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  <div class="section" id="module-guicommon">
<span id="the-guicommon-module"></span><span id="moduleguicommon"></span><h1>The Guicommon Module<a class="headerlink" href="#module-guicommon" title="Permalink to this headline"></a></h1>
<p><strong>Project Name:</strong>      MakeHuman</p>
<p><strong>Product Home Page:</strong> <a class="reference external" href="http://www.makehuman.org/">http://www.makehuman.org/</a></p>
<p><strong>Code Home Page:</strong>    <a class="reference external" href="https://bitbucket.org/MakeHuman/makehuman/">https://bitbucket.org/MakeHuman/makehuman/</a></p>
<p><strong>Authors:</strong>           Manuel Bastioni, Marc Flerackers</p>
<p><strong>Copyright(c):</strong>      MakeHuman Team 2001-2015</p>
<p><strong>Licensing:</strong>         AGPL3 (<a class="reference external" href="http://www.makehuman.org/doc/node/the_makehuman_application.html">http://www.makehuman.org/doc/node/the_makehuman_application.html</a>)</p>
<blockquote>
<div><p>This file is part of MakeHuman (www.makehuman.org).</p>
<p>This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.</p>
<p>This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Affero General Public License for more details.</p>
<p>You should have received a copy of the GNU Affero General Public License
along with this program.  If not, see &lt;<a class="reference external" href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>&gt;.</p>
</div></blockquote>
<p><strong>Coding Standards:</strong>  See <a class="reference external" href="http://www.makehuman.org/node/165">http://www.makehuman.org/node/165</a></p>
<div class="section" id="abstract">
<h2>Abstract<a class="headerlink" href="#abstract" title="Permalink to this headline"></a></h2>
<p>Common GUI elements extracted from gui3d to minimize coupling with gui backend.</p>
<dl class="class">
<dt id="guicommon.Object">
<em class="property">class </em><tt class="descclassname">guicommon.</tt><tt class="descname">Object</tt><big>(</big><em>mesh, position=[0.0, 0.0, 0.0], visible=True</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object" title="Permalink to this definition"></a></dt>
<dd><p>An object on the screen.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><ul class="first last simple">
<li><strong>position</strong> (<em>list or tuple</em>) &#8211; The position in 3d space.</li>
<li><strong>mesh</strong> &#8211; The mesh object.</li>
<li><strong>visible</strong> (<em>Boolean</em>) &#8211; Wether the object should be initially visible.</li>
</ul>
</td>
</tr>
</tbody>
</table>
<dl class="method">
<dt id="guicommon.Object.changeVertexMask">
<tt class="descname">changeVertexMask</tt><big>(</big><em>vertsMask</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.changeVertexMask"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.changeVertexMask" title="Permalink to this definition"></a></dt>
<dd><p>Apply a face mask to the meshes (original seed mesh, subdivided mesh
and proxied meshes) specified by a vertex mask.
The vertex mask is a list of booleans, one for each vertex, where True
means not masked (visible), and False means masked (hidden).
A face is masked if all of the vertices that define it are masked.</p>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.clearTexture">
<tt class="descname">clearTexture</tt><big>(</big><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.clearTexture"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.clearTexture" title="Permalink to this definition"></a></dt>
<dd><p>This method is used to clear an object&#8217;s texture.</p>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.configureShading">
<tt class="descname">configureShading</tt><big>(</big><em>diffuse=None</em>, <em>bump=None</em>, <em>normal=None</em>, <em>displacement=None</em>, <em>spec=None</em>, <em>vertexColors=None</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.configureShading"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.configureShading" title="Permalink to this definition"></a></dt>
<dd><p>Configure shader options and set the necessary properties based on
the material configuration of this object.
This can be done without an actual shader being set for this object.
Call this method when changes are made to the material property.</p>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.getSubdivisionMesh">
<tt class="descname">getSubdivisionMesh</tt><big>(</big><em>update=True</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.getSubdivisionMesh"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.getSubdivisionMesh" title="Permalink to this definition"></a></dt>
<dd><p>Create or update the Catmull-Clark subdivided (or smoothed) mesh for
this mesh.
This does not change the status of isSubdivided(), use setSubdivided()
for that.</p>
<p>If this mesh is doubled by a proxy, when isProxied() is true, a
subdivision mesh for the proxy is used.</p>
<p>Returns the subdivided mesh data.</p>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.isSubdivided">
<tt class="descname">isSubdivided</tt><big>(</big><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.isSubdivided"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.isSubdivided" title="Permalink to this definition"></a></dt>
<dd><p>Returns whether this mesh is currently set to be subdivided
(or smoothed).</p>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setCull">
<tt class="descname">setCull</tt><big>(</big><em>cull</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setCull"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setCull" title="Permalink to this definition"></a></dt>
<dd><p>This method is used to specify whether or not the object is back-face culled.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><strong>cull</strong> (<em>0 =&gt; no culling, &gt;0 =&gt; draw front faces, &lt;0 =&gt; draw back faces</em>) &#8211; Whether and how to cull</td>
</tr>
</tbody>
</table>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setDepthless">
<tt class="descname">setDepthless</tt><big>(</big><em>depthless</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setDepthless"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setDepthless" title="Permalink to this definition"></a></dt>
<dd><p>This method is used to specify whether or not the object occludes or is occluded
