#include <M3dView.h>
M3dView provides methods for working with 3D model views. 3D views are based on OpenGL drawing areas.
Maya can operate in two different color modes, RGBA and color index. Color index mode is used to increase performance when shading is not required. Drawing in color index mode is more complicated, but this class provides methods to simplify color selection.
Maya has four color tables that can be used in RGBA, and that must be used in color index mode. These four color tables represent four sets of bit planes that are independent of each other. So, for example, it is possible to clear all active objects from the display and redraw them without redrawing the dormant and templated objects. The active and dormant color tables contain the same colors, but use different bitplanes.
The extra performance of color index mode comes at the cost of a limited number of colors. If this restriction causes difficulty, then it is possible for the user to force all displays into RGBA mode where any color may be used.
When an object is affected by another in the scene, it is drawn in a magenta colour by default. This is denoted in the DisplayStatus enum by kActiveAffected. These objects are drawn in the active planes even though they are dormant for performance reasons.
apiMeshShapeUI.cpp, apiMeshShapeUI.h, apiSimpleShapeUI.cpp, apiSimpleShapeUI.h, blindDataShader.cpp, blindDataShader.h, cgfxShaderCmd.cpp, componentScaleManip.cpp, curvedArrowsNode.cpp, customAttrManip.cpp, cvColorNode.cpp, footPrintManip.cpp, footPrintNode.cpp, helixTool.cpp, hwAnisotropicShader_NV20.cpp, hwAnisotropicShader_NV20.h, hwColorPerVertexShader.cpp, hwDecalBumpShader_NV20.cpp, hwDecalBumpShader_NV20.h, hwPhongShader.cpp, hwPhongShader.h, hwReflectBumpShader_NV20.cpp, hwReflectBumpShader_NV20.h, hwRefractReflectShader_NV20.cpp, hwRefractReflectShader_NV20.h, hwToonShader_NV20.cpp, hwToonShader_NV20.h, hwUnlitShader.cpp, hwUnlitShader.h, lassoTool.cpp, lineManip.cpp, lineManip.h, lineManipContainer.cpp, lineManipContainer.h, marqueeTool.cpp, moveManip.cpp, moveNumericTool.cpp, moveTool.cpp, pnTrianglesNode.cpp, pnTrianglesNode.h, quadricShape.cpp, renderViewRenderCmd.cpp, renderViewRenderRegionCmd.cpp, rotateManip.cpp, simpleEmitter.cpp, simpleEmitter.h, squareScaleManip.cpp, squareScaleManip.h, squareScaleManipContext.cpp, squareScaleManipContext.h, surfaceBumpManip.cpp, swissArmyManip.cpp, torusField.cpp, torusField.h, viewCallbackTest.cpp, and viewCaptureCmd.cpp.
Public Types | |
enum | DisplayStyle { kBoundingBox, kFlatShaded, kGouraudShaded, kWireFrame, kPoints } |
Display styles for a 3D view. More... | |
enum | DisplayStatus { kActive, kLive, kDormant, kInvisible, kHilite, kTemplate, kActiveTemplate, kActiveComponent, kLead, kIntermediateObject, kActiveAffected, kNoStatus } |
Drawing modes for individual objects. More... | |
enum | ColorTable { kActiveColors = kActive, kDormantColors = kDormant, kTemplateColor = kTemplate, kBackgroundColor } |
Reference to color palettes. More... | |
enum | TextPosition { kLeft, kCenter, kRight } |
Alignemnt values when drawing text. More... | |
enum | DisplayObjects { kDisplayEverything = 0, kDisplayNurbsCurves, kDisplayNurbsSurfaces, kDisplayMeshes, kDisplayPlanes, kDisplayLights, kDisplayCameras, kDisplayJoints, kDisplayIkHandles, kDisplayDeformers, kDisplayDynamics, kDisplayLocators, kDisplayDimensions, kDisplaySelectHandles, kDisplayPivots, kDisplayTextures, kDisplayGrid, kDisplayCVs, kDisplayHulls, kDisplayStrokes, kDisplaySubdivSurfaces } |
Display modes. More... | |
enum | LightingMode { kLightAll, kLightSelected, kLightActive, kLightDefault } |
Lighting mode used in this 3D view. More... | |
enum | RendererName { kDefaultQualityRenderer, kHighQualityRenderer, kExternalRenderer } |
Current hardware rendergn engine used in this view. More... | |
enum | DepthBufferFormat { kDepth_8 = 0, kDepth_Float } |
Possible depth buffer formats to read into. More... | |
Public Member Functions | |
void | getScreenPosition (int &x, int &y, MStatus *ReturnStatus=NULL) const |
M3dWindow | window (MStatus *ReturnStatus=NULL) |
int | portWidth (MStatus *ReturnStatus=NULL) |
int | portHeight (MStatus *ReturnStatus=NULL) |
MStatus | pushViewport (unsigned int x, unsigned int y, unsigned int width, unsigned int height) |
MStatus | popViewport () |
MStatus | viewport (unsigned int &x, unsigned int &y, unsigned int &width, unsigned int &height) const |
MStatus | beginGL () |
MStatus | endGL () |
void | beginSelect (GLuint *buffer=NULL, GLsizei size=0) |
GLint | endSelect () |
bool | selectMode () const |
bool | textureMode () const |
void | loadName (GLuint name) |
void | pushName (GLuint name) |
void | popName () |
void | initNames () |
MStatus | beginOverlayDrawing () |
MStatus | endOverlayDrawing () |
MStatus | clearOverlayPlane () |
MStatus | setDrawColor (unsigned int index, ColorTable table=kActiveColors) |
MStatus | setDrawColor (const MColor &color) |
bool | isColorIndexMode (MStatus *ReturnStatus=NULL) |
unsigned int | numDormantColors (MStatus *ReturnStatus=NULL) |
unsigned int | numActiveColors (MStatus *ReturnStatus=NULL) |
unsigned int | numUserDefinedColors (MStatus *ReturnStatus=NULL) |
MStatus | setUserDefinedColor (unsigned int index, const MColor &color) |
unsigned int | userDefinedColorIndex (unsigned int index, MStatus *ReturnStatus=NULL) |
MColor | templateColor (MStatus *ReturnStatus=NULL) |
MColor | backgroundColor (MStatus *ReturnStatus=NULL) |
MColor | colorAtIndex (unsigned int index, ColorTable table=kActiveColors, MStatus *ReturnStatus=NULL) |
MStatus | getColorIndexAndTable (unsigned int glindex, unsigned int &index, ColorTable &table) const |
MStatus | colorMask (bool &r, bool &g, bool &b, bool &a) |
MStatus | setColorMask (bool r, bool g, bool b, bool a) |
MStatus | drawText (const MString &text, const MPoint position, TextPosition textPosition=kLeft) |
MStatus | getCamera (MDagPath &camera) |
MStatus | setCamera (MDagPath &camera) |
MStatus | refresh (bool all=false, bool force=false) |
MStatus | refresh (bool all, bool force, bool offscreen) |
MStatus | refresh (MPxGlBuffer &buffer) |
MStatus | refresh (MPxGlBuffer &buffer, bool offscreen) |
MStatus | refresh (MPxGlBuffer &buffer, bool offscreen, const MMatrix &projectionMatrix) |
MStatus | getLightCount (unsigned int &count, bool visible=TRUE) |
MStatus | getLightingMode (LightingMode &mode) |
MStatus | getLightPath (unsigned int lightNumber, MDagPath &light) |
MStatus | isLightVisible (unsigned int lightNumber, bool &visible) |
MStatus | getLightIndex (unsigned int lightNumber, unsigned int &lightIndex) |
MStatus | viewToWorld (short x_pos, short y_pos, MPoint &worldPt, MVector &worldVector) const |
MStatus | viewToWorld (short x_pos, short y_pos, MPoint &nearClipPt, MPoint &farClipPt) const |
MStatus | viewToObjectSpace (short x_pos, short y_pos, const MMatrix &localMatrixInverse, MPoint &oPt, MVector &oVector) const |
bool | worldToView (const MPoint &worldPt, short &x_pos, short &y_pos, MStatus *ReturnStatus=NULL) const |
MStatus | projectionMatrix (MMatrix &projectionMatrix) const |
MStatus | modelViewMatrix (MMatrix &modelViewMatrix) const |
MString | viewSelectedPrefix (MStatus *ReturnStatus) const |
MStatus | setViewSelectedPrefix (const MString &prefix) |
bool | showViewSelectedChildren (MStatus *ReturnStatus) const |
MStatus | setShowViewSelectedChildren (bool) |
DisplayStyle | displayStyle (MStatus *ReturnStatus=NULL) const |
bool | isShadeActiveOnly (MStatus *ReturnStatus=NULL) const |
MStatus | setDisplayStyle (DisplayStyle style, bool activeOnly=false) |
RendererName | getRendererName (MStatus *ReturnStatus) const |
MString | rendererString (MStatus *ReturnStatus=NULL) const |
bool | wireframeOnlyInShadedMode (MStatus *ReturnStatus) const |
MStatus | readColorBuffer (MImage &image, bool readRGBA=false) |
MStatus | writeColorBuffer (const MImage &image, signed short x=0, signed short y=0) const |
MStatus | readDepthMap (unsigned short x, unsigned short y, unsigned int width, unsigned int height, unsigned char *bufferPtr, DepthBufferFormat depthMapPrecision) |
MStatus | readBufferTo2dTexture (unsigned short x, unsigned short y, unsigned int width, unsigned int height) |
bool | usingMipmappedTextures () const |
MStatus | getRendererString (MString &stringName) const |
NO SCRIPT SUPPORT. | |
Static Public Member Functions | |
static M3dView | active3dView (MStatus *ReturnStatus=NULL) |
static unsigned int | numberOf3dViews () |
static MStatus | get3dView (const unsigned int index, M3dView &view) |
static MWindow | applicationShell (MStatus *ReturnStatus=NULL) |
static MStatus | getM3dViewFromModelPanel (const MString &modelPaneName, M3dView &view) |
static MStatus | getM3dViewFromModelEditor (const MString &modelPaneName, M3dView &view) |
Drawing modes for individual objects.
enum M3dView::ColorTable |
Display modes.
Current hardware rendergn engine used in this view.
Returns the active view in the form of a class (M3dView) that can operate on it.
[out] | ReturnStatus |
unsigned int M3dView::numberOf3dViews | ( | ) | [static] |
Returns the number of 3D views currently in existance.
Returns the 3D view at the given index.
[in] | index | index of the view to get |
[out] | view | storage for the returned view |
MWindow M3dView::applicationShell | ( | MStatus * | ReturnStatus = NULL |
) | [static] |
Returns the X display for this view.
The X display is neccessary for using openGL.
[out] | ReturnStatus | Status Code |
[out] | ReturnStatus | Status Code |
[out] | ReturnStatus | Status Code |
void M3dView::getScreenPosition | ( | int & | x, | |
int & | y, | |||
MStatus * | ReturnStatus = NULL | |||
) | const |
Returns the current position of this view window in screen coordinates.
This is useful for finding out the exact location of the window as it appears on the screen. These values are in UI coordinate space so the y value increases from bottom to top.
[out] | x | - x coordinate of the upper-left corner of the view |
[out] | y | - y coordinate of the upper-left corner of the view |
[out] | ReturnStatus | Status Code |
M3dWindow M3dView::window | ( | MStatus * | ReturnStatus = NULL |
) |
Returns the X window for this view.
The X window is neccessary for using openGL.
[out] | ReturnStatus | Status Code |
int M3dView::portWidth | ( | MStatus * | ReturnStatus = NULL |
) |
Returns the width of the current viewport.
