...
 
bool GetSelfModified (FBPlugModificationFlag pFlag)
 Tell if the plug's self has changed. More...
 
void SetContentModified (FBPlugModificationFlag pFlag, bool pBool)
 Set the plug's owned property/object's modification flag. More...
 
bool GetContentModified (FBPlugModificationFlag pFlag)
 Tell if the plug's content has changed. More...
 
int GetPlugConnectionModifiedList (FBPlugList &pPlugList, FBPlugModificationFlag pConnectionModificatonFlag, bool pAddRemove)
 Get plug's modified src/dst property/object connection added/removed List. More...
 
bool RevertModification (FBPlugModificationFlag pFlag=kFBAllModifiedMask)
 Revert the plug's modification to original status. More...
 
void SetStatusFlag (FBPlugStatusFlag pStatus, bool pValue)
 Set the plug's status flag. More...
 
bool GetStatusFlag (FBPlugStatusFlag pStatus) const
 Tell if the plug's status has changed. More...
 
FBPlugGetOwner ()
 Get the owner of this plug. More...
 
FBPlugGetOwned (int pIndex)
 Get the owned plug at specified index. More...
 
int GetOwnedCount ()
 Get the owned plug count. More...
 
virtual bool PlugDataNotify (FBConnectionAction pAction, FBPlug *pThis, void *pData=NULL, void *pDataOld=NULL, int pDataSize=0)
 PlugDataNotify when overloaded is equivalent of FBSystem.OnConnectionDataNotify but in the context of the derived object only. More...
 
virtual bool PlugStateNotify (FBConnectionAction pAction, FBPlug *pThis, void *pData=NULL, void *pDataOld=NULL, int pDataSize=0)
 PlugStateNotify when overloaded is equivalent of FBSystem.OnConnectionStateNotify but in the context of the derived object only. More...
 
virtual bool PlugNotify (FBConnectionAction pAction, FBPlug *pThis, int pIndex, FBPlug *pPlug=NULL, FBConnectionType pConnectionType=kFBConnectionTypeNone, FBPlug *pNewPlug=NULL)
 PlugNotify when overloaded is equivalent of FBSystem.OnConnectionNotify but in the context of the derived object only. More...
 
- Static Protected Member Functions inherited from FBPlug
static int GetInternalClassId ()
 Internal class Id. More...
 
- Protected Attributes inherited from FBPlug
bool mAllocated
 Contain the Allocation State of the Component. More...
 
HIObject mObject
 Handle on the Plug. More...
 
bool mSDKComponent
 bool Plug is an SDK component.
More...
 
- Static Protected Attributes inherited from FBPlug
static const char * ClassGroupName
 ClassGroupName of the object. More...
 
static int TypeInfo
 TypeInfo. More...
 
static int mGlobalTypeInfo
 Represente the Type Index. More...
 

Detailed Description

Model class.

In the MotionBuilder UI, a model can be any object in a scene, created using geometry. Models can represent simple objects like cubes, or complex objects like characters.

FBModel is a base class which is not used so much directly, but is the parent of well-used classes like FBCamera, FBLight, and FBModelMarker.

It also implements a number of widely-implemented functions and attributes, such as:

There is a few ways to get a handle on existing models in a scene:

  • FBFindObjectsByName return a list of objects matching a pattern (can contain *). For usage, see: FindObjectsWithWildcard.py
  • If you know the name of the model, use FBFindModelByLabelName, as demonstrated in FBComponent.py.
  • FBGetSelectedModels can get a handle to an object which is derived from FBModel. It searches the scene for a model, based on the model's unique name and returns a list of all the selected things in the scene.

Definition at line 273 of file fbmodel.h.

Constructor & Destructor Documentation

◆ FBModel()

FBModel ( const char *  pName,
HIObject  pObject = NULL 
)

Constructor.

Parameters
pNameName of model.
pObjectFor internal use only(default=NULL).

Member Function Documentation

◆ Clone()

virtual FBModel* Clone ( )
virtual

Clone the model.

This will duplicate the current model.

Returns
Newly created model.

◆ ClosestRayIntersection()

virtual bool ClosestRayIntersection ( const FBTVector pRayOrigin,
const FBTVector pRayEnd,
FBTVector pIntersectPos,
FBNormal pIntersectNormal 
)
virtual

Determines the first intersection point's position and normal between ray and model surface

Remarks
All coordinates specified in local model space, override this function in subclass if custom intersection method is desired. See /OpenReality/Samples/miscellaneous/ormodel_template ORSDK sample project for example.
Parameters
pRayOriginSpecifies origin of the view ray.
pRayEndSpecifies end of the view ray.
pIntersectPosreturn the first intersection point's position;
pIntersectNormalreturn the first intersection point's normal;
Returns
Returns true if at least one intersects with ray, and false if otherwise.

◆ CollapseInSchematic()

void CollapseInSchematic ( )

Collapse the model in the schematic view.

◆ CustomModelDisplay()

virtual void CustomModelDisplay ( FBCamera pCamera,
FBModelShadingMode  pShadingMode,
FBModelRenderPass  pRenderPass,
float  pPickingAreaWidth,
float  pPickingAreaHeight 
)
inlinevirtual

Custom display function, called when HasCustomDisplay returns true;.

Parameters
pCameraCurrent camera for display.
pShadingModeShading mode to render see FBModelShadingMode.
pRenderPassActual rendering pass, see FBModelRenderPass.
pPickingAreaWidthWidth of picking area.
pPickingAreaHeightHeight of picking area.

Definition at line 529 of file fbmodel.h.

◆ CustomModelPicking()

virtual bool CustomModelPicking ( int  pNbHits,
unsigned int *  pSelectBuffer,
FBCamera pCamera,
int  pMouseX,
int  pMouseY,
FBTVector pLocalRaySrc,
FBTVector pLocalRayDir,
FBTVector pWorldRaySrc,
FBTVector pWorldRayDir,
FBMatrix pGlobalInverseMatrix,
FBTVector pOutPickedPoint 
)
inlinevirtual

Custom picking for selection, called when HasCustomDisplay returns true;.

Parameters
pNbHitsNumber of hits.
pSelectBufferOpenGL hit buffer.
pCameraCurrent camera for rendering.
pMouseXMouse X position.
pMouseYMouse Y position.
pLocalRaySrcLocal picking ray source.
pLocalRayDirLocal picking ray direction.
pWorldRaySrcWorld coordinate picking ray source.
pWorldRayDirWorld coordinate picking ray direction.
pGlobalInverseMatrixInverse transformation matrix of the model.
pOutPickedPointPicked position.

Definition at line 544 of file fbmodel.h.

◆ DofToLRM()

void DofToLRM ( FBMatrix pLM,
const FBRVector pDof 
)

Convert object space vector to local matrix.

Parameters
pLMResulting local rotation matrix.
pDofVector to convert
Note
Use this function when you want to convert euler to local rotation with proper pre/post transformation and rotation order applied from this model.

◆ ExpandInSchematic()

void ExpandInSchematic ( )

Expand the model in the schematic view.

◆ FBDelete()

virtual void FBDelete ( )
overridevirtual

Open Reality deletion function.

Reimplemented from FBComponent.

◆ FbxGetObjectSubType()

virtual const char* FbxGetObjectSubType ( )
overridevirtual

Returns the class sub type inherited by the class of an object, for example: 'Default', 'Mesh'.

Returns
The class sub type inherited by the class of an object.

Reimplemented from FBBox.

Reimplemented in FBModelMarker, and FBModelNull.

◆ FbxGetObjectType()

virtual const char* FbxGetObjectType ( )
overridevirtual

Returns the class type inherited by the class of an object, for example: 'Model'.

Returns
The class type inherited by the class of an object.

Reimplemented from FBBox.

Reimplemented in FBModelMarker, and FBModelNull.

◆ FbxRetrieve()

virtual bool FbxRetrieve ( FBFbxObject pFbxObject,
kFbxObjectStore  pStoreWhat 
)
overridevirtual

Request additional Unique color IDs.

Parameters
pCountUser should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number.
Returns
True if Unique ColorId resource is available.

Reimplemented from FBBox.

Reimplemented in FBModelMarker, and FBModelNull.

◆ FbxStore()

virtual bool FbxStore ( FBFbxObject pFbxObject,
kFbxObjectStore  pStoreWhat 
)
overridevirtual

Store and Retrieve function that can be overloaded.

Parameters
pFbxObjectFBX Object that is used to communicate I/O operations.
pStoreWhatWhich attributes are currently stored/retrieved.