by other objects</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><strong>depthless</strong> (<em>Boolean</em>) &#8211; Whether or not the object is occluded or occludes.</td>
</tr>
</tbody>
</table>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setLoc">
<tt class="descname">setLoc</tt><big>(</big><em>locx</em>, <em>locy</em>, <em>locz</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setLoc"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setLoc" title="Permalink to this definition"></a></dt>
<dd><p>This method is used to set the location of the object in the 3D coordinate space of the scene.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><ul class="first last simple">
<li><strong>locx</strong> (<em>float</em>) &#8211; The x coordinate of the object.</li>
<li><strong>locy</strong> (<em>float</em>) &#8211; The y coordinate of the object.</li>
<li><strong>locz</strong> (<em>float</em>) &#8211; The z coordinate of the object.</li>
</ul>
</td>
</tr>
</tbody>
</table>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setRot">
<tt class="descname">setRot</tt><big>(</big><em>rx</em>, <em>ry</em>, <em>rz</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setRot"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setRot" title="Permalink to this definition"></a></dt>
<dd><p>This method sets the orientation of the object in the 3D coordinate space of the scene.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><ul class="first last simple">
<li><strong>rx</strong> (<em>float</em>) &#8211; Rotation around the x-axis.</li>
<li><strong>ry</strong> (<em>float</em>) &#8211; Rotation around the y-axis.</li>
<li><strong>rz</strong> (<em>float</em>) &#8211; Rotation around the z-axis.</li>
</ul>
</td>
</tr>
</tbody>
</table>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setScale">
<tt class="descname">setScale</tt><big>(</big><em>scale</em>, <em>scaleY=None</em>, <em>scaleZ=1</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setScale"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setScale" title="Permalink to this definition"></a></dt>
<dd><p>This method sets the scale of the object in the 3D coordinate space of
the scene, relative to the initially defined size of the object.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><ul class="first last simple">
<li><strong>scale</strong> (<em>float</em>) &#8211; Scale along the x-axis, uniform scale if other params not
specified.</li>
<li><strong>scaleY</strong> (<em>float</em>) &#8211; Scale along the x-axis.</li>
<li><strong>scaleZ</strong> (<em>float</em>) &#8211; Scale along the x-axis.</li>
</ul>
</td>
</tr>
</tbody>
</table>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setShadeless">
<tt class="descname">setShadeless</tt><big>(</big><em>shadeless</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setShadeless"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setShadeless" title="Permalink to this definition"></a></dt>
<dd><p>This method is used to specify whether or not the object is affected by lights.
This is used for certain GUI controls to give them a more 2D type
appearance (predominantly the top bar of GUI controls).</p>
<p>NOTE enabling this option disables the use of the shader configured in the material.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><strong>shadeless</strong> (<em>Boolean</em>) &#8211; Whether or not the object is unaffected by lights.</td>
</tr>
</tbody>
</table>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setShader">
<tt class="descname">setShader</tt><big>(</big><em>shader</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setShader"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setShader" title="Permalink to this definition"></a></dt>
<dd><p>This method is used to specify the shader.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><strong>shader</strong> (<em>string</em>) &#8211; The path to a pair of shader files.</td>
</tr>
</tbody>
</table>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setShaderParameter">
<tt class="descname">setShaderParameter</tt><big>(</big><em>name</em>, <em>value</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setShaderParameter"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setShaderParameter" title="Permalink to this definition"></a></dt>
<dd><p>Updates the shader parameters.</p>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setSolid">
<tt class="descname">setSolid</tt><big>(</big><em>solid</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setSolid"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setSolid" title="Permalink to this definition"></a></dt>
<dd><p>This method is used to specify whether or not the object is drawn solid or wireframe.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><strong>solid</strong> (<em>Boolean</em>) &#8211; Whether or not the object is drawn solid or wireframe.</td>
</tr>
</tbody>
</table>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setSubdivided">
<tt class="descname">setSubdivided</tt><big>(</big><em>flag</em>, <em>update=True</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setSubdivided"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setSubdivided" title="Permalink to this definition"></a></dt>
<dd><p>Set whether this mesh is to be subdivided (or smoothed).
When set to true, the subdivision mesh is automatically created or
updated.</p>
</dd></dl>

<dl class="method">
<dt id="guicommon.Object.setTexture">
<tt class="descname">setTexture</tt><big>(</big><em>path</em><big>)</big><a class="reference internal" href="_modules/guicommon.html#Object.setTexture"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#guicommon.Object.setTexture" title="Permalink to this definition"></a></dt>
<dd><p>This method is used to specify the path of a file on disk containing the object texture.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Parameters:</th><td class="field-body"><ul class="first last simple">
<li><strong>path</strong> (<em>str</em>) &#8211; The path of a texture file.</li>
<li><strong>cache</strong> (<em>dict</em>) &#8211; The texture cache to use.</li>
</ul>
</td>
</tr>
</tbody>
</table>
</dd></dl>

</dd></dl>

</div>
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  <h3><a href="index.html">Table Of Contents</a></h3>
  <ul>
<li><a class="reference internal" href="#">The Guicommon Module</a><ul>
<li><a class="reference internal" href="#abstract">Abstract</a></li>
</ul>
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