Uranium
Application Framework
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UM.View.SelectionPass.SelectionPass Class Reference
Inheritance diagram for UM.View.SelectionPass.SelectionPass:
UM.View.RenderPass.RenderPass

Public Member Functions

 __init__ (self, width, height)
 
 render (self)
 
 getIdAtPosition (self, x, y)
 
 getFaceIdAtPosition (self, x, y)
 
- Public Member Functions inherited from UM.View.RenderPass.RenderPass
str getName (self)
 
Tuple[int, int] getSize (self)
 
int getPriority (self)
 
None setSize (self, int width, int height)
 
None bind (self)
 
None release (self)
 
int getTextureId (self)
 
QImage getOutput (self)
 

Protected Member Functions

 _onActiveToolChanged (self)
 
 _onSelectedFaceChanged (self)
 
 _renderObjectsMode (self)
 
 _renderFacesMode (self)
 
 _getNodeColor (self, node)
 
 _dropAlpha (self, color)
 
bool _isInSelectedGroup (self, "SceneNode" node)
 
- Protected Member Functions inherited from UM.View.RenderPass.RenderPass
None _updateRenderStorage (self)
 

Protected Attributes

 _shader
 
 _face_shader
 
 _tool_handle_shader
 
 _gl
 
 _scene
 
 _renderer
 
 _selection_map
 
 _default_toolhandle_selection_map
 
 _toolhandle_selection_map
 
 _onActiveToolChanged
 
 _mode
 
 _onSelectedFaceChanged
 
 _output
 
- Protected Attributes inherited from UM.View.RenderPass.RenderPass
 _name
 
 _width
 
 _height
 
 _priority
 
 _gl
 
 _fbo
 

Additional Inherited Members

- Static Public Attributes inherited from UM.View.RenderPass.RenderPass
int MaximumPriority = 999
 

Detailed Description

A RenderPass subclass responsible for rendering selectable objects to a texture.

This pass performs the rendering of selectable objects to a texture that can be
sampled to retrieve the actual object that was underneath the mouse cursor. Additionally,
information about what objects are actually selected is rendered into the alpha channel
of this render pass so it can be used later on in the composite pass.

Constructor & Destructor Documentation

◆ __init__()

UM.View.SelectionPass.SelectionPass.__init__ ( self,
width,
height )

Reimplemented from UM.View.RenderPass.RenderPass.

Member Function Documentation

◆ _isInSelectedGroup()

bool UM.View.SelectionPass.SelectionPass._isInSelectedGroup ( self,
"SceneNode" node )
protected
Get whether the given node is in a group that is selected.
:param node: The node to check.
:return: ``True`` if the node is in a selected group, or ``False`` if
it's not.

◆ getFaceIdAtPosition()

UM.View.SelectionPass.SelectionPass.getFaceIdAtPosition ( self,
x,
y )
Get an unique identifier to the face of the polygon at a certain pixel-coordinate.

◆ getIdAtPosition()

UM.View.SelectionPass.SelectionPass.getIdAtPosition ( self,
x,
y )
Get the object id at a certain pixel coordinate.

◆ render()

UM.View.SelectionPass.SelectionPass.render ( self)
Perform the actual rendering.

Reimplemented from UM.View.RenderPass.RenderPass.


The documentation for this class was generated from the following file: