Public Types | Public Member Functions | Static Public Member Functions

M3dView Class Reference

This reference page is linked to from the following overview topics: Overview of hardware shading node plug-ins.


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Detailed Description

A 3-D view.

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.

Examples:

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.

#include <M3dView.h>

List of all members.

Public Types

enum   DisplayStyle {
  kBoundingBox, kFlatShaded, kGouraudShaded, kWireFrame,
  kPoints
}
 

Display styles for a 3D view.

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enum   DisplayStatus {
  kActive, kLive, kDormant, kInvisible,
  kHilite, kTemplate, kActiveTemplate, kActiveComponent,
  kLead, kIntermediateObject, kActiveAffected, kNoStatus
}
 

Drawing modes for individual objects.

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enum   ColorTable { kActiveColors = kActive, kDormantColors = kDormant, kTemplateColor = kTemplate, kBackgroundColor }
 

Reference to color palettes.

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enum   TextPosition { kLeft, kCenter, kRight }
 

Alignment values when drawing text.

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enum   DisplayObjects {
  kDisplayEverything = ~0, kDisplayNurbsCurves = 1 << 0, kDisplayNurbsSurfaces = 1 << 1, kDisplayMeshes = 1 << 2,
  kDisplayPlanes = 1 << 3, kDisplayLights = 1 << 4, kDisplayCameras = 1 << 5, kDisplayJoints = 1 << 6,
  kDisplayIkHandles = 1 << 7, kDisplayDeformers = 1 << 8, kDisplayDynamics = 1 << 9, kDisplayLocators = 1 << 10,
  kDisplayDimensions = 1 << 11, kDisplaySelectHandles = 1 << 12, kDisplayPivots = 1 << 13, kDisplayTextures = 1 << 14,
  kDisplayGrid = 1 << 15, kDisplayCVs = 1 << 16, kDisplayHulls = 1 << 17, kDisplayStrokes = 1 << 18,
  kDisplaySubdivSurfaces = 1 << 19, kDisplayFluids = 1 << 20, kDisplayFollicles = 1 << 21, kDisplayHairSystems = 1 << 22,
  kDisplayImagePlane = 1 << 23, kDisplayNCloths = 1 << 24, kDisplayNRigids = 1 << 25, kDisplayDynamicConstraints = 1 << 26,
  kDisplayManipulators = 1 << 27, kDisplayNParticles = 1 << 28
}
 

Display modes Bit masks used in combination with the return value of the dirtyMask() method to determine which portions of the geometry are dirty.

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enum   LightingMode { kLightAll, kLightSelected, kLightActive, kLightDefault }
 

Lighting mode used in this 3D view.

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enum   RendererName { kDefaultQualityRenderer, kHighQualityRenderer, kExternalRenderer }
 

Current hardware rendergn engine used in this view.

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enum   DepthBufferFormat { kDepth_8 = 0, kDepth_Float }
 

Possible depth buffer formats to read into.

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enum   LineStipplePattern { kStippleNone, kStippleDashed }
 

Line stipple pattern.

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Public Member Functions

MGLContext  display (MStatus *ReturnStatus=NULL)
  Mac OS X and Windows.
void  getScreenPosition (int &x, int &y, MStatus *ReturnStatus=NULL) const
  Returns the current position of this view window in screen coordinates.
QWidget *  widget (MStatus *ReturnStatus=NULL) const
  Returns the view's Qt widget.
MNativeWindowHdl  window (MStatus *ReturnStatus=NULL)
  Returns the native window for this view.
int  portWidth (MStatus *ReturnStatus=NULL)
  Returns the width of the current viewport.
int  portHeight (MStatus *ReturnStatus=NULL)
  Returns the height of the current viewport.
MStatus  pushViewport (unsigned int x, unsigned int y, unsigned int width, unsigned int height)
  Set the current viewport dimensions.
MStatus  popViewport ()
  Pop the current viewport off of the viewport stack.
MStatus  viewport (unsigned int &x, unsigned int &y, unsigned int &width, unsigned int &height) const
  Get the current viewport dimensions.
MStatus  beginGL ()
  Setup port for native OpenGL drawing calls.
MStatus  endGL ()
  End OpenGL drawing.
void  beginSelect (GLuint *buffer=NULL, GLsizei size=0)
  Start selecting.
GLint  endSelect ()
  Finish a selection sequence.
bool  selectMode () const
  Tells if this M3dView is in selection mode.
bool  textureMode () const
  Tells if this M3dView is in texture mode.
void  loadName (GLuint name)
  Replace the top of the name stack with the given name.
void  pushName (GLuint name)
  Push a new name on the name stack.
void  popName ()
  Removes the top of the name stack.
void  initNames ()
  Reset the name stack.
MStatus  beginXorDrawing (bool drawOrthographic=true, bool disableDepthTesting=true, float lineWidth=1.0f, LineStipplePattern stipplePattern=kStippleNone, const MColor &lineColor=MColor(1, 1, 1))
  Setup the context for exclusive-or (XOR) drawing.
MStatus  endXorDrawing ()
  Reset the context to non-exclusive-or (non-XOR) screen drawing.
MStatus  setDrawColor (unsigned int index, ColorTable table=kActiveColors)
  Set the color to draw in.
MStatus  setDrawColor (const MColor &color)
  Set the color to draw in.
unsigned int  numDormantColors (MStatus *ReturnStatus=NULL)
  Returns the number of dormant object colors in the internal application color table.
unsigned int  numActiveColors (MStatus *ReturnStatus=NULL)
  Returns the number of active object colors in the internal application color table.
unsigned int  numUserDefinedColors (MStatus *ReturnStatus=NULL)
  Returns the number of user defined colors in the internal application color table.
MStatus  setUserDefinedColor (unsigned int index, const MColor &color)
  Sets the user defined color at the given index.
unsigned int  userDefinedColorIndex (unsigned int index, MStatus *ReturnStatus=NULL)
  Returns the index for the given user-defined color.
MColor  templateColor (MStatus *ReturnStatus=NULL)
  Returns the RGB values of the template color.
MColor  backgroundColor (MStatus *ReturnStatus=NULL)
  Returns the RGB values of the active template color.
MColor  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.
MStatus  getColorIndexAndTable (unsigned int glindex, unsigned int &index, ColorTable &table) const
  Returns the color table and index representing the given OpenGL color-index value.
MStatus  colorMask (bool &r, bool &g, bool &b, bool &a)
  Get the current color mask.
MStatus  setColorMask (bool r, bool g, bool b, bool a)
  Set the current color mask.
MStatus  drawText (const MString &text, const MPoint position, TextPosition textPosition=kLeft)
  Draws the given text at the given spot in the default font.
MStatus  getCamera (MDagPath &camera)
  Get the camera for this view.
MStatus  setCamera (MDagPath &camera)
  Set the camera for this view.
MStatus  refresh (bool all=false, bool force=false)
  Refresh the this view.
MStatus  refresh (bool all, bool force, bool offscreen)
  Refresh the this view.
MStatus  refresh (MPxGlBuffer &buffer)
  Refresh the this view into the GL buffer buffer.
MStatus  refresh (MPxGlBuffer &buffer, bool offscreen)
  Refresh the this view into the GL buffer buffer.
MStatus  refresh (MPxGlBuffer &buffer, bool offscreen, const MMatrix &projectionMatrix)
  Refresh the this view into the GL buffer buffer.
MStatus  getLightCount (unsigned int &count, bool visible=true)
  Get the number of lights for the view.
MStatus  getLightingMode (LightingMode &mode)
  Get the current lighting mode for the view.
MStatus  getLightPath (unsigned int lightNumber, MDagPath &light)
  Get the path to a certain light.
MStatus  isLightVisible (unsigned int lightNumber, bool &visible)
  Find out if a light is visible in the view.
MStatus  getLightIndex (unsigned int lightNumber, unsigned int &lightIndex)
  Get the internal light index for a given light number.
MStatus  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.
MStatus  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.
MStatus  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.
bool  worldToView (const MPoint &worldPt, short &x_pos, short &y_pos, MStatus *ReturnStatus=NULL) const
  converts a point in world space to port space.
MStatus  projectionMatrix (MMatrix &projectionMatrix) const
  Returns the projection matrix currently being used by OpenGL in the current view.
MStatus  modelViewMatrix (MMatrix &modelViewMatrix) const
  Returns the modelview matrix currently being used by OpenGL in the current view.
MString  viewSelectedPrefix (MStatus *ReturnStatus) const
  Returns the Returns the prefix used when displaying the camera name in the heads up display when view selected in on.
MStatus  setViewSelectedPrefix (const MString &prefix)
  Sets the prefix for the camera name as displayed in the heads up display when view selected is enabled.
bool  showViewSelectedChildren (MStatus *ReturnStatus) const
  Returns turn if view selected shows all of the children of the obejcts that are flagged for view selected.
MStatus  setShowViewSelectedChildren (bool)
  This method changes the way that view selected works.
DisplayStyle  displayStyle (MStatus *ReturnStatus=NULL) const
  Return the display style for this 3d view.
bool  isShadeActiveOnly (MStatus *ReturnStatus=NULL) const
  Returns true if this view's display style is shaded for objects that are active and wireframe otherwise.
MStatus  setDisplayStyle (DisplayStyle style, bool activeOnly=false)
  Sets the display style for this view.
MStatus  setObjectDisplay (unsigned int displayMask)
  Sets a display object mask that indicates which object types are drawn in current view.
unsigned int  objectDisplay (MStatus *ReturnStatus=NULL)
  Returns a display object mask that indicates which object types are drawn in current view.
RendererName  getRendererName (MStatus *ReturnStatus) const
  Get the name of the current renderer being used for drawing to this view.
MString  rendererString (MStatus *ReturnStatus=NULL) const
  Get the string name of the current renderer being used for drawing to this view.
bool  wireframeOnlyInShadedMode (MStatus *ReturnStatus) const
  Return whether we are in shaded mode, but that only non shaded drawing should occur (wireframe).
MStatus  readColorBuffer (MImage &image, bool readRGBA=false)
  Read the RGB values from the frame buffer for a given view.
MStatus  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.
MStatus  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.
MStatus  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.
bool  usingMipmappedTextures () const
  Returns if the view is using mipmapped texture display.
bool  usingDefaultMaterial () const
  Returns true if the view is currently displaying objects using the default material.
MStatus  updateViewingParameters ()
  This method tells the camera to set the view's transformation matrix.
bool  multipleDrawEnabled () const
  This method returns the multiple draw enable state for this view.
void  setMultipleDrawEnable (bool enable)
  This method enables/disables multiple camera drawing for this view.
unsigned  multipleDrawPassCount ()
  This method returns the number of multiple draw passes that are going to be made.
void  setMultipleDrawPassCount (unsigned count)
  This method sets the number of multiple draw passes when multiple draw is enabled.
MStatus  beginProjMatrixOverride (MMatrix &projectionMatrix)
  Begin overriding the projection matrix used in openGL drawing.
MStatus  endProjMatrixOverride ()
  End projection matrix override enabled by beginProjMatrixOverride().
MStatus  setRenderOverrideName (MString &name)
  Set the name of a render override (MHWRender::MRenderOverride) to use.
MString  renderOverrideName (MStatus *ReturnStatus=NULL) const
  Get the current render override name.
MStatus  setObjectListFilterName (MString &name)
  Note: This method is not yet implemented and is intended to be used in a future version of Maya.
MString  objectListFilterName (MStatus *ReturnStatus=NULL) const
  Note: This method is not yet implemented and is intended to be used in a future version of Maya.
MStatus  getRendererString (MString &stringName) const
  NO SCRIPT SUPPORT.

Static Public Member Functions

static M3dView  active3dView (MStatus *ReturnStatus=NULL)
  Returns the active view in the form of a class (M3dView) that can operate on it.
static unsigned int  numberOf3dViews ()
  Returns the number of 3D views currently in existance.
static MStatus  get3dView (const unsigned int index, M3dView &view)
  Returns the 3D view at the given index.
static MNativeWindowHdl  applicationShell (MStatus *ReturnStatus=NULL)
  Returns the native handle for Maya's main window.
static MStatus  getM3dViewFromModelPanel (const MString &modelPaneName, M3dView &view)
  Given the name of a model panel, get the M3dView used by that panel.
static MStatus  getM3dViewFromModelEditor (const MString &modelPaneName, M3dView &view)
  Given the name of a model editor, get the M3dView used by that editor.
static const char *  className ()
  Returns the name of this class.

Member Enumeration Documentation

Display styles for a 3D view.

Enumerator:
kBoundingBox 

Bounding box display.

kFlatShaded 

Flat shaded display.

kGouraudShaded 

Gouraud shaded display.

kWireFrame 

Wire frame display.

kPoints 

Points only display.

Drawing modes for individual objects.

Enumerator:
kActive 

Object is active (selected).

kLive 

Object is live (construction surface).

kDormant 

Object is domant.

kInvisible 

Object is invisible (not drawn).

kHilite 

Object is hilited (has selectable components).

kTemplate 

Object is templated (Not renderable).

kActiveTemplate 

Object is active and templated.

kActiveComponent 

Object has active components.

kLead 

Last selected object.

kIntermediateObject 

Construction object (not drawn).

kActiveAffected 

Affected by active object(s).

kNoStatus 

Object does not have a valid display status.

enum ColorTable

Reference to color palettes.

Enumerator:
kActiveColors 

Colors for active objects.

kDormantColors 

Colors for dormant objects.

kTemplateColor 

Colors for templated objects.

kBackgroundColor 

Colors for background color.

Alignment values when drawing text.

Enumerator:
kLeft 

Draw text to the left of the point.

kCenter 

Draw text centered around the point.

kRight 

Draw text to the right of the point.

Display modes Bit masks used in combination with the return value of the dirtyMask() method to determine which portions of the geometry are dirty.

Enumerator:
kDisplayEverything 

Show everything.

kDisplayNurbsCurves 

Show nurbs curves.

kDisplayNurbsSurfaces 

Show nurbs surfaces.

kDisplayMeshes 

Show meshes.

kDisplayPlanes 

Show planes.

kDisplayLights 

Show lights.

kDisplayCameras 

Show camera.

kDisplayJoints 

Show joints.

kDisplayIkHandles 

Show IK handles.

kDisplayDeformers 

Show deformers.

kDisplayDynamics 

Show dynamics.

kDisplayLocators 

Show locators.

kDisplayDimensions 

Show dimensions.

kDisplaySelectHandles 

Show selection handles.

kDisplayPivots 

Show pivots.

kDisplayTextures 

Show textures.

kDisplayGrid 

Show the grid.

kDisplayCVs 

Show NURBS CVs.

kDisplayHulls 

Show NURBS hulls.

kDisplayStrokes 

Show strokes.

kDisplaySubdivSurfaces 

Show subdivision surfaces.

kDisplayFluids 

Show fluids.

kDisplayFollicles 

Show follcles.

kDisplayHairSystems 

Show hair systems.

kDisplayImagePlane 

Show image plane.

kDisplayNCloths 

Show nCloths.

kDisplayNRigids 

Show nRigids.

kDisplayDynamicConstraints 

Show nDynamicConstraints.

kDisplayManipulators 

Show Manipulators.

kDisplayNParticles 

Show nParticles.

Lighting mode used in this 3D view.

Enumerator:
kLightAll 

All lights ON mode.

kLightSelected 

Selected lights ON mode.

kLightActive 

Active lights ON mode.

kLightDefault 

Default light ON mode.

Current hardware rendergn engine used in this view.

Enumerator:
kDefaultQualityRenderer 

Equivalent to when the renderer name is "base_OpenGL_Renderer" when queried from the "modelEditor" command.

kHighQualityRenderer 

Equivalent to when the renderer name is "hwRender_OpenGL_Renderer" when queried from the "modelEditor" command.

kExternalRenderer 

An externally defined renderer name has been set.

Possible depth buffer formats to read into.

Enumerator:
kDepth_8 

8 bits.

kDepth_Float 

Floating point.

Line stipple pattern.

Enumerator:
kStippleNone 

No stipple.

Solid line

kStippleDashed 

Dashed line stipple.


Member Function Documentation

M3dView active3dView ( MStatus ReturnStatus = NULL ) [static]

Returns the active view in the form of a class (M3dView) that can operate on it.

Parameters:
[out] ReturnStatus
Returns:
Active view class.
Status Codes:
Examples:
cgfxShaderCmd.cpp, helixTool.cpp, hwPhongShader.cpp, lassoTool.cpp, marqueeTool.cpp, moveNumericTool.cpp, moveTool.cpp, renderViewRenderCmd.cpp, renderViewRenderRegionCmd.cpp, sampleCmd.cpp, sampleParticles.cpp, viewCaptureCmd.cpp, and zoomCameraCmd.cpp.
unsigned int numberOf3dViews ( ) [static]

Returns the number of 3D views currently in existance.

Returns:
Number of 3D views.
MStatus get3dView ( const unsigned int  index,
M3dView view 
) [static]

Returns the 3D view at the given index.

Parameters:
[in] index index of the view to get
[out] view storage for the returned view
Returns:
Return status
Status Codes:
MGLContext display ( MStatus ReturnStatus = NULL )

Mac OS X and Windows.

Returns the OpenGL context for this view.

Parameters:
[out] ReturnStatus Status Code
Returns:
The OpenGL context. On 32-bit OS X this is an AGLContext. On 64-bit OS X this is an NSOpenGLContext pointer. On Windows this is an HGLRC.
Status Codes:
MNativeWindowHdl applicationShell ( MStatus ReturnStatus = NULL ) [static]

Returns the native handle for Maya's main window.

This is equivalent to MQtUtil::nativeWindow(MQtUtil::mainWindow()).

Parameters:
[out] ReturnStatus Status Code
Returns:
The window handle.
Status Codes:
void 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.

Parameters:
[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
Status Codes:
QWidget * widget ( MStatus ReturnStatus = NULL ) const

Returns the view's Qt widget.

Parameters:
[out] ReturnStatus Status Code
Returns:
A QWidget pointer to the Qt widget containing the view's drawing region, or NULL if the view's drawing region has not yet been created.
Status Codes:
MNativeWindowHdl window ( MStatus ReturnStatus = NULL )

Returns the native window for this view.

This is equivalent to MQtUtil::nativeWindow(view.widget()).

Parameters:
[out] ReturnStatus Status Code
Returns:
The X window
Status Codes:
int portWidth ( MStatus ReturnStatus = NULL )

Returns the width of the current viewport.

Parameters:
[out] ReturnStatus Status Code
Returns:
The width of this viewport
Status Codes:
Examples:
viewCallbackTest.cpp, and viewCaptureCmd.cpp.
int portHeight ( MStatus ReturnStatus = NULL )

Returns the height of the current viewport.

Parameters:
[out] ReturnStatus Status Code
Returns:
The height of this viewport
Status Codes:
Examples:
viewCallbackTest.cpp, and viewCaptureCmd.cpp.
MStatus 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().

Parameters:
[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.
Returns:
Status code
Status Codes:
Examples:
viewCallbackTest.cpp.
MStatus popViewport ( )

Pop the current viewport off of the viewport stack.

Returns:
Status code
Status Codes:
Examples:
viewCallbackTest.cpp.
MStatus viewport ( unsigned int &  x,
unsigned int &  y,
unsigned int &  width,
unsigned int &  height 
) const

Get the current viewport dimensions.

Parameters:
[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.
Returns:
Status code
Status Codes:
MStatus beginGL ( )
MStatus endGL ( )
void 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:

  • Number of names on selection stack when hit occurred.
  • Min Z window-coordinate of all vertices that intersected view volume since last recorded hit. The value (which lies in the range [0..1] is multiplied by 2^32 - 1 and rounded to the nearest unsigned integer.
  • Max Z window-coordinate. (computed as above)
  • Contents of name stack with bottommost element first. When multiple names are pushed on the stack, several GLuint values will be stored.
Parameters:
[in] buffer OpenGl pick buffer
[in] size Buffer size (number of GLint)
Examples:
apiMeshShapeUI.cpp, and apiSimpleShapeUI.cpp.
GLint endSelect ( )

Finish a selection sequence.

Result is stored in the buffer passed in the beginSelect call.

Examples:
apiMeshShapeUI.cpp, and apiSimpleShapeUI.cpp.
bool selectMode ( ) const

Tells if this M3dView is in selection mode.

Returns:
true between beginSelect and endSelect calls.
bool textureMode ( ) const

Tells if this M3dView is in texture mode.

Returns:
true if this modelling view is in texture mode.
void loadName ( GLuint  name )

Replace the top of the name stack with the given name.

Valid only when beginSelect() has been called.

Parameters:
[in] name Name to be loaded onto the top of the stack.
void pushName ( GLuint  name )

Push a new name on the name stack.

Valid only when beginSelect() has been called.

Parameters:
[in] name Name to be loaded onto the top of the stack.
void popName ( )

Removes the top of the name stack.

Valid only when beginSelect() has been called.

void initNames ( )

Reset the name stack.

Valid only when beginSelect() has been called.

MStatus beginXorDrawing ( bool  drawOrthographic = true,
bool  disableDepthTesting = true,
float  lineWidth = 1.0f,
LineStipplePattern  stipplePattern = kStippleNone,
const MColor lineColor = MColor(1, 1, 1) 
)

Setup the context for exclusive-or (XOR) drawing.

In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.

One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.

It is an error to call beginXorDrawing() again before calling endXorDrawing() first.

Parameters:
[in] drawOrthographic Draw using orthographic projection. Default is true.
[in] disableDepthTesting Disable depth testing during draw. Default is true.
[in] lineWidth Set up line width. Default is 1.
[in] stipplePattern Line stipple pattern. Default is kStippleNone.
[in] lineColor Line color. Default is white (1,1,1).
Returns:
Status code
Status Codes:
MStatus endXorDrawing ( )

Reset the context to non-exclusive-or (non-XOR) screen drawing.

If endXorDrawing() is called without first calling beginXorDrawing() an error will result.

Returns:
Status code
Status Codes:
MStatus 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.

Parameters:
[in] index index of the color to draw in
[in] table color table to index into
Returns:
Status code
Status Codes:
Examples:
apiMeshShapeUI.cpp, curvedArrowsNode.cpp, cvColorNode.cpp, footPrintManip.cpp, footPrintNode.cpp, and swissArmyManip.cpp.
MStatus setDrawColor ( const MColor color )

Set the color to draw in.

This method should only be used in RGBA mode. It is a convenient replacement for glColor.

Parameters:
[in] color color to draw in
Returns:
Status code
Status Codes:
unsigned int numDormantColors ( MStatus ReturnStatus = NULL )

Returns the number of dormant object colors in the internal application color table.

Parameters:
[out] ReturnStatus Status code
Returns:
The number of dormant colors
Status Codes:
unsigned int numActiveColors ( MStatus ReturnStatus = NULL )

Returns the number of active object colors in the internal application color table.

Parameters:
[out] ReturnStatus Status code
Returns:
The number of active colors
Status Codes:
unsigned int 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.

Parameters:
[out] ReturnStatus Status code
Returns:
The number of user defined colors
Status Codes:
MStatus setUserDefinedColor ( unsigned int  index,
const MColor color 
)

Sets the user defined color at the given index.

Valid indices range between zero and the number of user defined colors.

Parameters:
[in] index index into the user defined color
[in] color color to set to
Returns:
An index into the application's color table
Status Codes:
unsigned int 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).

Parameters:
[in] index Index into user-defined colors
[out] ReturnStatus Status code
Returns:
Index of user-defined color into the active and dormant tables
Status Codes:
MColor templateColor ( MStatus ReturnStatus = NULL )

Returns the RGB values of the template color.

Parameters:
[out] ReturnStatus Status code
Returns:
The template color
Status Codes:
MColor backgroundColor ( MStatus ReturnStatus = NULL )

Returns the RGB values of the active template color.

Parameters:
[out] ReturnStatus Status code
Returns:
The template color
Status Codes:
MColor 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.

Parameters:
[in] index Index of the color to retrieve
[in] table Table to index into
[out] ReturnStatus Status code
Returns:
The color
Status Codes:
MStatus 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.

Parameters:
[in] glindex Value of the OpenGL color-index to retrieve
[out] index Returned ColorTable index
[out] table Returned ColorTable
Returns:
StatusCode
Status Codes:
MStatus colorMask ( bool &  r,
bool &  g,
bool &  b,
bool &  a 
)

Get the current color mask.

Parameters:
[out] r Red color mask flag.
[out] g Green color mask flag.
[out] b Blue color mask flag.
[out] a Alpha color mask flag.
Returns:
Status Code
Status Codes:
MStatus setColorMask ( bool  r,
bool  g,
bool  b,
bool  a 
)

Set the current color mask.

Parameters:
[in] r Red color mask flag.
[in] g Green color mask flag.
[in] b Blue color mask flag.
[in] a Alpha color mask flag.
Returns:
Status Code
Status Codes:
MStatus 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.

Parameters:
[in] text Text to draw
[in] position Position in space to draw at
[in] textPosition Text position relative to the point
Returns:
The color
Status Codes:
Examples:
apiMeshShapeUI.cpp, apiSimpleShapeUI.cpp, footPrintManip.cpp, lineManipContainer.cpp, moveManip.cpp, swissArmyManip.cpp, and viewCallbackTest.cpp.
MStatus getCamera ( MDagPath camera )
MStatus setCamera ( MDagPath camera )

Set the camera for this view.

Parameters:
[in] camera Dag path of the camera for this view
Returns:
Status code
Status Codes:
MStatus 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.

Parameters:
[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.
Returns:
Status code
Status Codes:
Examples:
viewCaptureCmd.cpp.
MStatus 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.

Parameters:
[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?
Returns:
Status code
Status Codes:
MStatus 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.

Parameters:
[in] buffer The MPxGlBuffer in which to draw the view.
Returns:
Status code
Status Codes:
MStatus 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.

Parameters:
[in] buffer The MPxGlBuffer in which to draw the view.
[in] offscreen Should the buffer be redrawn if it's offscreen?
Returns:
Status code
Status Codes:
MStatus 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.

Parameters:
[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
Returns:
Status code
Status Codes:
MStatus getLightCount ( unsigned int &  count,
bool  visible = true 
)

Get the number of lights for the view.

Parameters:
[out] count The number of visible lights for the view.
[in] visible Specify whether to count visible lights only. By Default this is set true.
Returns:
Status code
Status Codes:
Examples:
hwAnisotropicShader_NV20.cpp, and hwToonShader_NV20.cpp.
MStatus getLightingMode ( M3dView::LightingMode mode )

Get the current lighting mode for the view.

Parameters:
[out] mode The lighting mode for the view.
Returns:
Status code
Status Codes:
Examples:
hwAnisotropicShader_NV20.cpp, and hwToonShader_NV20.cpp.
MStatus getLightPath ( unsigned int  lightNumber,
MDagPath lightPath 
)

Get the path to a certain light.

Parameters:
[in] lightNumber Number of the light interested in
[out] lightPath Path to light.
Returns:
Status code
Status Codes:
Examples:
hwAnisotropicShader_NV20.cpp, and hwToonShader_NV20.cpp.
MStatus isLightVisible ( unsigned int  lightNumber,
bool &  visible 
)

Find out if a light is visible in the view.

Parameters:
[in] lightNumber The number of the light to check.
[out] visible Whether the light is visible or not.
Returns:
Status code
Status Codes:
MStatus getLightIndex ( unsigned int  lightNumber,
unsigned int &  lightIndex 
)

Get the internal light index for a given light number.

Parameters:
[in] lightNumber The number of the light to check.
[out] lightIndex The internal light index (returned)
Returns:
Status code
Status Codes:
MStatus 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.

Parameters:
[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
Returns:
Status Code
Status Codes:
MStatus 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.

Parameters:
[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
Returns:
Status Code
Status Codes:
MStatus 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.

Parameters:
[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
Returns:
Status Code
Status Codes:
bool 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.

Parameters:
[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:
  • true point is not clipped
  • false point is undefined or outside frustum
Status Codes:
MStatus projectionMatrix ( MMatrix projMat ) const

Returns the projection matrix currently being used by OpenGL in the current view.

Parameters:
[out] projMat A place to store the projection matrix
Returns:
Status Code
Status Codes:
MStatus modelViewMatrix ( MMatrix modelViewMatrix ) const

Returns the modelview matrix currently being used by OpenGL in the current view.

Parameters:
[out] modelViewMatrix A place to store the modelview matrix
Returns:
Status Code
Status Codes:
MString viewSelectedPrefix ( MStatus ReturnStatus ) const

Returns the Returns the prefix used when displaying the camera name in the heads up display when view selected in on.

Parameters:
[out] ReturnStatus the return status
Returns:
The prefix.
Status Codes:
MStatus setViewSelectedPrefix ( const MString prefix )

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: "

Parameters:
[in] prefix The prefix to use.
Returns:
Status
Status Codes:
bool showViewSelectedChildren ( MStatus ReturnStatus ) const

Returns turn if view selected shows all of the children of the obejcts that are flagged for view selected.

Parameters:
[out] ReturnStatus The return status
Returns:
true if the children of view selected objects are drawn.
Status Codes:
MStatus 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.

Parameters:
[in] show true if all of the children of view selected objects should be displayed. true is the default behavior for view selected.
Returns:
Return status
Status Codes:
MStatus getM3dViewFromModelPanel ( const MString name,
M3dView view 
) [static]

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.

Parameters:
[in] name The name of the model panel.
[out] view The M3dView from the model panel.
Returns:
Return Status
Status Codes:
Examples:
viewCallbackTest.cpp.
MStatus getM3dViewFromModelEditor ( const MString name,
M3dView view 
) [static]

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.

Parameters:
[in] name The name of the model editor.
[out] view The M3dView from the model editor.
Returns:
Return Status
Status Codes:
M3dView::DisplayStyle displayStyle ( MStatus ReturnStatus = NULL ) const

Return the display style for this 3d view.

The display style can be wireframe, flat-shaded, or smooth-shaded.

Parameters:
[out] ReturnStatus Status code
Returns:
The display style for this view
Status Codes:
bool isShadeActiveOnly ( MStatus ReturnStatus = NULL ) const

Returns true if this view's display style is shaded for objects that are active and wireframe otherwise.

Parameters:
[out] ReturnStatus Status code
Returns:
  • true Only active objects are shaded if this view is in shaded mode
  • false All objects are shaded if this view is in shaded mode
Status Codes:
MStatus setDisplayStyle ( DisplayStyle  style,
bool  activeOnly = false 
)

Sets the display style for this view.

The display style can be wireframe, flat-shaded, or smooth-shaded.

Parameters:
[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.
Returns:
Status code
Status Codes:
MStatus setObjectDisplay ( unsigned int  displayMask )

Sets a display object mask that indicates which object types are drawn in current view.

By default every thing is displayed.

Parameters:
[in] displayMask The display object mask made with M3dView::DisplayObjects enum
Returns:
Status code
Status Codes:
unsigned int objectDisplay ( MStatus ReturnStatus = NULL )

Returns a display object mask that indicates which object types are drawn in current view.

Parameters:
[out] ReturnStatus the return status
Returns:
The display object mask which can be bit 'AND'ed against the M3dView::DisplayObjects enum.
Status Codes:
M3dView::RendererName 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.

Parameters:
[out] ReturnStatus the return status
Returns:
The name of the current renderer.
Status Codes:
MString rendererString ( MStatus ReturnStatus = NULL ) const

Get the string name of the current renderer being used for drawing to this view.

Parameters:
[out] ReturnStatus Status code (see below)
Returns:
String name
Status Codes:
bool 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.

Parameters:
[out] ReturnStatus the return status
Returns:
true if we are in this mode.
Status Codes:
MStatus readColorBuffer ( MImage image,
bool  readRGBA = false 
)

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.

Parameters:
[in] image The image contains the frame buffer pixels.
[in] readRGBA Read the image back in RGBA format. By default the format is BGRA.
Returns:
Status code
Status Codes:
Examples:
viewCallbackTest.cpp.
MStatus 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.

Parameters:
[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.
Returns:
Status code
Status Codes:
Examples:
viewCallbackTest.cpp.
MStatus 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.

Parameters:
[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.
Returns:
Status code
Status Codes:
Examples:
viewCallbackTest.cpp.
MStatus 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.

Parameters:
[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.
Returns:
Status code
Status Codes:
bool usingMipmappedTextures ( ) const

Returns if the view is using mipmapped texture display.

Returns:
Mipmap texture display state.
bool usingDefaultMaterial ( ) const

Returns true if the view is currently displaying objects using the default material.

Returns:
The default material state.
Examples:
apiMeshShapeUI.cpp.
MStatus updateViewingParameters ( )

This method tells the camera to set the view's transformation matrix.

Returns:
Status code
Status Codes:
bool multipleDrawEnabled ( ) const

This method returns the multiple draw enable state for this view.

Returns:
  • true if multiple draw is enabled.
void setMultipleDrawEnable ( bool  enable )

This method enables/disables multiple camera drawing for this view.

If multiple draw is disabled, then this view will behave like a normal Maya view.

Parameters:
[in] enable If true, then multiple draw is enabled.
unsigned multipleDrawPassCount ( )

This method returns the number of multiple draw passes that are going to be made.

By default a 1 is returned.

Returns:
  • The number of multiple draw passes that will be made.
void setMultipleDrawPassCount ( unsigned  count )

This method sets the number of multiple draw passes when multiple draw is enabled.

Parameters:
[in] count The number of multiple draw passes.

NOTE: This method is designed to be used for default model view only, that means this method can not used in MPx3dModelView derived custom model view.

This method must be called in a pre-render callback that added by MUIMessage::add3dViewPreRenderMsgCallback().

By setting setMultipleDrawPassCount() in the pre-render callback, pre/post multiple draw pass callbacks that are added by MUIMessage::add3dViewPreMultipleDrawPassMsgCallback() and MUIMessage::add3dViewPreMultipleDrawPassMsgCallback() are called.

Note that setMultipleDrawPassCount value should be restored in the post-render callback that is added by MUIMessage::add3dViewPostRenderMsgCallback().

See following example code.

        preRenderCB()
        {
                view.setMultipleDrawEnable( true )
                view.setMultipleDrawPassCount( 2 )
        }
            preMultiplePassCB(0)
                        draw()
                postMultiplePassCB(0)
                preMultiplePassCB(1)
                        draw()
                postMultiplePassCB(1)
        postRenderCB()
        {
                view.setMultipleDrawEnable( false )
                view.setMultipleDrawPassCount( 1 )
        }
MStatus beginProjMatrixOverride ( MMatrix projectionMatrix )

Begin overriding the projection matrix used in openGL drawing.

This override is enabled until endProjMatrixOverride() is called.

Parameters:
[in] projectionMatrix Projection matrix used in openGL drawing
Returns:
Status code
Status Codes:
MStatus endProjMatrixOverride ( )

End projection matrix override enabled by beginProjMatrixOverride().

Returns:
Status code
Status Codes:
MStatus setRenderOverrideName ( MString name )

Set the name of a render override (MHWRender::MRenderOverride) to use.

The override must be registered before it can be used.

The override cannot be set unless the view is set to be using the Viewport 2.0 renderer.

If the override name is an empty string then the any existing override will be removed.

Parameters:
[in] name Name of the override.
Returns:
Status code
Status Codes:
MString renderOverrideName ( MStatus ReturnStatus = NULL ) const

Get the current render override name.

If none then an empty string will be returned.

Parameters:
[out] ReturnStatus return status.
Returns:
Override name.
MStatus setObjectListFilterName ( MString name )

Note: This method is not yet implemented and is intended to be used in a future version of Maya.

Set the name of a object list filter (MObjectListFilter) to use.

The filter must be registered before it can be used.

If the name is an empty string then any existing filter will be removed.

Parameters:
[in] name Name of the filter.
Returns:
Status code
Status Codes:
MString objectListFilterName ( MStatus ReturnStatus = NULL ) const

Note: This method is not yet implemented and is intended to be used in a future version of Maya.

Get the current object list filter name. If none then an empty string will be returned.

Parameters:
[out] ReturnStatus return status.
Returns:
Override name.
MStatus getRendererString ( MString stringName ) const

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.

Parameters:
[out] stringName string name (returned).
Returns:
Status code
Status Codes:
const char * className ( ) [static]

Returns the name of this class.

Returns:
The name of this class.

M3dView M3dView M3dView M3dView M3dView M3dView M3dView M3dView M3dView M3dView
M3dView M3dView M3dView M3dView M3dView M3dView M3dView M3dView M3dView M3dView