#include <pyfbsdk_generated.h>
Public Member Functions | |
DisableOGLUVSet () | |
Disable OpenGL UV set array. | |
DisableOGLVertexData () | |
Disable OpenGL Vertex Array (Pos & Normal). | |
DrawSubPatch (int pSubPatchIndex, bool pWireFrame=False) | |
Draw the specified sub patch. | |
DrawSubRegion (int pSubRegionIndex, bool pWireFrame=False) | |
Draw the specified sub region. | |
EnableOGLUVSet (FBTextureMapping pTextureMapping=kFBTextureMappingUV, str pUVSet=None) | |
Enable (Setup) OpenGL UV set array. | |
EnableOGLVertexData (bool pAfterDeform=True) | |
Enable (Setup) OpenGL Vertex Array (Pos & Normal). | |
int | GetIndexArray () |
Return the index array. | |
int | GetIndexArraySize () |
Return the index array size (see GetIndexArray()). | |
unsigned int | GetIndexArrayVBOId () |
Return the index array VBO Id. | |
int | GetSubPatchCount () |
Return the number of sub patches. | |
int | GetSubPatchIndexOffset (int pSubPatchIndex) |
Return the start offset of the indexes for the specified sub patch (see GetIndexArray()). | |
int | GetSubPatchIndexSize (int pSubPatchIndex) |
Return the size of the indexes for the specified sub patch (see GetIndexArray()). | |
FBMaterial | GetSubPatchMaterial (int pSubPatchIndex) |
Return the mapped material for the specified sub patch. | |
int | GetSubPatchMaterialId (int pSubPatchIndex) |
Return the mapped material ID for the specified sub patch. | |
FBGeometryPrimitiveType | GetSubPatchPrimitiveType (int pSubPatchIndex, bool pIsOptimized=None) |
Return the primitive type for the specified sub patch. | |
int | GetSubRegionCount () |
Return the number of sub regions (mapping with different materials). | |
FBMaterial | GetSubRegionMaterial (int pSubRegionIndex) |
Return the specified sub region's material. | |
GetUVSetArray (FBTextureMapping pTextureMapping=kFBTextureMappingUV, str pUVSet=None) | |
Return the UV Set array for the specified texture mapping mode. | |
FBGeometryArrayElementType | GetUVSetArrayFormat (FBTextureMapping pTextureMapping=kFBTextureMappingUV, str pUVSet=None) |
Return the UV Set array format. | |
int | GetUVSetUVCount (FBTextureMapping pTextureMapping=kFBTextureMappingUV, str pUVSet=None) |
Return the number of UVs in the UV Set for the specified texture mapping mode. | |
unsigned int | GetUVSetVBOId (FBTextureMapping pTextureMapping=kFBTextureMappingUV, str pUVSet=None) |
Return the UV Set Buffer Object (VBO) Id for the specified texture mapping mode. | |
GetUVSetVBOOffset (FBTextureMapping pTextureMapping=kFBTextureMappingUV, str pUVSet=None) | |
Return the UV Set Buffer Object (VBO) offset for the specified texture mapping mode. | |
GetVertexArray (FBGeometryArrayID pArrayId, bool pAfterDeform=True) | |
Return the vertex array for the specified vertex array Id. | |
list | GetVertexArrayDuplicationMap (unsigned int pDuplicatedVertexCount) |
The FBModel::TessellatedMesh could contain per-face mapping UVSet/Normal or other layer elements. | |
FBGeometryArrayElementType | GetVertexArrayType (FBGeometryArrayID pArrayId, bool pAfterDeform=True) |
Return the vertex array format for the specified array Id. | |
unsigned int | GetVertexArrayVBOId (FBGeometryArrayID pArrayId, bool pAfterDeform=True) |
Return the Vertex Buffer Object (VBO) Id for the specified vertex array Id. | |
GetVertexArrayVBOOffset (FBGeometryArrayID pArrayId, bool pAfterDeform=True) | |
Return the Vertex Buffer Object (VBO) offset for the specified vertex array Id. | |
int | GetVertexCount () |
Return the number of vertices. | |
bool | IsDeformable () |
Return true if the model is deformable. | |
bool | IsDrawable () |
Queries if this model should be drawn, e.g., in custom render callback. | |
PopZDepthClipOverride () | |
Re-enables Z-Depth clip plane if it had been disabled via PushZDepthClipOverride(). | |
PushZDepthClipOverride () | |
Disables Z-Depth clip plane if this model is selected using Z-Depth HideFront selection tool. | |
VertexArrayMappingRelease () | |
Release deformed vertex array mapping on CPU. | |
VertexArrayMappingRequest () | |
Request deformed vertex array mapping on CPU. | |
![]() | |
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. | |
Additional Inherited Members | |
![]() | |
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. | |
![]() | |
str | ClassGroupName |
ClassGroupName of the object. | |
int | TypeInfo |
TypeInfo. | |
DisableOGLUVSet | ( | ) |
Disable OpenGL UV set array.
