Lighted shader class. More...
#include <pyfbsdk.h>
Public Member Functions | |
FBShaderLighted (str pName) | |
Constructor. | |
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FBShader (str pName) | |
Protected constructor. | |
bool | Append (FBModel pModel) |
Append shader to pModel. | |
CloneShaderParameter (FBShader pNewShader) | |
Clone shader. | |
bool | ReplaceAll (FBModel pModel) |
Replace all shader in pModel. | |
bool | ShaderNeedBeginRender () |
Does the shader need a begin render call. | |
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FBBox (str pName) | |
Constructor. | |
bool | AnimationNodeDestroy (FBAnimationNode pAnimationNode) |
Destroy an animation node. | |
FBAnimationNode | AnimationNodeInGet () |
Get the (IN/OUT) animation node for this box. | |
bool | AnimationNodeIsUserData (FBAnimationNode pAnimationNode) |
Is the animation node user data? | |
FBAnimationNode | AnimationNodeOutGet () |
str | FbxGetObjectSubType () |
Returns the class sub type inherited by the class of an object, for example: 'Relations', 'Parent-Child', 'Number to Vector', 'Shot'. | |
str | FbxGetObjectType () |
Returns the class type inherited by the class of an object, for example: 'Box', 'Constraint', 'TimelineXTrack'. | |
FBAnimationNode | GetInConnector (int pIndex) |
Get the animation node input associated with the given index. | |
int | GetInConnectorCount () |
Get the number of animation node inputs for this box. | |
FBAnimationNode | GetOutConnector (int pIndex) |
Get the animation node output associated with the given index. | |
int | GetOutConnectorCount () |
Get the number of animation node outputs for this box. | |
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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 | |
FBAnimatableDouble | Alpha |
Read Write Property: Controls the actual effect of the shader on the object. At 0.0 it does nothing, and at 1.0 it fully affects the object. | |
float | Contrast |
Read Write Property: Changes the contrast of the object when it reflects light. | |
float | Luminosity |
Read Write Property: Changes the brightness of the object when reflecting light. | |
float | Specular |
Read Write Property: Changes an object's level of shininess when it reflects light by affecting the specular highlight. | |
FBAlphaSource | Transparency |
Read Write Property: Indicates the computation method of the transparency. | |
bool | UseContrast |
Read Write Property: Activate the Contrast option. | |
bool | UseLuminosity |
Read Write Property: Activate the Luminosity option. | |
bool | UseSpecular |
Read Write Property: Activate the Specularity option. | |
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FBRenderingPass | RenderingPass |
Read Write Property: Rendering pass object are shaded in. | |
str | ShaderDescription |
Description. | |
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bool | Animatable |
Read Write Property: Is the box animatable. | |
bool | Live |
Read Write Property: Is live? | |
bool | RecordMode |
Read Write Property: Is recording? | |
str | UniqueName |
internal Unique name. | |
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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. | |
Lighted shader class.
This type of shader is the default type used by the application. It allows users to control luminosity, contrast and specularity as well as how the transparency is computed, should it be used.There are two methods to create a FBShaderLighted object: using the FBShaderManager, or simply by instantiating a class object explicitely.Please consult the application documentation for more infos on shader properties and their effects.This class should not serve as a base class for another class.Sample C++ code:
The following sample code does the same task, but in Python.Sample Python code:
FBShaderLighted | ( | str | pName | ) |
Constructor.
pName | Name of shader. |
FBAnimatableDouble Alpha |
Read Write Property: Controls the actual effect of the shader on the object. At 0.0 it does nothing, and at 1.0 it fully affects the object.
float Contrast |
Read Write Property: Changes the contrast of the object when it reflects light.
float Luminosity |
Read Write Property: Changes the brightness of the object when reflecting light.
float Specular |
Read Write Property: Changes an object's level of shininess when it reflects light by affecting the specular highlight.
FBAlphaSource Transparency |
Read Write Property: Indicates the computation method of the transparency.
bool UseContrast |
Read Write Property: Activate the Contrast option.
bool UseLuminosity |
Read Write Property: Activate the Luminosity option.
bool UseSpecular |
Read Write Property: Activate the Specularity option.