Reimplemented from FBBox.

Reimplemented in FBModelMarker, and FBModelNull.

◆ ForceAlwaysEvaluate()

void ForceAlwaysEvaluate ( )

Force Always Evaluate.

In some case, MoBu kernel perform optimization by skipping certain evaluation tasks. This function stop skipping for this model.

◆ GetAdditionalUniqueColorID()

FBColor GetAdditionalUniqueColorID ( unsigned int  pIndex) const

Get Additional Unique Color Id.

Parameters
pIndexthe requested unique color id index, can't be larger than GetAdditionalColorIDCount()
Returns
Additional Unique ColorId.

◆ GetAdditionalUniqueColorIDCount()

unsigned int GetAdditionalUniqueColorIDCount ( ) const

Get additional unique color count.

Returns
Additional Unique Color Count.

◆ GetBoundingBox()

void GetBoundingBox ( FBVector3d pMin,
FBVector3d pMax 
)

Get the bounding box of the model.

Note. for deformable model, this function will provide the approximated (larger than the smallest) bounding box for performance consideration.

Parameters
pMinOutput parameter. Minimum value of the bounding box.
pMaxOutput parameter. Maximum value of the bounding box.

◆ GetCullingMode()

FBModelCullingMode GetCullingMode ( ) const

Get Model Culling Mode.

Returns
Model Culling Mode.

◆ GetHierarchyWorldMatrices()

unsigned int GetHierarchyWorldMatrices ( FBMatrix pMatricesArray,
unsigned int  pMatricesArrayCount,
FBModelHiercharyTraverserType  pHiercharyTraverserType,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Computes the global transform matrices between this model and all its children (all levels).

The hierarchy world matrix for a model is represented as a global transform matrix applied on an arbitrary root hierarchy node (this model for instance), considered as the world reference.

Parameters
pMatricesArrayThe matrix array (memory already allocated) to fill in with the hierarchy world matrix of all the model's children models
pMatricesArrayCountThe size of the matrix array
Return values
pHiercharyTraverserTypeThe hierarchy traverser type
Parameters
pEvaluateInfoEvaluateInfo, Take Display if none specified.
Return values
Numberof matrices filled in the array. The value may be different than pMatricesArrayCount if the number of children models is less than the size of the matrix array.

◆ GetLocalTransformationMatrixWithGlobalRotationDoF()

void GetLocalTransformationMatrixWithGlobalRotationDoF ( FBMatrix pMatrix,
bool  pInverse = false,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Get the local transformation (or local inverse transformation) matrix with the global Rotation DoF values from the model.

The GetMatrix method was previously wrongly returning the local transformation (and local inverse transformation) matrices with global Rotation DoF values. The GetMatrix method implementation has been updated to not include the global Rotation DoF values. This method returns the same matrix values returned by the legacy GetMatrix implementation when retrieving the local transformation (and local inverse transformation) matrices.

Parameters
pMatrixMatrix to fill with requested information.
pInverseFalse for the transformation matrix, true for the inverse transformation matrix.
pEvaluateInfoEvaluateInfo, Take Display if none specified.

◆ GetMatrix()

void GetMatrix ( FBMatrix pMatrix,
FBModelTransformationType  pWhat = kModelTransformation,
bool  pGlobalInfo = true,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Get a matrix from the model.

Parameters
pMatrixMatrix to fill with requested information.
pWhatType of information requested (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pEvaluateInfoEvaluateInfo, Take Display if none specified.

◆ GetSchematicPosition()

FBVector2d GetSchematicPosition ( )

Get the position in the schematic view for the model.

Returns
Current position for the model.

◆ GetSelectedPoints()

unsigned char* GetSelectedPoints ( )

Get the list of the points selection state.

Returns
Pointer to the list of the points selection state.

◆ GetSelectedPointsCount()

int GetSelectedPointsCount ( )

Get the number of selected points in the model.

Returns
Number of selected points.

◆ GetVector()

void GetVector ( FBVector3d pVector,
FBModelTransformationType  pWhat = kModelTranslation,
bool  pGlobalInfo = true,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Get a vector from the model.

Parameters
pVectorVector to fill with requested values.
pWhatType of information requested (default=translation, inverses not supported).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pEvaluateInfoEvaluateInfo, Take Display if none specified

◆ HasCustomDisplay()

virtual bool HasCustomDisplay ( )
inlinevirtual

Function to overload to handle custom display.

Returns
True is this model class has custom display function ModelDisplay

Definition at line 520 of file fbmodel.h.

◆ ICallback_Declare()

ICallback_Declare ( override  )

Interface to ICallback.

◆ IQuery_Declare()

IQuery_Declare ( override  )

Interface to IObject.

◆ IsCollapsedInSchematic()

bool IsCollapsedInSchematic ( ) const

Returns if the model is collapsed or not (expanded) in the schematic view.

Returns
true if the model is collapsed in the schematic view, false if it is expanded.

◆ IsEvaluationReady()

bool IsEvaluationReady ( FBModelEvaluationTaskType  pWhat,
FBEvaluateInfo pEvaluateInfo = NULL 
) const

Is the model's evaluation task result ready.

Parameters
pWhatType of evaluation task.
pEvaluateInfoEvaluateInfo, Take Display if none specified
Return values

◆ IsForceAlwaysEvaluate()

bool IsForceAlwaysEvaluate ( )

Return Force Always Evaluate status.

◆ IsVisible()

bool IsVisible ( FBEvaluateInfo pEvaluateInfo = NULL)

If the model is visible.

Note. this query will consider self Visibility property, plus parent node/set Visibility. The visibility of a model is affected by 4 parameters:

  1. The model's own visibility
  2. The model's parent's visibility (if any)
  3. The visibility of the set to which model belongs (if any)
  4. VisibilityInheritance of the model
    Parameters
    pEvaluateInfoevaluate info,
    Returns
    true if visible for the given evaluate info.

◆ LRMToDof()

void LRMToDof ( FBRVector pDof,
const FBMatrix pLM 
)

Convert local matrix to object space vector.

Parameters
pDofResulting object space vector.
pLMLocal rotation matrix to convert
Note
Use this function when you want to convert local rotation to euler with proper pre/post transformation and rotation order applied from this model.

◆ ManipulatorNotify()

virtual bool ManipulatorNotify ( FBSelectionAction  pAction)
inlinevirtual

Callback for component selection in custom FBModel.

Parameters
pActionThe selection mode the current viewport is in.
Returns
User defined returned value. Must return true if the user wants the system to proceed with the FBSelectionAction or false if the user doesn't want that action to be done. For example, if the specified function returns false when a "kFBManipulatorAddAll" is specified, all the components for the model will not be added to the current list of selected object. Returning true will allow MotionBuilder to add them.

Definition at line 678 of file fbmodel.h.

◆ MatrixToRotation()

void MatrixToRotation ( FBRVector pRotation,
const FBMatrix pMatrix 
)

Convert Rotation Matrix to Euler Vector based on model's rotation order.

Parameters
pRotationResulting euler vector, whose angles are stored in [X,Y,Z] order.
pMatrixMatrix to convert.

◆ NoFrustumCullingRelease()

int NoFrustumCullingRelease ( )

Release no frustum culling request.

Returns
Current no frustum culling request count after function call.

◆ NoFrustumCullingRequire()

int NoFrustumCullingRequire ( )

Acquire no frustum culling request.

Returns
Current no frustum culling request count after function call.

◆ RayCast()

bool RayCast ( FBCamera pCamera,
int  pMouseX,
int  pMouseY,
FBVector3d pHitPosition,
FBVector3d pHitNormal 
)

Ray cast test.

Parameters
pCameraCamera to use for casting.
pMouseXMouse X position.
pMouseYMouse Y position.
pHitPositionRay cast position on the object.
pHitNormalNormal at the ray cast position on the object.
Returns
true if it hit the meshes, hit would contains the precise position & normal.

◆ RotationToMatrix()

void RotationToMatrix ( FBMatrix pMatrix,
const FBRVector pRotation 
)

Convert Euler Vector to Rotation Matrix based on model's rotation order.

Parameters
pMatrixResulting rotation matrix.
pRotationObject space rotation vector to convert, whose angles are stored in [X,Y,Z] order.

◆ SetAdditionalUniqueColorIDCount()

bool SetAdditionalUniqueColorIDCount ( unsigned int  pCount)

Request additional Unique color IDs.

Parameters
pCountUser should note that Unique Color ID resource is limited (only 24 bits), hence should avoid to use unnecessary large number.
Returns
True if Unique ColorId resource is available.

