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3DCoat Core API
The 3DCoat API documentation.
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referes the roots of the scene graph More...
#include <CoreAPI.h>
Static Public Member Functions | |
| static void | clearScene (bool askUser=false) |
| clear the whole scene | |
| static SceneElement | current () |
| returns the current sculpt object | |
| static SceneElement | sculptRoot () |
| get the root of all sculpt objects | |
| static SceneElement | curvesRoot () |
| get the root of all curves | |
| static int | getLayer (const char *name, bool addIfNotExists=true) |
| get the Layer ID by name, add the layer if not exists | |
| static const char * | getLayerName (int LayerID) |
| get the layer name | |
| static void | setLayerName (int LayerID, const char *name) |
| set the layer name | |
| static int | getLayerBlending (int LayerID) |
| get the layer blending mode | |
| static void | setLayerBlending (int LayerID, int mode) |
| set the layer blending mode | |
| static int | getCurrentLayer () |
| get current layer identifier | |
| static void | setCurrentLayer (int LayerID) |
| set the current layer | |
| static void | mergeVisibleLayers () |
| merge all visible layers | |
| static void | mergeLayerDown (int LayerID) |
| merge the layer down | |
| static void | applyLayerBlending (int LayerID) |
| apply layer blending | |
| static void | invalidateLayer (int LayerID) |
| refresh the layer appearance in scene | |
| static void | setActiveLayer (int LayerID) |
| activate the layer | |
| static void | removeLayer (int LayerID) |
| remove the layer | |
| static bool | layerIsEmpty (int layerID) |
| Check if the layer is empty. | |
| static void | removeEmptyLayers () |
| remove all unused layers | |
| static bool | layerVisible (int LayerID) |
| return the layer visibility | |
| static void | setLayerVisibility (int LayerID, bool Visible) |
| set the layer visibility | |
| static void | setLayerColorOpacity (int LayerID, float Opacity) |
| set the layer opacity | |
| static void | setLayerDepthOpacity (int LayerID, float Opacity) |
| set the layer depth opacity | |
| static void | setLayerMetalnessOpacity (int LayerID, float Opacity) |
| set the layer metalness opacity | |
| static void | setLayerGlossOpacity (int LayerID, float Opacity) |
| set the layer gloss/roughness opacity | |
| static int | assignLayerMask (int LayerID) |
| assign the mask to the layer if it is not assigned before | |
| static void | removeLayerMask (int LayerID) |
| remove the layer mask | |
| static void | extractMaskAsLayer (int LayerID) |
| If the layer has the mask attached, the mask will be extracted as a new layer and the masking disabled. | |
| static void | setMaskForTheLayer (int LayerID, int MaskLayerID) |
| set the MaskLayerID to be used as mask for the LayerID. The MaskLayerID will disappear among the layers list | |
| static void | enableLayerMask (int LayerID, bool enable) |
| enable or disable the layer mask | |
| static bool | isLayerMaskEnabled (int LayerID) |
| check if the mask is enabled for the layer | |
| static void | invertLayerMask (int LayerID) |
| invert the layer mask (if assigned) | |
| static int | getLayerMaskLayer (int LayerID) |
| get the mask identifier assigned to the layer | |
| static void | disableLayerMask (int LayerID) |
| disable the mask for the layer | |
| static void | enableLayerMask (int LayerID) |
| enable the mask for the layer | |
| static bool | maskEnabled (int LayerID) |
| check if the mask is enabled for the layer | |
| static void | setClippingLayer (int LayerID) |
| set this layer as clipping layer | |
| static void | disableClippingLayer (int LayerID) |
| disable the clipping layer | |
| static int | PaintObjectsCount () |
| Get the count of paint objects in scene. | |
| static int | PaintMaterialCount () |
| Get the count of paint materials. | |
| static int | PaintUVSetsCount () |
| Get the paint UV-sets (textures) count. | |
| static void | RemovePaintObject (int idx) |
| Remove the paint object. | |
| static void | RemovePaintMaterial (int idx) |
| Remove the paint material. | |
| static void | RemoveUVSet (int idx) |
| Remove the UV-set (texture) | |
| static const char * | PaintObjectName (int idx) |
| Get the reference to the object name. | |
| static const char * | PaintMaterialName (int idx) |
| Get the reference to the material mane. | |
