#include <pyfbsdk_generated.h>
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. | |
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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. | |
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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. | |
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str | ClassGroupName |
ClassGroupName of the object. | |
int | TypeInfo |
TypeInfo. | |
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.
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.