◆ SetCullingMode()

void SetCullingMode ( FBModelCullingMode  pCullingMode)

Set Model Cullin Mode.

Parameters
pCullingModeCulling Mode to be set.

◆ SetMatrix()

void SetMatrix ( FBMatrix  pMatrix,
FBModelTransformationType  pWhat = kModelTransformation,
bool  pGlobalInfo = true,
bool  pPushUndo = false,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Set a matrix for the model.

Parameters
pMatrixInformation to use to set the model's matrix.
pWhatType of matrix to set (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified

◆ SetMatrixWithPrecision()

void SetMatrixWithPrecision ( FBMatrix  pMatrix,
FBModelTransformationType  pWhat = kModelTransformation,
bool  pGlobalInfo = true,
bool  pPushUndo = false,
FBEvaluateInfo pEvaluateInfo = NULL,
double  pPrecision = FBMat2EulerDegenerateForPrecision10 
)

Set a matrix for the model.

Parameters
pMatrixInformation to use to set the model's matrix.
pWhatType of matrix to set (default=transformation).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified
pPrecisionIndicate the precision level, used when calculating the threshold value for gimble lock. 16 * pow(10.0, -10)) is the new default value since Mobu 2016, 16 * pow(10.0, -6)) is old default value before then.

◆ SetSchematicPosition() [1/2]

void SetSchematicPosition ( FBVector2d  pVector2d)

Set the position in the schematic view for the model.

Parameters
pVector2dPosition to set.

◆ SetSchematicPosition() [2/2]

void SetSchematicPosition ( int  pX,
int  pY 
)

Set the position in the schematic view for the model.

Parameters
pXX position to set.
pYY position to set.

◆ SetupPropertiesForShapes()

void SetupPropertiesForShapes ( )

Setup Shape Properties.

Normally this function is called automatically at the next global synchronization point after the geometry has been updated. However you must call it explicitly to access the shape properties immediately after shapes adding/removing before next global synchronization point.

◆ SetVector()

void SetVector ( FBVector3d  pVector,
FBModelTransformationType  pWhat = kModelTranslation,
bool  pGlobalInfo = true,
bool  pPushUndo = false,
FBEvaluateInfo pEvaluateInfo = NULL 
)

Set a vector for the model.

Parameters
pVectorVector to use to set values.
pWhatType of information to set (default=translation, inverses not supported).
pGlobalInfotrue if it is GlobalInfo, false if Local (default=true).
pPushUndotrue if this operation is undoable, don't push undo in non UI thread.
pEvaluateInfoEvaluateInfo, Take Display if none specified

◆ UseFrustumCulling()

bool UseFrustumCulling ( )

Get the current Frustum Culling Status.

Returns
True if model don't use frustum culling currently.

Member Data Documentation

◆ AnimationNode

FBPropertyAnimationNode AnimationNode

Read Only Property: Animation node of the model.

Definition at line 312 of file fbmodel.h.

◆ BlendShapeDeformable

FBPropertyBool BlendShapeDeformable

Read Write Property: Model blend-shape deformable. Not Savable

Definition at line 298 of file fbmodel.h.

◆ CastsShadows

FBPropertyBool CastsShadows

Read Write Property: If true, the geometry will produce shadows.

Definition at line 359 of file fbmodel.h.

◆ Children

List: Children for model.

Definition at line 287 of file fbmodel.h.

◆ Cluster

FBPropertyCluster Cluster

Read Only Property: Link Cluster for the model.

Definition at line 309 of file fbmodel.h.

◆ ConstrainDeformable

FBPropertyBool ConstrainDeformable

Read Write Property: Model constraint deformable. Not Savable

Definition at line 299 of file fbmodel.h.

◆ Deformers

List: Deformers (Skeleton Deformer or Point Cache Deformer).

Definition at line 292 of file fbmodel.h.

◆ GeometricRotation

FBPropertyVector3d GeometricRotation

Read Write Property: Geometric rotation.

Definition at line 348 of file fbmodel.h.

◆ GeometricScaling

FBPropertyVector3d GeometricScaling

Read Write Property: Geometric scaling.

Definition at line 349 of file fbmodel.h.

◆ GeometricTranslation

FBPropertyVector3d GeometricTranslation

Read Write Property: Geometric translation.