| static const char * | PaintUVSetName (int idx) |
| Get the reference to the UV set name. | |
| static SceneElement | importMesh (const char *filename, const mat4 &transform=mat4::Identity) |
| import mesh into scene, it is the same as File->Import->Import mesh for vertex painting/reference ... This is the optimal way to import mesh into the scene | |
| static void | ScaleSceneVisually (float scale) |
| Scale the whole scene visually but keep the export size. | |
| static void | ScaleSceneUnits (float scale) |
| Keep the scene visial size in scene, but scale the export size. | |
| static float | GetSceneScale () |
| the length of 1 scene unit when you export the scene | |
| static const char * | GetSceneUnits () |
| get the name of the current scene units | |
| static bool | setSceneUnits (const char *units) |
| Set the scene units without actual scaling the scene to new units, just name change. | |
| static vec3 | getSceneShift () |
| get the scene shift value, look the Edit->Scale master->X,Y,Z | |
| static void | setSceneShift (const vec3 &shift) |
| set the scene shift value, look the Edit->Scale master->X,Y,Z | |
| static std::vector< std::string > | getAvailableUnits () |
| Get the list of all available units. | |
| static bool | convertSceneUnits (const char *destination_unit_name) |
| Convert the scene units to the new units, the scene scale will be changed, visual size will be kept. | |
| static void | stackUndo (int nStack) |
| Unify several previous undo operations into one. | |
| static void | resetTexTransform (int type) |
| reset the texture (stencil or material) transform | |
| static void | scaleTex (int type, float scale) |
| scale the texture (stencil or material) | |
| static void | scaleTexNonUniform (int type, const vec2 &scale) |
| scale the texture (stencil or material) non-uniformly | |
| static void | rotateTex (int type, float angle) |
| rotate the texture (stencil or material) | |
| static void | moveTex (int type, const vec2 &offset) |
| move the texture (stencil or material) | |
| static void | flipTexX (int type) |
| flip the texture (stencil or material) horizontally | |
| static void | flipTexY (int type) |
| flip the texture (stencil or material) vertically | |
| static void | setTexTiled (int type, bool tiled) |
| make texture tiled or use single tile | |
| static void | setTexPivot (int type, const vec2 &pivot) |
| sep the pivot for the texture (stencil or material) | |
| static vec2 | getViewportCenter () |
| get the viewport center in screen coordinates | |
referes the roots of the scene graph
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apply layer blending
| LayerID | the layer identifier |
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assign the mask to the layer if it is not assigned before
| LayerID | the layer identifier to assign the mask |
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clear the whole scene
| askUser | set true to ask user for unsaved changes |
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Convert the scene units to the new units, the scene scale will be changed, visual size will be kept.
| destination_unit_name | the name of new units |
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returns the current sculpt object
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get the root of all curves
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disable the clipping layer
| LayerID | the layer identifier |
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disable the mask for the layer
| LayerID | the layer identifier |
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enable the mask for the layer
| LayerID | the layer identifier |
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enable or disable the layer mask
| LayerID | the layer identifier |
| enable | true to enable, false to disable |
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If the layer has the mask attached, the mask will be extracted as a new layer and the masking disabled.
| LayerID | the layer identifier |
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flip the texture (stencil or material) horizontally
| type | 0 - stencil, 1 - material |
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flip the texture (stencil or material) vertically
| type | 0 - stencil, 1 - material |
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Get the list of all available units.
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get current layer identifier
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get the Layer ID by name, add the layer if not exists
| name | layer name |
| addIfNotExists | set true to add layer if it does not exist |
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get the layer blending mode
| LayerID | the layer identifier |
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get the mask identifier assigned to the layer
| LayerID | the layer identifier |
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get the layer name
| LayerID | the layer identifier |
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the length of 1 scene unit when you export the scene
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get the scene shift value, look the Edit->Scale master->X,Y,Z
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get the name of the current scene units
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get the viewport center in screen coordinates
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import mesh into scene, it is the same as File->Import->Import mesh for vertex painting/reference ... This is the optimal way to import mesh into the scene
| filename | the filename, if it is empty, the dialog appears |
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refresh the layer appearance in scene
| LayerID | the layer identifier |
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invert the layer mask (if assigned)
| LayerID | the layer identifier |
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check if the mask is enabled for the layer
| LayerID | the layer identifier |
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Check if the layer is empty.
| layerID | the layer identifier |
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check if the mask is enabled for the layer
| LayerID | the layer identifier |
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merge the layer down
| LayerID | the layer identifier |
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move the texture (stencil or material)
| type | 0 - stencil, 1 - material |
| offset | the offset in 2d (screen plane, pixels) |
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Get the count of paint materials.
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Get the reference to the material mane.
| idx | the index of the material |
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Get the reference to the object name.
| idx | index of the object |
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Get the count of paint objects in scene.
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Get the reference to the UV set name.
| idx | the index of the UV set |
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Get the paint UV-sets (textures) count.
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remove the layer
| LayerID | the layer identifier |
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remove the layer mask
| LayerID | the layer identifier |
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Remove the paint material.
| idx | the index of the material |
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Remove the paint object.
| idx | the index of the object |
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Remove the UV-set (texture)
| idx | the index of the UV-set (texture) |
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reset the texture (stencil or material) transform
| type | 0 - stencil, 1 - material |
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rotate the texture (stencil or material)
| type | 0 - stencil, 1 - material |
| angle | the angle in degrees |
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Keep the scene visial size in scene, but scale the export size.
| scale | the scale, >1 means objects become bigger in export |
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Scale the whole scene visually but keep the export size.
| scale | the scale, >1 means objects become bigger in scene |
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scale the texture (stencil or material)
| type | 0 - stencil, 1 - material |
| scale | the additional scale value |
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scale the texture (stencil or material) non-uniformly
| type | 0 - stencil, 1 - material |
| scale | the 2d scale value |
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get the root of all sculpt objects
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activate the layer
| LayerID | the layer identifier |
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set this layer as clipping layer
| LayerID | the layer identifier |
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set the current layer
| LayerID | the layer identifier |
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set the layer blending mode
| LayerID | the layer identifier |
| mode | the index of blending mode as it is ordered in the Layers UI |
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set the layer opacity
| LayerID | the layer identifier |
| Opacity | the color opacity |
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set the layer depth opacity
| LayerID | the layer identifier |
| Opacity | the depth opacity |
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set the layer gloss/roughness opacity
| LayerID | the layer identifier |
| Opacity | the gloss/roughness opacity |
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set the layer metalness opacity
| LayerID | the layer identifier |
| Opacity | the metalness opacity |
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set the layer name
| LayerID | the layer identifier |
| name | the new name |
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set the layer visibility
| Visible | the visibility |
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set the MaskLayerID to be used as mask for the LayerID. The MaskLayerID will disappear among the layers list
| LayerID | the layer to be masked |
| MaskLayerID | the mask layer |
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set the scene shift value, look the Edit->Scale master->X,Y,Z
| shift | the new shift value |
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Set the scene units without actual scaling the scene to new units, just name change.
| units | the name of new units |
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sep the pivot for the texture (stencil or material)
| type | 0 - stencil, 1 - material |
| pivot | the screen coordinates of the pivot |
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make texture tiled or use single tile
| type | 0 - stencil, 1 - material |
| tiled | the tiled state |
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Unify several previous undo operations into one.
| nStack | the amount of operations to unify |