usdrt::PhysxSchemaPlane
Defined in usdrt/scenegraph/usd/physxSchema/plane.h
-
class PhysxSchemaPlane : public usdrt::UsdGeomMesh
Plane geometry primitive. The definition of a plane is a point - Xformable and a normal axis.
For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in PhysxSchemaTokens. So to set an attribute to the value “rightHanded”, use PhysxSchemaTokens->rightHanded as the value.
Public Functions
-
inline explicit PhysxSchemaPlane(const UsdPrim &prim = UsdPrim())
Construct a PhysxSchemaPlane on UsdPrim
prim
. Equivalent to PhysxSchemaPlane::Get(prim.GetStage(), prim.GetPath()) for a validprim
, but will not immediately throw an error for an invalidprim
.
-
inline explicit PhysxSchemaPlane(const UsdSchemaBase &schemaObj)
Construct a PhysxSchemaPlane on the prim held by
schemaObj
. Should be preferred over PhysxSchemaPlane(schemaObj.GetPrim()), as it preserves SchemaBase state.
-
inline virtual ~PhysxSchemaPlane()
Destructor.
-
inline UsdAttribute GetAxisAttr() const
The axis along which the plane normal is aligned.
Declaration
uniform token axis = "Z"
C++ Type
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
X, Y, Z
-
inline UsdAttribute CreateAxisAttr() const
See GetAxisAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetFaceVertexIndicesAttr() const
Flat list of the index (into the points attribute) of each vertex of each face in the mesh. If this attribute has more than one timeSample, the mesh is considered to be topologically varying.
Declaration
int[] faceVertexIndices
C++ Type
VtArray<int>
Usd Type
SdfValueTypeNames->IntArray
-
inline UsdAttribute CreateFaceVertexIndicesAttr() const
See GetFaceVertexIndicesAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetFaceVertexCountsAttr() const
Provides the number of vertices in each face of the mesh, which is also the number of consecutive indices in faceVertexIndices that define the face. The length of this attribute is the number of faces in the mesh. If this attribute has more than one timeSample, the mesh is considered to be topologically varying.
Declaration
int[] faceVertexCounts
C++ Type
VtArray<int>
Usd Type
SdfValueTypeNames->IntArray
-
inline UsdAttribute CreateFaceVertexCountsAttr() const
See GetFaceVertexCountsAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetSubdivisionSchemeAttr() const
The subdivision scheme to be applied to the surface. Valid values are:
catmullClark: The default, Catmull-Clark subdivision; preferred for quad-dominant meshes (generalizes B-splines); interpolation of point data is smooth (non-linear)
loop: Loop subdivision; preferred for purely triangular meshes; interpolation of point data is smooth (non-linear)
bilinear: Subdivision reduces all faces to quads (topologically similar to “catmullClark”); interpolation of point data is bilinear
none: No subdivision, i.e. a simple polygonal mesh; interpolation of point data is linear
Polygonal meshes are typically lighter weight and faster to render, depending on renderer and render mode. Use of “bilinear” will produce a similar shape to a polygonal mesh and may offer additional guarantees of watertightness and additional subdivision features (e.g. holes) but may also not respect authored normals.
Declaration
uniform token subdivisionScheme = "catmullClark"
C++ Type
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
catmullClark, loop, bilinear, none
-
inline UsdAttribute CreateSubdivisionSchemeAttr() const
See GetSubdivisionSchemeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetInterpolateBoundaryAttr() const
Specifies how subdivision is applied for faces adjacent to boundary edges and boundary points. Valid values correspond to choices available in OpenSubdiv:
none: No boundary interpolation is applied and boundary faces are effectively treated as holes
edgeOnly: A sequence of boundary edges defines a smooth curve to which the edges of subdivided boundary faces converge
edgeAndCorner: The default, similar to “edgeOnly” but the smooth boundary curve is made sharp at corner points
These are illustrated and described in more detail in the OpenSubdiv documentation: https://graphics.pixar.com/opensubdiv/docs/subdivision_surfaces.html#boundary-interpolation-rules
Declaration
token interpolateBoundary = "edgeAndCorner"
C++ Type
Usd Type
SdfValueTypeNames->Token
Allowed Values
none, edgeOnly, edgeAndCorner
-
inline UsdAttribute CreateInterpolateBoundaryAttr() const
See GetInterpolateBoundaryAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetFaceVaryingLinearInterpolationAttr() const
Specifies how elements of a primvar of interpolation type “faceVarying” are interpolated for subdivision surfaces. Interpolation can be as smooth as a “vertex” primvar or constrained to be linear at features specified by several options. Valid values correspond to choices available in OpenSubdiv:
none: No linear constraints or sharpening, smooth everywhere
cornersOnly: Sharpen corners of discontinuous boundaries only, smooth everywhere else
cornersPlus1: The default, same as “cornersOnly” plus additional sharpening at points where three or more distinct face-varying values occur
cornersPlus2: Same as “cornersPlus1” plus additional sharpening at points with at least one discontinuous boundary corner or only one discontinuous boundary edge (a dart)
boundaries: Piecewise linear along discontinuous boundaries, smooth interior
all: Piecewise linear everywhere
These are illustrated and described in more detail in the OpenSubdiv documentation: https://graphics.pixar.com/opensubdiv/docs/subdivision_surfaces.html#face-varying-interpolation-rules
Declaration
token faceVaryingLinearInterpolation = "cornersPlus1"
C++ Type
Usd Type
SdfValueTypeNames->Token
Allowed Values
none, cornersOnly, cornersPlus1, cornersPlus2, boundaries, all
-
inline UsdAttribute CreateFaceVaryingLinearInterpolationAttr() const
See GetFaceVaryingLinearInterpolationAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetTriangleSubdivisionRuleAttr() const
Specifies an option to the subdivision rules for the Catmull-Clark scheme to try and improve undesirable artifacts when subdividing triangles. Valid values are “catmullClark” for the standard rules (the default) and “smooth” for the improvement.