Definition at line 347 of file fbmodel.h.

◆ Geometry

FBPropertyGeometry Geometry

Read Write Property: Geometry for the model.

Definition at line 305 of file fbmodel.h.

◆ GeometryUpdateId

FBPropertyInt GeometryUpdateId

Read Only Property: model geometry (vertex data) related update id.

Definition at line 306 of file fbmodel.h.

◆ Icon3D

Read Write Property: Is model a 3D icon?

Definition at line 293 of file fbmodel.h.

◆ IsConstrained

FBPropertyBool IsConstrained

Read Only Property: Is model constrained?

Definition at line 296 of file fbmodel.h.

◆ IsDeformable

FBPropertyBool IsDeformable

Read Only Property: Is model deformable?

Definition at line 295 of file fbmodel.h.

◆ LookAt

FBPropertyModel LookAt

Read Write Property: Look at model (interest point).

Definition at line 303 of file fbmodel.h.

◆ Materials

List: Materials for model.

Definition at line 290 of file fbmodel.h.

◆ ModelVertexData

FBPropertyModelVertexData ModelVertexData

Read Only Property: ModelVertexData for the model.

Definition at line 308 of file fbmodel.h.

◆ Parent

FBPropertyModel Parent

Read Write Property: Parent model.

Definition at line 302 of file fbmodel.h.

◆ Pickable

FBPropertyBool Pickable

Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'true'.

Definition at line 354 of file fbmodel.h.

◆ PointCacheDeformable

FBPropertyBool PointCacheDeformable

Read Write Property: Model point cache deformable. Not Savable

Definition at line 300 of file fbmodel.h.

◆ PointCacheRecord

FBPropertyBool PointCacheRecord

Read Write Property: Record Point Cache for model? Not Savable

Definition at line 301 of file fbmodel.h.

◆ PostRotation

FBPropertyVector3d PostRotation

Read Write Property: Post Rotation (considered if RotationActive is true)

Definition at line 320 of file fbmodel.h.

◆ PreRotation

FBPropertyVector3d PreRotation

Read Write Property: Pre Rotation (considered if RotationActive is true)

Definition at line 319 of file fbmodel.h.

◆ PrimaryVisibility

FBPropertyBool PrimaryVisibility

Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this is turned off.

Definition at line 358 of file fbmodel.h.

◆ QuaternionInterpolate

FBPropertyBool QuaternionInterpolate

Read Write Property: Use quaternion interpolation.

Definition at line 351 of file fbmodel.h.

◆ ReceiveShadows

FBPropertyBool ReceiveShadows

Read Write Property: If true, the geometry will receive shadows.

Definition at line 360 of file fbmodel.h.

◆ Rotation

Read Write Property: Lcl rotation.

Definition at line 344 of file fbmodel.h.

◆ RotationActive

FBPropertyBool RotationActive

Read Write Property: Is model using Rotation Limits?

Definition at line 318 of file fbmodel.h.

◆ RotationMax

FBPropertyVector3d RotationMax

Read Write Property: Max Rotation Limit (considered if RotationActive is true)

Definition at line 322 of file fbmodel.h.

◆ RotationMaxX

FBPropertyBool RotationMaxX

Read Write Property: Is model using Maximum Rotation Limits On X?

Definition at line 326 of file fbmodel.h.

◆ RotationMaxY

FBPropertyBool RotationMaxY

Read Write Property: Is model using Maximum Rotation Limits On Y?

Definition at line 327 of file fbmodel.h.

◆ RotationMaxZ

FBPropertyBool RotationMaxZ

Read Write Property: Is model using Maximum Rotation Limits On Z?

Definition at line 328 of file fbmodel.h.

◆ RotationMin

FBPropertyVector3d RotationMin

Read Write Property: Min Rotation Limit (considered if RotationActive is true)

Definition at line 321 of file fbmodel.h.

◆ RotationMinX

FBPropertyBool RotationMinX

Read Write Property: Is model using Minimum Rotation Limits On X?

Definition at line 323 of file fbmodel.h.

◆ RotationMinY

FBPropertyBool RotationMinY

Read Write Property: Is model using Minimum Rotation Limits On Y?

Definition at line 324 of file fbmodel.h.

◆ RotationMinZ

FBPropertyBool RotationMinZ

Read Write Property: Is model using Minimum Rotation Limits On Z?

