Inherited by FBActorFace, FBAnimationLayer, FBAnimationNode, FBApplication, FBAssetItem, FBAssetMng, FBAudioClip, FBAudioIn, FBAudioOut, FBBox, FBCluster, FBConstraintManager, FBControlSet, FBDeck, FBDeformer, FBDeviceInstrument, FBFbxManager, FBFbxOptions, FBFbxTake, FBFCurve, FBFilter, FBFolder, FBGenericMenu, FBGenericMenuItem, FBGeometry, FBGroup, FBImage, FBKeyControl, FBKeyingGroup, FBMarkerSet, FBMenuManager, FBModelTemplate, FBMotionClip, FBPlayerControl, FBPose, FBReferenceTime, FBRenderer, FBScene, FBSet, FBSpreadPart, FBStory, FBStoryClip, FBStoryFolder, FBSystem, FBTake, FBTreeNode, FBVideoGrabber, FBViewerInfos, and FBVisualComponent.
FBComponent defines common object characteristics, including creation and destruction methods. It is used to encapsulate internal application objects so they can be exposed to the SDK. It is also used as the base class to encapsulate objects with FBProperty data members and provides a scheme for property management. You cannot instantiate FBProperty objects. To reference a property, use an instance of an FBComponent object. The methods FBComponent::PropertyCreate and FBComponent::PropertyRemove can be used to modify an object's properties. Basic operators are overloaded in FBComponent. The constructor and destructor are created and defined with macros in the header files. Objects inheriting from FBComponent must define FBComponent::FBCreate(), and FBComponent::FBDestroy(). All memory management issues for the component should also be addressed here. Destroy an object with FBDelete(). The code sample FBComponent.py shows how to get a handle on a scene object via its name.
See sample: ReplaceNamespace.py.
Public Member Functions |
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FBComponent () | |
Constructor. |
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str | ClassName () |
Get the class name. |
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DisableObjectFlags (FBObjectFlag pFlags) | |
Disable a specific Object Flags. |
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EnableObjectFlags (FBObjectFlag pFlags) | |
Enable a specific Object Flags. |
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bool | FBCreate () |
Open Reality Creation function. |
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FBDelete () | |
Open Reality deletion function. |
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FBDestroy () | |
Open Reality destruction function. |
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FBObjectFlag | GetObjectFlags () |
Get all Object Flags (concatenated).
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bool | GetObjectStatus (FBObjectStatus pStatus) |
Check to see if an object
status is enabled. |
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HardSelect () | |
HardSelect. |
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bool | HasObjectFlags (FBObjectFlag pFlags) |
Check whether a specific object
flag is enabled. |
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bool | Is (int pTypeId) |
Returns true if object
is of type TypeId. |
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ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) | |
ProcessNamespaceHierarchy. |
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ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, str pNamespaceName, str pReplaceTo=None, bool pAddRight=True) | |
ProcessObjectNamespace. |
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int | PropertyAdd (FBProperty Property) |
Add a property to the component's property
manager. |
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FBProperty | PropertyCreate (str pName, FBType pType, str pDataType, bool pAnimatable, bool pIsUser=False, FBProperty pReferenceSource=None) |
Create user or dynamic property. |
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PropertyRemove (FBProperty Property) | |
Remove a Property from the component's
Property manager. |
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SetObjectFlags (FBObjectFlag pFlags) | |
SetObjectFlags. |
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SetObjectStatus (FBObjectStatus pStatus, bool pValue) | |
Enable/Disable a specific Object Status.
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Public Attributes |
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FBListComponent | Components |
List: List of components. |
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str | LongName |
Read Write Property: Name and
namespace for object. |
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str | Name |
Read Write Property: Unique name of
object.
See sample: RemoveSuffixFromNameOfSceneElements.py. |
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FBListComponent | Parents |
List: Parents. |
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FBManager | PropertyList |
Read Only Property: Manages all of
the properties for the component. |
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bool | Selected |
Read Write Property: Selected
property. |
FBComponent | ( | ) |
Constructor.
str ClassName | ( | ) |
Get the class name.
Reimplemented from FBPlug.
DisableObjectFlags | ( | FBObjectFlag | pFlags | ) |
Disable a specific Object Flags.
pFlags | Flags to disable. |
EnableObjectFlags | ( | FBObjectFlag | pFlags | ) |
Enable a specific Object Flags.
pFlags | Flags to enable. |
bool FBCreate | ( | ) |
Open Reality Creation function.
Reimplemented in FBAssetFile, FBAssetFolder, and FBDevice.
FBDelete | ( | ) |
Open Reality deletion function.
See sample: DeleteHierarchy.py.
Reimplemented in FBActor, FBActorFace, FBAnimationLayer, FBAudioClip, FBCharacter, FBCharacterExtension, FBCharacterFace, FBFolder, FBGroup, FBImage, FBKeyingGroup, FBLayeredTexture, FBModel, FBMotionClip, FBScene, FBSet, FBStoryClip, FBStoryFolder, FBStoryTrack, FBTake, FBTexture, and FBVideoClip.
FBDestroy | ( | ) |
Open Reality destruction function.
Reimplemented in FBDevice.
FBObjectFlag GetObjectFlags | ( | ) |
Get all Object Flags (concatenated).
bool GetObjectStatus | ( | FBObjectStatus | pStatus | ) |
Check to see if an object status is enabled.
pStatus | Status to query. |
HardSelect | ( | ) |
HardSelect.
Selects the object, and emits a hard select event for UI update notfication.
bool HasObjectFlags | ( | FBObjectFlag | pFlags | ) |
Check whether a specific object flag is enabled.
pFlags | Flags to check if they are present. |
ProcessNamespaceHierarchy | ( | FBNamespaceAction | pNamespaceAction, | |
str | pNamespaceName, | |||
str | pReplaceTo = None , |
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bool | pAddRight = True |
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) |
ProcessNamespaceHierarchy.
This recursive function goes through the whole hierarchy (children) to add/replace the prefix. If you need to work on a single object, use the ProcessObjectPrefix function.
pNamespaceAction | Which operation to do on the hierarchy (children). | |
pNamespaceName | The Namespace name on Add/Delete or the prefix to replace in case of replace. | |
pReplaceTo | The new Namespace Name or NULL in case of add or delete. | |
pAddRight | Whether to add the namespace on right-most or left-most side or other namespace. |
ProcessObjectNamespace | ( | FBNamespaceAction | pNamespaceAction, | |
str | pNamespaceName, | |||
str | pReplaceTo = None , |
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bool | pAddRight = True |
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) |
ProcessObjectNamespace.
This function is the same as ProcessNamespaceHierarchy except that it applies only on the current object and not to the object's children.
int PropertyAdd | ( | FBProperty | Property | ) |
Add a property to the component's property manager.
Property | The property to add to the property manager. |
FBProperty PropertyCreate | ( | str | pName, | |
FBType | pType, | |||
str | pDataType, | |||
bool | pAnimatable, | |||
bool | pIsUser = False , |
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FBProperty | pReferenceSource =
None |
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) |
Create user or dynamic property.
pName | The name of the property. | |
pType | Type of the property. See enum FBPropertyType. | |
pDataType | DataType of the property is a text define in ANIMATIONNODE_TYPE_??? in fbdata.h. | |
pAnimatable | To specify if the property can be animated. | |
pIsUser | To specify if the property is available as a custom property or dynamic and attached to the object. | |
pReferenceSource | Specifies the property that a reference refers to. |
PropertyRemove | ( | FBProperty | Property | ) |
Remove a Property from the component's Property manager.
If the property was dynamically allocated, it is deleted.
Property | The property to remove from the property manager. |
SetObjectFlags | ( | FBObjectFlag | pFlags | ) |
SetObjectFlags.
pFlags | Set flag values. Note: this function overwrites all flags with those passed in parameter. |
SetObjectStatus | ( | FBObjectStatus | pStatus, | |
bool | pValue | |||
) |
Enable/Disable a specific Object Status.
pStatus | Status to change. | |
pValue | Value to change the status to. |
FBListComponent Components |
List: List of components.
Reimplemented in FBScene.
Read Write Property: Unique name of object. See sample: RemoveSuffixFromNameOfSceneElements.py.
Reimplemented in FBAssetMng, and FBFbxTake.
FBListComponent Parents |
List: Parents.
FBManager PropertyList |
Read Only Property: Manages all of the properties for the component.