| __init__(self, width, height, SelectionMode mode=SelectionMode.OBJECTS) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | |
| _default_toolhandle_selection_map (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _dropAlpha(self, color) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _face_mode_selection_map (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _face_shader (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _getFaceId(int pixel) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protectedstatic |
| _getNodeColor(self, node) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _gl (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _ignore_unselected_objects (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _isInSelectedGroup(self, "SceneNode" node) | UM.View.SelectionPass.SelectionPass | protected |
| _mode (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _onActiveToolChanged (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _onActiveToolChanged(self) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _output (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _renderer (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _scene (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _selection_map (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _shader (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _tool_handle_shader (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| _toolhandle_selection_map (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | protected |
| getFaceIdAtPosition(self, x, y) | UM.View.SelectionPass.SelectionPass | |
| getFacesIdsUnderMask(self, "QImage" mask, int x, int y) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | |
| getIdAtPosition(self, x, y) | UM.View.SelectionPass.SelectionPass | |
| getIdAtPositionFaceMode(self, x, y) | UM.View.SelectionPass.SelectionPass | |
| render(self) | UM.View.SelectionPass.SelectionPass | |
| renderFacesMode(self) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | |
| renderObjectsMode(self) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | |
| setIgnoreUnselectedObjects(self, ignore_unselected_objects) (defined in UM.View.SelectionPass.SelectionPass) | UM.View.SelectionPass.SelectionPass | |