[out] | ReturnStatus | Status Code |
int M3dView::portHeight | ( | MStatus * | ReturnStatus = NULL |
) |
Returns the height of the current viewport.
[out] | ReturnStatus | Status Code |
MStatus M3dView::pushViewport | ( | unsigned int | x, | |
unsigned int | y, | |||
unsigned int | width, | |||
unsigned int | height | |||
) |
Set the current viewport dimensions. Will keep track of the last viewport dimensions on a stack. When finished with this viewport, the current dimensions should be removed from the top of stack using M3dView::popViewport().
[in] | x | Lower left corner of viewport (x coordinate). |
[in] | y | Lower left corner of viewport (y coordinate). |
[in] | width | Width of the viewport. |
[in] | height | Height of the viewport. |
MStatus M3dView::popViewport | ( | ) |
Pop the current viewport off of the viewport stack.
MStatus M3dView::viewport | ( | unsigned int & | x, | |
unsigned int & | y, | |||
unsigned int & | width, | |||
unsigned int & | height | |||
) | const |
Get the current viewport dimensions.
[out] | x | Lower left corner of viewport (x coordinate). |
[out] | y | Lower left corner of viewport (y coordinate). |
[out] | width | Width of the viewport. |
[out] | height | Height of the viewport. |
MStatus M3dView::beginGL | ( | ) |
Setup port for native OpenGL drawing calls.
MStatus M3dView::endGL | ( | ) |
End OpenGL drawing.
void M3dView::beginSelect | ( | GLuint * | buffer = NULL , |
|
GLsizei | size = 0 | |||
) |
Start selecting. The buffer passed is used to record selection hits. A selection hit consists of the following 4 items:
[in] | buffer | OpenGl pick buffer |
[in] | size | Buffer size (number of GLint) |
GLint M3dView::endSelect | ( | ) |
Finish a selection sequence. Result is stored in the buffer passed in the beginSelect call.
bool M3dView::selectMode | ( | ) | const |
bool M3dView::textureMode | ( | ) | const |
void M3dView::loadName | ( | GLuint | name | ) |
Replace the top of the name stack with the given name. Valid only when beginSelect() has been called.
[in] | name | Name to be loaded onto the top of the stack. |
void M3dView::pushName | ( | GLuint | name | ) |
Push a new name on the name stack. Valid only when beginSelect() has been called.
[in] | name | Name to be loaded onto the top of the stack. |
void M3dView::popName | ( | ) |
Removes the top of the name stack. Valid only when beginSelect() has been called.
void M3dView::initNames | ( | ) |
Reset the name stack. Valid only when beginSelect() has been called.
MStatus M3dView::beginOverlayDrawing | ( | ) |
Setup the OpenGL context for drawing on the overlay plane.
The overlay plane is commonly used for drawing guidelines for tools.
MStatus M3dView::endOverlayDrawing | ( | ) |
Set the OpenGL context to for normal screen drawing.
MStatus M3dView::clearOverlayPlane | ( | ) |
Clear the overlay plane.
MStatus M3dView::setDrawColor | ( | unsigned int | index, | |
ColorTable | table = kActiveColors | |||
) |
Set the color to draw in. The index argument is an index into the application's color tables. Valid values range between zero and the size of the table minus one. The size of the active and dormant color tables can be found using methods of this class. The background and template color tables are both of size one.
These indices do not directly correspond to those of the underlying OpenGL color index mode. Using the glIndex call directly is not recommended and may cause unpredictable results. This method should be used instead.
Note that this method will work in either RGBA mode or color index mode.
[in] | index | index of the color to draw in |
[in] | table | color table to index into |
Set the color to draw in. This method should only be used in RGBA mode. It is a convenient replacement for glColor.
[in] | color | color to draw in |
bool M3dView::isColorIndexMode | ( | MStatus * | ReturnStatus = NULL |
) |
Returns true if this view is currently in the OpenGL color index mode. A false return means that it is in RGBA mode.
[out] | ReturnStatus | Status code |
unsigned int M3dView::numDormantColors | ( | MStatus * | ReturnStatus = NULL |
) |
Returns the number of dormant object colors in the internal application color table.
[out] | ReturnStatus | Status code |
unsigned int M3dView::numActiveColors | ( | MStatus * | ReturnStatus = NULL |
) |
Returns the number of active object colors in the internal application color table.
[out] | ReturnStatus | Status code |
unsigned int M3dView::numUserDefinedColors | ( | MStatus * | ReturnStatus = NULL |
) |
Returns the number of user defined colors in the internal application color table. These colors may be changed by the user and assigned to specific objects. See the methods of MFnDagNode for information on assigning user defined colors to individual objects.
The user defined colors are not a color table of their own. They exist in the active and dormant color tables.
[out] | ReturnStatus | Status code |
Sets the user defined color at the given index. Valid indices range between zero and the number of user defined colors.
[in] | index | index into the user defined color |
[in] | color | color to set to |
unsigned int M3dView::userDefinedColorIndex | ( | unsigned int | index, | |
MStatus * | ReturnStatus = NULL | |||
) |
Returns the index for the given user-defined color. Valid values for the index argument range between zero and the number of user-defined colors minus one.
The index returned gives the location of the specified color inside the active and dormant color tables (the index is the same in both tables).
[in] | index | Index into user-defined colors |
[out] | ReturnStatus | Status code |
Returns the RGB values of the template color.
[out] | ReturnStatus | Status code |
Returns the RGB values of the active template color.
[out] | ReturnStatus | Status code |
MColor M3dView::colorAtIndex | ( | unsigned int | index, | |
ColorTable | table = kActiveColors , |
|||
MStatus * | ReturnStatus = NULL | |||
) |
Returns the RGB values of the color at the given index in the application's color table.
[in] | index | Index of the color to retrieve |
[in] | table | Table to index into |
[out] | ReturnStatus | Status code |
MStatus M3dView::getColorIndexAndTable | ( | unsigned int | glindex, | |
unsigned int & | index, | |||
ColorTable & | table | |||
) | const |
Returns the color table and index representing the given OpenGL color-index value. This method is useful when converting color indices obtained from glReadPixels(GL_COLOR_INDEX) to Maya color-index values suitable for use with the colorAtIndex and setDrawColor methods.
[in] | glindex | Value of the OpenGL color-index to retrieve |
[out] | index | Returned ColorTable index |
[out] | table | Returned ColorTable |
MStatus M3dView::colorMask | ( | bool & | r, | |
bool & | g, | |||
bool & | b, | |||
bool & | a | |||
) |
Get the current color mask.
[out] | r | Red color mask flag. |
[out] | g | Green color mask flag. |
[out] | b | Blue color mask flag. |
[out] | a | Alpha color mask flag. |
MStatus M3dView::setColorMask | ( | bool | r, | |
bool | g, | |||
bool | b, | |||
bool | a | |||
) |
Set the current color mask.
[in] | r | Red color mask flag. |
[in] | g | Green color mask flag. |
[in] | b | Blue color mask flag. |
[in] | a | Alpha color mask flag. |
MStatus M3dView::drawText | ( | const MString & | text, | |
const MPoint | position, | |||
M3dView::TextPosition | textPosition = kLeft | |||
) |
Draws the given text at the given spot in the default font. This method is provided as a convienient way to draw OpenGL text.
[in] | text | Text to draw |
[in] | position | Position in space to draw at |
[in] | textPosition | Text position relative to the point |
Get the camera for this view.
[out] | camera | Dag path for the camera (allocated by caller) |
Set the camera for this view.
[in] | camera | Dag path of the camera for this view |
MStatus M3dView::refresh | ( | bool | all = false , |
|
bool | force = false | |||
) |
Refresh the this view. If all is set to true then all of the 3d-view will be refreshed.
If force is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.
[in] | all | If true then refresh all views, otherwise refresh this view. |
[in] | force | If true then force views to refresh even if they do not require it. |
MStatus M3dView::refresh | ( | bool | all, | |
bool | force, | |||
bool | offscreen | |||
) |
Refresh the this view. If all is set to true then all of the 3d-view will be refreshed.
If force is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.
[in] | all | If true then refresh all views, otherwise refresh this view. |
[in] | force | If true then force views to refresh even if they do not require it. |
[in] | offscreen | Should the buffer be redrawn if it's offscreen? |
MStatus M3dView::refresh | ( | MPxGlBuffer & | buffer | ) |
Refresh the this view into the GL buffer buffer.
This refresh function always forces an update and always only draws the this view. The buffer argument should refer to a buffer that has been configured with the correct depth, color, z-buffer, etc. This configuration normally occurs in the constructor of the MPxGlBuffer and the behavior is undefined. If a buffer is configured for one view configuration and then is used for a different configuration. This may occur when Maya switches from wireframe to shaded mode since it also changes from color index to RGB mode.
If the MPxGlBuffer is double buffered, drawing always is done to the back buffer and swapping is left to the user.
[in] | buffer | The MPxGlBuffer in which to draw the view. |
MStatus M3dView::refresh | ( | MPxGlBuffer & | buffer, | |
bool | offscreen | |||
) |
Refresh the this view into the GL buffer buffer.
This refresh function always forces an update and always only draws the this view. The buffer argument should refer to a buffer that has been configured with the correct depth, color, z-buffer, etc. This configuration normally occurs in the constructor of the MPxGlBuffer and the behavior is undefined. If a buffer is configured for one view configuration and then is used for a different configuration. This may occur when Maya switches from wireframe to shaded mode since it also changes from color index to RGB mode.
[in] | buffer | The MPxGlBuffer in which to draw the view. |
[in] | offscreen | Should the buffer be redrawn if it's offscreen? |
MStatus M3dView::refresh | ( | MPxGlBuffer & | buffer, | |
bool | offscreen, | |||
const MMatrix & | projMatrix | |||
) |
Refresh the this view into the GL buffer buffer.
This refresh function always forces an update and always only draws the this view. The buffer argument should refer to a buffer that has been configured with the correct depth, color, z-buffer, etc. This configuration normally occurs in the constructor of the MPxGlBuffer and the behavior is undefined. If a buffer is configured for one view configuration and then is used for a different configuration. This may occur when Maya switches from wireframe to shaded mode since it also changes from color index to RGB mode.
[in] | buffer | The MPxGlBuffer in which to draw the view. |
[in] | offscreen | Should the buffer be redrawn if it's offscreen? |
[in] | projMatrix | Projection matrix to provide to openGL before drawing |
MStatus M3dView::getLightCount | ( | unsigned int & | count, | |
bool | visible = TRUE | |||
) |
Get the number of lights for the view.
[out] | count | The number of visible lights for the view. Returned. |
[in] | visible | Specify whether to count visible lights only. By Default this is set true. |
MStatus M3dView::getLightingMode | ( | M3dView::LightingMode & | mode | ) |
Get the current lighting mode for the view.
[out] | mode | The lighting mode for the view. Returned. |
Get the path to a certain light.
[in] | lightNumber | Number of the light interested in |
[out] | lightPath | Path to light. Returned |
MStatus M3dView::isLightVisible | ( | unsigned int | lightNumber, | |
bool & | visible | |||
) |
Find out if a light is visible in the view
[in] | lightNumber | The number of the light to check. |
[out] | visible | Whether the light is visible or not. Returned |
MStatus M3dView::getLightIndex | ( | unsigned int | lightNumber, | |
unsigned int & | lightIndex | |||
) |
Get the internal light index for a given light number
[in] | lightNumber | The number of the light to check. |
[out] | lightIndex | The internal light index (returned) |
MStatus M3dView::viewToWorld | ( | short | x_pos, | |
short | y_pos, | |||
MPoint & | worldPt, | |||
MVector & | worldVector | |||
) | const |
Takes a point in port coordinates and returns a corresponding ray in world coordinates.
[in] | x_pos | the x position of the point in port coordinates |
[in] | y_pos | the y position of the point in port coordinates |
[out] | worldPt | (returned) the source of the ray |
[out] | worldVector | (returned) the direction of the ray |
MStatus M3dView::viewToWorld | ( | short | x_pos, | |
short | y_pos, | |||
MPoint & | nearClipPt, | |||
MPoint & | farClipPt | |||
) | const |
Takes a point in port coordinates and returns a point on the near and far clipping planes.
[in] | x_pos | the x position of the point in port coordinates |
[in] | y_pos | the y position of the point in port coordinates |
[out] | nearClipPt | (returned) point on near clipping plane |
[out] | farClipPt | (returned) point on far clipping plane |
MStatus M3dView::viewToObjectSpace | ( | short | x_pos, | |
short | y_pos, | |||
const MMatrix & | localMatrixInverse, | |||
MPoint & | oPt, | |||
MVector & | oVector | |||
) | const |
Takes a point in port coordinates and returns a corresponding ray in object coordinates.
[in] | x_pos | the x position of the point in port coordinates |
[in] | y_pos | the y position of the point in port coordinates |
[in] | localMatrixInverse | the inclusive matrix inverse of the object in question |
[out] | oPt | (returned) the source of the ray in object space |
[out] | oVector | (returned) the direction of the ray in object space |
bool M3dView::worldToView | ( | const MPoint & | worldPt, | |
short & | x_pos, | |||
short & | y_pos, | |||
MStatus * | ReturnStatus = NULL | |||
) | const |
converts a point in world space to port space. The return value indicates if the point is not clipped.
[in] | worldPt | the point to world space |
[out] | x_pos | (returned) The x coordinate of the world point in port space. |
[out] | y_pos | (returned) The y coordinate of the world point in port space. |
[out] | ReturnStatus | Status code |
Returns the projection matrix currently being used by OpenGL in the current view
[out] | projMat | A place to store the projection matrix |
Returns the modelview matrix currently being used by OpenGL in the current view
[out] | modelViewMatrix | A place to store the modelview matrix |
Returns the Returns the prefix used when displaying the camera name in the heads up display when view selected in on.
[out] | ReturnStatus | the return status |
Sets the prefix for the camera name as displayed in the heads up display when view selected is enabled. The prefix is concatenated with the camera name.
The default value is "isolate: "
[in] | prefix | The prefix to use. |
bool M3dView::showViewSelectedChildren | ( | MStatus * | ReturnStatus | ) | const |
Returns turn if view selected shows all of the children of the obejcts that are flagged for view selected.
[out] | ReturnStatus | The return status |
MStatus M3dView::setShowViewSelectedChildren | ( | bool | show | ) |
This method changes the way that view selected works. By default, view selected with show all of the children of the objects in the view selected set. If false is passed to this method, then only the obejcts in the view selected set and their shapes will be drawn.
[in] | show | true if all of the children of view selected objects should be displayed. true is the default behavior for view selected. |
Given the name of a model panel, get the M3dView used by that panel. If this fails, then a panel with the given name could not be located.
[in] | name | The name of the model panel. |
[out] | view | The M3dView from the model panel. |
Given the name of a model editor, get the M3dView used by that editor. If this fails, then a editor with the given name could not be located.
[in] | name | The name of the model editor. |
[out] | view | The M3dView from the model editor. |
M3dView::DisplayStyle M3dView::displayStyle | ( | MStatus * | ReturnStatus = NULL |
) | const |
Return the display style for this 3d view. The display style can be wireframe, flat-shaded, or smooth-shaded.
[out] | ReturnStatus | Status code |
bool M3dView::isShadeActiveOnly | ( | MStatus * | ReturnStatus = NULL |
) | const |
Returns true if this view's display style is shaded for objects that are active and wireframe otherwise.
[out] | ReturnStatus | Status code |
MStatus M3dView::setDisplayStyle | ( | DisplayStyle | style, | |
bool | activeOnly = false | |||
) |
Sets the display style for this view. The display style can be wireframe, flat-shaded, or smooth-shaded.
[in] | style | The display style to be set for this view |
[in] | activeOnly | Specifies whether only active objects are to be shaded in shaded mode. |
M3dView::RendererName M3dView::getRendererName | ( | MStatus * | ReturnStatus | ) | const |
Get the name of the current renderer being used for drawing to this view. The current possible return values are:
kDefaultQualityRenderer : This is equivalent to when the renderer name is "base_OpenGL_Renderer" when queried from the "modelEditor" command kHighQualityRenderer : This is equivalent to when the renderer name is "hwRender_OpenGL_Renderer" when queried from the "modelEditor" command
Note that the latter is not supported on platforms running the IRIX operating system.
[out] | ReturnStatus | the return status |
Get the string name of the current renderer being used for drawing to this view.
[out] | ReturnStatus | Status code (see below) |
bool M3dView::wireframeOnlyInShadedMode | ( | MStatus * | ReturnStatus | ) | const |
Return whether we are in shaded mode, but that only non shaded drawing should occur (wireframe).
In general it will return true only when the current renderer is "hwRender_OpenGL_Renderer". See the M3dView::getRendererString() method for more details.
[out] | ReturnStatus | the return status |
Read the RGB values from the frame buffer for a given view. The buffer is read in a pixel format which is BGRA by default, such that each channel is one byte in size.
[in] | image | The image contains the frame buffer pixels. |
[in] | readRGBA | Read the image back in RGBA format. By default the format is BGRA. |
MStatus M3dView::writeColorBuffer | ( | const MImage & | image, | |
signed short | x = 0 , |
|||
signed short | y = 0 | |||
) | const |
Overwrite the RGB values for the frame buffer for a given view. Expected input is a block of RGBA, such that each channel is one byte in size.
[in] | image | The image containing the block of pixels to write |
[in] | x | The location in screen space of the lower left corner (X) of the image to write. The default value is 0. |
[in] | y | The location in screen space of the lower left corner (Y) of the image to write. The default value is 0. |
MStatus M3dView::readDepthMap | ( | unsigned short | x, | |
unsigned short | y, | |||
unsigned int | width, | |||
unsigned int | height, | |||
unsigned char * | bufferPtr, | |||
DepthBufferFormat | depthMapPrecision | |||
) |
Read the depth values from the frame buffer for a given view. The buffer is read into a block of data as defined as an argument. The data block size must be large enough to accomodate ( view width * view height * depth map precision ) bytes of data.
[in] | x | Start position x to read. |
[in] | y | Start position y to read. |
[in] | width | Number of pixels in x to read. |
[in] | height | Number of pixels in y to read. |
[in] | bufferPtr | Pointer to depth data allocated by the caller. |
[in] | depthMapPrecision | Enumerated depth precision. |
MStatus M3dView::readBufferTo2dTexture | ( | unsigned short | x, | |
unsigned short | y, | |||
unsigned int | width, | |||
unsigned int | height | |||
) |
Read the depth values from the frame buffer for a given view into a predefined OpenGL 2d texture. It is assumed that such a texture has been created and bound before making this call.
[in] | x | Start position x to read. |
[in] | y | Start position y to read. |
[in] | width | Number of pixels in x to read. |
[in] | height | Number of pixels in y to read. |
bool M3dView::usingMipmappedTextures | ( | ) | const |
Returns if the view is using mipmapped texture display.
NO SCRIPT SUPPORT.
Get the string name of the current renderer being used for drawing to this view.
Python Notes
This method is not supported in Python. See the version which returns a string.
[out] | stringName | string name (returned). |
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