slumMaya :: customGLView :: customGLView :: Class customGLView
[hide private]
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Class customGLView

source code

maya.OpenMayaMPx.MPx3dModelView --+
                                  |
                                 customGLView

Instance Methods [hide private]
 
__init__(self) source code
 
setCameraList(self, cameraList) source code
 
removeAllCameras(self) source code
 
getCameraHUDName(self) source code
 
setIsolateSelect(self, list) source code
 
setIsolateSelectOff(self) source code
 
preMultipleDraw(self) source code
 
postMultipleDraw(self) source code
 
preMultipleDrawPass(self, index) source code
 
postMultipleDrawPass(self, index) source code
 
okForMultipleDraw(self, dagPath) source code
 
multipleDrawPassCount(self) source code
 
viewType(self) source code
Instance Variables [hide private]
  fCurrentPass
try: self.setDrawAdornments(False) self.setDisplayHUD(False) self.setDisplayAxis(False) self.setDisplayAxisAtOrigin(False) self.setDisplayCameraAnnotation(False) self.setViewSelected(True)
Instance Variable Details [hide private]

fCurrentPass


                try:
                        self.setDrawAdornments(False)
                        self.setDisplayHUD(False)
                        self.setDisplayAxis(False)
                        self.setDisplayAxisAtOrigin(False)
                        self.setDisplayCameraAnnotation(False)
                        self.setViewSelected(True)

                        dagPath = OpenMaya.MDagPath()

                        if self.fCurrentPass == 0:
                                self.getCamera(dagPath)
                        else:
                                nCameras = self.fCameraList.length()
                                if self.fCurrentPass <= nCameras:
                                        dagPath = self.fCameraList[self.fCurrentPass-1]
                                else:
                                        sys.stderr.write("ERROR: ...too many passes specified
")
                                        return

                        self.setCameraInDraw(dagPath)

                        self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayEverything, False)

                        if dagPath == self.fOldCamera:
                                self.fDrawManips = False
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayGrid, True)

                                self.setFogEnabled(False)

                                self.setBackgroundFogEnabled(False)

                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayLights, False)
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayCameras, False)
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayIkHandles, False)
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayDimensions, False)
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplaySelectHandles, False)

                                textPos = OpenMaya.MPoint(0.0, 0.0, 0.0)
                                str = "Main View"
                                self.drawText(str, textPos, OpenMayaUI.M3dView.kLeft)
                        else:
                                self.fDrawManips = False
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayGrid, True)

                                self.setFogEnabled(False)

                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayLights, False)
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayCameras, False)
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayIkHandles, False)
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayDimensions, False)
                                self.setObjectDisplay(OpenMayaUI.M3dView.kDisplaySelectHandles, False)
                except:
                        sys.stderr.write("ERROR: spNarrowPolyViewer.preMultipleDrawPass
")
                        raise

                # note do not have light test in here

                # self.setLightingMode(OpenMayaUI.kLightDefault)

                if ((self.fCurrentPass % 2) == 0):
                        self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayNurbsSurfaces, True );
                        self.setObjectDisplay(OpenMayaUI.M3dView.kDisplayNurbsCurves, True );

                #self.updateViewingParameters()