Python Reference Guide
 
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FBEvaluateManager Class Reference

#include <pyfbsdk_generated.h>

Inheritance diagram for FBEvaluateManager:

Public Member Functions

 InvalidateDAG ()
 Invalidate the DAG and trigger parallel scheduling at the next frame.
 
bool IsInteractiveMode ()
 Check if the application main loop is in interactive or offline render mode.
 
- Public Member Functions inherited from FBComponent
 FBComponent ()
 Constructor.
 
str ClassName ()
 Get the class name.
 
 DisableObjectFlags (FBObjectFlag pFlags)
 Disable a specific Object Flags.
 
 EnableObjectFlags (FBObjectFlag pFlags)
 Enable a specific Object Flags.
 
bool FBCreate ()
 Open Reality Creation function.
 
 FBDelete ()
 Open Reality deletion function.
 
 FBDestroy ()
 Open Reality destruction function.
 
FBObjectFlag GetObjectFlags ()
 Get all Object Flags (concatenated).
 
bool GetObjectStatus (FBObjectStatus pStatus)
 Check to see if an object status is enabled.
 
FBFileReference GetOwnerFileReference (p0)
 Get the owner FileReference object.
 
 HardSelect ()
 HardSelect.
 
bool HasObjectFlags (FBObjectFlag pFlags)
 Check whether a specific object flag is enabled.
 
bool Is (int pTypeId)
 Returns true if object is of type TypeId.
 
bool ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True)
 ProcessNamespaceHierarchy.
 
bool ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True)
 ProcessObjectNamespace.
 
int PropertyAdd (FBProperty pProperty)
 Add a property to the component's property manager.
 
bool PropertyAddReferenceProperty (FBProperty pReferenceProperty)
 Add a reference property to the component's property manager.
 
FBProperty PropertyCreate (str pName, FBType pType, str pDataType, bool pAnimatable, bool pIsUser=False, FBProperty pReferenceSource=None)
 Create user or dynamic property.
 
 PropertyGetModifiedList (FBArrayTemplate< FB > pPropList, FBPlugModificationFlag pModificationFlags)
 Get list of properties which have been modified since last loading.
 
 PropertyRemove (FBProperty pProperty)
 Remove a Property from the component's Property manager.
 
 SetObjectFlags (FBObjectFlag pFlags)
 SetObjectFlags.
 
 SetObjectStatus (FBObjectStatus pStatus, bool pValue)
 Enable/Disable a specific Object Status.
 

Public Attributes

int DeviceCount
 Read only Property: Number of devices to evaluate.

 
bool DualQuaternionSkinning
 Read/Write Property: Using state of the Dual Quaternion for skinning (CPU Skinning or GPU Skinning).

 
bool FrameSkipOptimization
 Read/Write Property: if true, apply frame skip optimization during playback. off-line rendering don't use frame skip optimization.

 
int NodeCount
 Read only Property: Number of nodes to evaluate.

 
FBEventCallbackRenderPipeline OnRenderingPipelineEvent
  For callback events at rendering pipeline.

 
FBEventCallbackSynPoint OnSynchronizationEvent
  For callback events at synchronization point.

 
bool ParallelDeformation
 Read/Write Property: true if deformation is evaluated in parallel.

 
bool ParallelEvaluation
 Read/Write Property: true if parallel DAG schedule algorithm is being used. false when serial algorithm is being used.

 
bool ParallelPipeline
 Read/Write Property: true if transformation is evaluated in parallel.

 
FBParallelScheduleType ParallelScheduleType
  DEPRICATED Read/Write Property: choose between serial and parallel DAG schedule algorithm. kFBParallelScheduleSimple and kFBParallelScheduleAdvanced will set ParallelEvalution to true. kFBParallelScheduleSerial will set ParallelEvalution to false

 
bool UseGPUDeformation
 Read/Write Property: true if GPU deformation is used.

 
- Public Attributes inherited from FBComponent
FBListComponent Components
 List: List of components.

 
str LongName
 Read Write Property: Name and namespace for object.

 
str Name
 Read Write Property: Unique name of object. See sample: RemoveSuffixFromNameOfSceneElements.py.
 
FBListComponent Parents
 List: Parents.

 
FBManager PropertyList
 Read Only Property: Manages all of the properties for the component.

 
bool Selected
 Read Write Property: Selected property.

 
int TypeInfo
 Contains the Type information of the object.

 
- Public Attributes inherited from FBPlug
str ClassGroupName
 ClassGroupName of the object.

 
int TypeInfo
 TypeInfo.

 

Member Function Documentation

◆ InvalidateDAG()

InvalidateDAG ( )

Invalidate the DAG and trigger parallel scheduling at the next frame.

◆ IsInteractiveMode()

bool IsInteractiveMode ( )

Check if the application main loop is in interactive or offline render mode.

Returns
true if is application is is interactive mode.

Member Data Documentation

◆ DeviceCount

int DeviceCount

Read only Property: Number of devices to evaluate.

◆ DualQuaternionSkinning

bool DualQuaternionSkinning

Read/Write Property: Using state of the Dual Quaternion for skinning (CPU Skinning or GPU Skinning).

◆ FrameSkipOptimization

bool FrameSkipOptimization

Read/Write Property: if true, apply frame skip optimization during playback. off-line rendering don't use frame skip optimization.

◆ NodeCount

int NodeCount

Read only Property: Number of nodes to evaluate.

◆ OnRenderingPipelineEvent

FBEventCallbackRenderPipeline OnRenderingPipelineEvent

For callback events at rendering pipeline.

◆ OnSynchronizationEvent

FBEventCallbackSynPoint OnSynchronizationEvent

For callback events at synchronization point.

◆ ParallelDeformation

bool ParallelDeformation

Read/Write Property: true if deformation is evaluated in parallel.

◆ ParallelEvaluation

bool ParallelEvaluation

Read/Write Property: true if parallel DAG schedule algorithm is being used. false when serial algorithm is being used.

◆ ParallelPipeline

bool ParallelPipeline

Read/Write Property: true if transformation is evaluated in parallel.

◆ ParallelScheduleType

FBParallelScheduleType ParallelScheduleType

DEPRICATED Read/Write Property: choose between serial and parallel DAG schedule algorithm. kFBParallelScheduleSimple and kFBParallelScheduleAdvanced will set ParallelEvalution to true. kFBParallelScheduleSerial will set ParallelEvalution to false

◆ UseGPUDeformation

bool UseGPUDeformation

Read/Write Property: true if GPU deformation is used.