DisableOGLVertexData | ( | ) |
Disable OpenGL Vertex Array (Pos & Normal).
Draw the specified sub patch.
Must be called between Enable/DisableOGLVertexData function calls.
pSubPatchIndex | Index of the sub patch to be drawn. |
pWireFrame | Draw wire frame if true. |
Draw the specified sub region.
Must be called between Enable/DisableOGLVertexData function calls.
pSubRegionIndex | Index of the sub region to be drawn. |
pWireFrame | Draw wire frame if true. |
EnableOGLUVSet | ( | FBTextureMapping | pTextureMapping = kFBTextureMappingUV , |
str | pUVSet = None |
||
) |
Enable (Setup) OpenGL UV set array.
pTextureMapping | Texture Mapping Mode. |
pUVSet | UV Set name if pTextureMapping is kFBTextureMappingUV, otherwise ignored. |
EnableOGLVertexData | ( | bool | pAfterDeform = True | ) |
Enable (Setup) OpenGL Vertex Array (Pos & Normal).
pAfterDeform | Unused parameter. |
int GetIndexArray | ( | ) |
Return the index array.
For the size of the array, see GetIndexArraySize().
int GetIndexArraySize | ( | ) |
Return the index array size (see GetIndexArray()).
It will sum the index size of each sub patch (see GetSubPatchIndexSize()).
unsigned int GetIndexArrayVBOId | ( | ) |
Return the index array VBO Id.
int GetSubPatchCount | ( | ) |
Return the number of sub patches.
Return the start offset of the indexes for the specified sub patch (see GetIndexArray()).
pSubPatchIndex | Index of the sub patch to be queried. |
Return the size of the indexes for the specified sub patch (see GetIndexArray()).
pSubPatchIndex | Index of the sub patch to be queried. |
FBMaterial GetSubPatchMaterial | ( | int | pSubPatchIndex | ) |
Return the mapped material for the specified sub patch.
pSubPatchIndex | Index of the sub patch to be queried. |
Return the mapped material ID for the specified sub patch.
pSubPatchIndex | Index of the sub patch to be queried. |
FBGeometryPrimitiveType GetSubPatchPrimitiveType | ( | int | pSubPatchIndex, |
bool | pIsOptimized = None |
||
) |
Return the primitive type for the specified sub patch.
Most of the time, kFBGeometry_TRIANGLES will be returned.
pSubPatchIndex | Index of the sub patch to be queried. |
pIsOptimized | (C++ only) Out parameter, return true if the specified sub patch is optimized for fast rendering, custom shader & render should use the optimized sub patch only. |
int GetSubRegionCount | ( | ) |
Return the number of sub regions (mapping with different materials).
FBMaterial GetSubRegionMaterial | ( | int | pSubRegionIndex | ) |
Return the specified sub region's material.
pSubRegionIndex | Index of the sub region to be queried. |
GetUVSetArray | ( | FBTextureMapping | pTextureMapping = kFBTextureMappingUV , |
str | pUVSet = None |
||
) |
Return the UV Set array for the specified texture mapping mode.
pTextureMapping | Texture mapping mode to be queried. |
pUVSet | UV Set name to be queried if pTextureMapping is kFBTextureMappingUV, otherwise ignored. |
FBGeometryArrayElementType GetUVSetArrayFormat | ( | FBTextureMapping | pTextureMapping = kFBTextureMappingUV , |
str | pUVSet = None |
||
) |
Return the UV Set array format.
pTextureMapping | Unused parameter. |
pUVSet | Unused parameter. |
int GetUVSetUVCount | ( | FBTextureMapping | pTextureMapping = kFBTextureMappingUV , |
str | pUVSet = None |
||
) |
Return the number of UVs in the UV Set for the specified texture mapping mode.
pTextureMapping | Texture mapping mode to be queried. |
pUVSet | UV Set name to be queried if pTextureMapping is kFBTextureMappingUV, otherwise ignored. |
unsigned int GetUVSetVBOId | ( | FBTextureMapping | pTextureMapping = kFBTextureMappingUV , |
str | pUVSet = None |
||
) |
Return the UV Set Buffer Object (VBO) Id for the specified texture mapping mode.
pTextureMapping | Texture mapping mode to be queried. |
pUVSet | UV Set name to be queried if pTextureMapping is kFBTextureMappingUV, otherwise ignored. |
GetUVSetVBOOffset | ( | FBTextureMapping | pTextureMapping = kFBTextureMappingUV , |
str | pUVSet = None |
||
) |
Return the UV Set Buffer Object (VBO) offset for the specified texture mapping mode.
pTextureMapping | Texture mapping mode to be queried. |
pUVSet | UV Set name to be queried if pTextureMapping is kFBTextureMappingUV, otherwise ignored. |
GetVertexArray | ( | FBGeometryArrayID | pArrayId, |
bool | pAfterDeform = True |
||
) |
Return the vertex array for the specified vertex array Id.
pArrayId | Vertex array Id type to be queried. |
pAfterDeform | True to query the deformed position or normal vertex array (model must be deformable and deformation must occur in CPU), false to query the original vertex array. |
The FBModel::TessellatedMesh could contain per-face mapping UVSet/Normal or other layer elements.
In order to build a valid VBO buffer for accelerated rendering, those control points with multiple attribute data must be duplicated. This function returns the duplicated vertices' ID mapping from FBModel::ModelVertexData vertex array to its FBModel::TessellatedMesh vertex array. Note those duplicated vertices are always appended after the original vertex array.
pDuplicatedVertexCount | only) pDuplicatedVertexCount Out parameter, return the count of those duplicated vertices. |
FBGeometryArrayElementType GetVertexArrayType | ( | FBGeometryArrayID | pArrayId, |
bool | pAfterDeform = True |
||
) |
Return the vertex array format for the specified array Id.
pArrayId | Vertex array Id type to be queried. |
pAfterDeform | Unused parameter. |
unsigned int GetVertexArrayVBOId | ( | FBGeometryArrayID | pArrayId, |
bool | pAfterDeform = True |
||
) |
Return the Vertex Buffer Object (VBO) Id for the specified vertex array Id.
pArrayId | Vertex array Id type to be queried. |
pAfterDeform | True to query the deformed position or normal vertex array (model must be deformable and deformation must occur in CPU), false to query the original vertex array. |
GetVertexArrayVBOOffset | ( | FBGeometryArrayID | pArrayId, |
bool | pAfterDeform = True |
||
) |
Return the Vertex Buffer Object (VBO) offset for the specified vertex array Id.
pArrayId | Vertex array Id type to be queried. Only position or normal vertex array Id types are available. |
pAfterDeform | True to query the deformed position or normal vertex array (model must be deformable and deformation must occur in CPU), false to query the original vertex array. |
int GetVertexCount | ( | ) |
Return the number of vertices.
bool IsDeformable | ( | ) |
Return true if the model is deformable.
bool IsDrawable | ( | ) |
Queries if this model should be drawn, e.g., in custom render callback.
Returns false if e.g., deformed vertex data has not been computed for this frame (thus not ready to be drawn), or if model should be hidden when Z-Depth selection tool is active.
PopZDepthClipOverride | ( | ) |
Re-enables Z-Depth clip plane if it had been disabled via PushZDepthClipOverride().
Call this function after drawing each model in custom render callback, so that Z-Depth clip plane is re-enabled if it was earlier disabled via PushZDepthClipOverride().
PushZDepthClipOverride | ( | ) |
Disables Z-Depth clip plane if this model is selected using Z-Depth HideFront selection tool.
Call this function before drawing each model in custom render callback, so that the selected model is unaffected by the Z-Depth clip plane, and hence is visible when Z-Depth HideFront selection tool is active. Be sure to call PopZDepthClipOverride() after drawing each model.
VertexArrayMappingRelease | ( | ) |
Release deformed vertex array mapping on CPU.
Call this function if plug-in don't need CPU access of the deformed vertex array to be mapped on CPU memory anymore, hence allow the application flexibility to choose higher performance approach.
VertexArrayMappingRequest | ( | ) |
Request deformed vertex array mapping on CPU.
Model's deformation computation could be executed on GPU, and thus the deformed vertex data will reside in GPU memory only by default. Calling this function VertexArrayMappingRequest() will ensure the deformed vertex array to be always mapped to CPU memory.