#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. | |
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. | |
| 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.