Definition at line 325 of file fbmodel.h.

◆ RotationOrder

FBPropertyModelRotationOrder RotationOrder

Read Write Property: Rotation order.

Definition at line 314 of file fbmodel.h.

◆ RotationSpaceForLimitOnly

FBPropertyBool RotationSpaceForLimitOnly

Read Write Property: Apply Post Rotation Matrix only for Limits?

Definition at line 317 of file fbmodel.h.

◆ Scaling

Read Write Property: Lcl scaling.

Definition at line 345 of file fbmodel.h.

◆ Scene

FBPropertyScene Scene

Read Only Property: Scene containing the model.

Definition at line 310 of file fbmodel.h.

◆ Shaders

List: Shaders for model.

Definition at line 289 of file fbmodel.h.

◆ ShadingMode

FBPropertyModelShadingMode ShadingMode

Read Write Property: Shading mode for the model.

Definition at line 311 of file fbmodel.h.

◆ Show

Read Write Property: Indicate if the viewer should show the object, according to its visibility value. This has a default value of 'false'.

Definition at line 353 of file fbmodel.h.

◆ SkeletonDeformable

FBPropertyBool SkeletonDeformable

Read Write Property: Model skeleton deformable. Not Savable

Definition at line 297 of file fbmodel.h.

◆ SoftSelected

FBPropertyBool SoftSelected

Read Write Property: Is model Soft selected?

Definition at line 294 of file fbmodel.h.

◆ TessellatedMesh

FBPropertyMesh TessellatedMesh

Read Only Property: Tessellated Mesh for the model.

Definition at line 307 of file fbmodel.h.

◆ Textures

List: Textures with Special UseType (Other than "Color" which should connect to materials).

Definition at line 291 of file fbmodel.h.

◆ Transformable

FBPropertyBool Transformable

Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value of 'true'.

Definition at line 355 of file fbmodel.h.

◆ Translation

Read Write Property: Lcl translation.

Definition at line 343 of file fbmodel.h.

◆ TranslationActive

FBPropertyBool TranslationActive

Read Write Property: Is model using Translation Limits?

Definition at line 330 of file fbmodel.h.

◆ TranslationMax

FBPropertyVector3d TranslationMax

Read Write Property: Translation Limit Max.

Definition at line 332 of file fbmodel.h.

◆ TranslationMaxX

FBPropertyBool TranslationMaxX

Read Write Property: Is model using Translation Limits on Max X.

Definition at line 336 of file fbmodel.h.

◆ TranslationMaxY

FBPropertyBool TranslationMaxY

Read Write Property: Is model using Translation Limits on Max Y.

Definition at line 337 of file fbmodel.h.

◆ TranslationMaxZ

FBPropertyBool TranslationMaxZ

Read Write Property: Is model using Translation Limits on Max Z.

Definition at line 338 of file fbmodel.h.

◆ TranslationMin

FBPropertyVector3d TranslationMin

Read Write Property: Translation Limit Min.

Definition at line 331 of file fbmodel.h.

◆ TranslationMinX

FBPropertyBool TranslationMinX

Read Write Property: Is model using Translation Limits on Min X.

Definition at line 333 of file fbmodel.h.

◆ TranslationMinY

FBPropertyBool TranslationMinY

Read Write Property: Is model using Translation Limits on Min Y.

Definition at line 334 of file fbmodel.h.

◆ TranslationMinZ

FBPropertyBool TranslationMinZ

Read Write Property: Is model using Translation Limits on Min Z.

Definition at line 335 of file fbmodel.h.

◆ UniqueColorId

FBPropertyColor UniqueColorId

Read Only Property: Unique Color Id for color based viewer picking. Color channel values are in the range [0, 1] with 1.0/255 precision.

Definition at line 356 of file fbmodel.h.

◆ UpVector

FBPropertyModel UpVector

Read Write Property: UpVector model.

Definition at line 304 of file fbmodel.h.

◆ Visibility

Read Write Property: Visibility of model. This can be overridden by the 'Show' property.

Definition at line 341 of file fbmodel.h.

◆ VisibilityInheritance

FBPropertyBool VisibilityInheritance

Read Write Property: //!< When this value is set to True the Visibility of this model is also applied to all its descendants

Definition at line 342 of file fbmodel.h.


The documentation for this class was generated from the following file: