M3dView Class Reference
[OpenMayaUI - API module for user interface]

#include <M3dView.h>

List of all members.


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.


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)

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.
Examples:

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.

Alignemnt 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.

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.

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.


Member Function Documentation

M3dView 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:

unsigned int M3dView::numberOf3dViews (  )  [static]

Returns the number of 3D views currently in existance.

Returns:
Number of 3D views.

MStatus M3dView::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:

MWindow M3dView::applicationShell ( MStatus ReturnStatus = NULL  )  [static]

Returns the X display for this view.

The X display is neccessary for using openGL.

Parameters:
[out] ReturnStatus Status Code
Returns:
The X display
Status Codes:
Returns the GLXContext for this view.
This context is neccessary for using the offscreen rendering API to share textures and display lists with Maya.

Parameters:
[out] ReturnStatus Status Code
Returns:
The GLXContext
Status Codes:
Returns the Window handle for Maya. On Unix, this is an X Widget on Windows, this is an HWND on Macintosh this is a WindowRef.
This is necessary if you wish to open your own windows on top of Maya.

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

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.

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:

M3dWindow M3dView::window ( MStatus ReturnStatus = NULL  ) 

Returns the X window for this view.

The X window is neccessary for using openGL.

Parameters:
[out] ReturnStatus Status Code
Returns:
The X window
Status Codes:

int M3dView::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:

int M3dView::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:

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().

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:

MStatus M3dView::popViewport (  ) 

Pop the current viewport off of the viewport stack.

Returns:
Status code
Status Codes:
Examples:

MStatus M3dView::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 M3dView::beginGL (  ) 

MStatus M3dView::endGL (  ) 

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:

  • 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:

GLint M3dView::endSelect (  ) 

Finish a selection sequence. Result is stored in the buffer passed in the beginSelect call.

Examples:

bool M3dView::selectMode (  )  const

Tells if this M3dView is in selection mode.

Returns:
true between beginSelect and endSelect calls.

bool M3dView::textureMode (  )  const

Tells if this M3dView is in texture mode.

Returns:
true if this modelling view is in texture mode.

void M3dView::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 M3dView::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 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.

Returns:
Status code
Status Codes:

MStatus M3dView::endOverlayDrawing (  ) 

Set the OpenGL context to for normal screen drawing.

Returns:
Status code
Status Codes:

MStatus M3dView::clearOverlayPlane (  ) 

Clear the overlay plane.

Returns:
Status code
Status Codes:

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.

Parameters:
[in] index index of the color to draw in
[in] table color table to index into
Returns:
Status code
Status Codes:
Examples:

MStatus M3dView::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:

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.

Parameters:
[out] ReturnStatus Status code
Returns:
Boolean indicating if color index mode is in use
Status Codes:
Examples:

unsigned int M3dView::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 M3dView::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 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.

Parameters:
[out] ReturnStatus Status code
Returns:
The number of user defined colors
Status Codes:

MStatus M3dView::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 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).

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 M3dView::templateColor ( MStatus ReturnStatus = NULL  ) 

Returns the RGB values of the template color.

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

MColor M3dView::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 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.

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 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.

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 M3dView::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 M3dView::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 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.

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:

MStatus M3dView::getCamera ( MDagPath camera  ) 

Get the camera for this view.

Parameters:
[out] camera Dag path for the camera (allocated by caller)
Returns:
Status code
Status Codes:
Examples:

MStatus M3dView::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 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.

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:

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.

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 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.

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

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.

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 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.

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 M3dView::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. Returned.
[in] visible Specify whether to count visible lights only. By Default this is set true.
Returns:
Status code
Status Codes:
Examples:

MStatus M3dView::getLightingMode ( M3dView::LightingMode mode  ) 

Get the current lighting mode for the view.

Parameters:
[out] mode The lighting mode for the view. Returned.
Returns:
Status code
Status Codes:
Examples:

MStatus M3dView::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. Returned
Returns:
Status code
Status Codes:
Examples:

MStatus M3dView::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. Returned
Returns:
Status code
Status Codes:

MStatus M3dView::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 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.

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 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.

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 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.

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 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.

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 M3dView::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 M3dView::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 M3dView::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 M3dView::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 M3dView::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 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.

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 M3dView::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:

MStatus M3dView::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 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.

Parameters:
[out] ReturnStatus Status code
Returns:
The display style for this view
Status Codes:

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.

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 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.

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:

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.

Parameters:
[out] ReturnStatus the return status
Returns:
The name of the current renderer.
Status Codes:

MString M3dView::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 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.

Parameters:
[out] ReturnStatus the return status
Returns:
true if we are in this mode.
Status Codes:

MStatus M3dView::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:

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.

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:

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.

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:

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.

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 M3dView::usingMipmappedTextures (  )  const

Returns if the view is using mipmapped texture display.

Returns:
Mipmap texture display state.

MStatus M3dView::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:


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