See https://graphics.pixar.com/opensubdiv/docs/subdivision_surfaces.html#triangle-subdivision-rule
Declaration
token triangleSubdivisionRule = "catmullClark"
C++ Type
Usd Type
SdfValueTypeNames->Token
Allowed Values
catmullClark, smooth
-
inline UsdAttribute CreateTriangleSubdivisionRuleAttr() const
See GetTriangleSubdivisionRuleAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetHoleIndicesAttr() const
The indices of all faces that should be treated as holes, i.e. made invisible. This is traditionally a feature of subdivision surfaces and not generally applied to polygonal meshes.
Declaration
int[] holeIndices = []
C++ Type
VtArray<int>
Usd Type
SdfValueTypeNames->IntArray
-
inline UsdAttribute CreateHoleIndicesAttr() const
See GetHoleIndicesAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetCornerIndicesAttr() const
The indices of points for which a corresponding sharpness value is specified in cornerSharpnesses (so the size of this array must match that of cornerSharpnesses).
Declaration
int[] cornerIndices = []
C++ Type
VtArray<int>
Usd Type
SdfValueTypeNames->IntArray
-
inline UsdAttribute CreateCornerIndicesAttr() const
See GetCornerIndicesAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetCornerSharpnessesAttr() const
The sharpness values associated with a corresponding set of points specified in cornerIndices (so the size of this array must match that of cornerIndices). Use the constant
SHARPNESS_INFINITE
for a perfectly sharp corner.Declaration
float[] cornerSharpnesses = []
C++ Type
VtArray<float>
Usd Type
SdfValueTypeNames->FloatArray
-
inline UsdAttribute CreateCornerSharpnessesAttr() const
See GetCornerSharpnessesAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetCreaseIndicesAttr() const
The indices of points grouped into sets of successive pairs that identify edges to be creased. The size of this array must be equal to the sum of all elements of the creaseLengths attribute.
Declaration
int[] creaseIndices = []
C++ Type
VtArray<int>
Usd Type
SdfValueTypeNames->IntArray
-
inline UsdAttribute CreateCreaseIndicesAttr() const
See GetCreaseIndicesAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetCreaseLengthsAttr() const
The length of this array specifies the number of creases (sets of adjacent sharpened edges) on the mesh. Each element gives the number of points of each crease, whose indices are successively laid out in the creaseIndices attribute. Since each crease must be at least one edge long, each element of this array must be at least two.
Declaration
int[] creaseLengths = []
C++ Type
VtArray<int>
Usd Type
SdfValueTypeNames->IntArray
-
inline UsdAttribute CreateCreaseLengthsAttr() const
See GetCreaseLengthsAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetCreaseSharpnessesAttr() const
The per-crease or per-edge sharpness values for all creases. Since creaseLengths encodes the number of points in each crease, the number of elements in this array will be either len(creaseLengths) or the sum over all X of (creaseLengths[X] - 1). Note that while the RI spec allows each crease to have either a single sharpness or a value per-edge, USD will encode either a single sharpness per crease on a mesh, or sharpnesses for all edges making up the creases on a mesh. Use the constant
SHARPNESS_INFINITE
for a perfectly sharp crease.Declaration
float[] creaseSharpnesses = []
C++ Type
VtArray<float>
Usd Type
SdfValueTypeNames->FloatArray
-
inline UsdAttribute CreateCreaseSharpnessesAttr() const
See GetCreaseSharpnessesAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetPointsAttr() const
The primary geometry attribute for all PointBased primitives, describes points in (local) space.
Declaration
point3f[] points
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Point3fArray
-
inline UsdAttribute CreatePointsAttr() const
See GetPointsAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetVelocitiesAttr() const
If provided, ‘velocities’ should be used by renderers to.
compute positions between samples for the ‘points’ attribute, rather than interpolating between neighboring ‘points’ samples. This is the only reasonable means of computing motion blur for topologically varying PointBased primitives. It follows that the length of each ‘velocities’ sample must match the length of the corresponding ‘points’ sample. Velocity is measured in position units per second, as per most simulation software. To convert to position units per UsdTimeCode, divide by UsdStage::GetTimeCodesPerSecond().
See also UsdGeom_VelocityInterpolation .
Declaration
vector3f[] velocities
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Vector3fArray
-
inline UsdAttribute CreateVelocitiesAttr() const
See GetVelocitiesAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetAccelerationsAttr() const
If provided, ‘accelerations’ should be used with velocities to compute positions between samples for the ‘points’ attribute rather than interpolating between neighboring ‘points’ samples. Acceleration is measured in position units per second-squared. To convert to position units per squared UsdTimeCode, divide by the square of UsdStage::GetTimeCodesPerSecond().
Declaration
vector3f[] accelerations
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Vector3fArray
-
inline UsdAttribute CreateAccelerationsAttr() const
See GetAccelerationsAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetNormalsAttr() const
Provide an object-space orientation for individual points, which, depending on subclass, may define a surface, curve, or free points. Note that ‘normals’ should not be authored on any Mesh that is subdivided, since the subdivision algorithm will define its own normals. ‘normals’ is not a generic primvar, but the number of elements in this attribute will be determined by its ‘interpolation’. See SetNormalsInterpolation() . If ‘normals’ and ‘primvars:normals’ are both specified, the latter has precedence.
Declaration
normal3f[] normals
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Normal3fArray
-
inline UsdAttribute CreateNormalsAttr() const
See GetNormalsAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetDisplayColorAttr() const
It is useful to have an “official” colorSet that can be used as a display or modeling color, even in the absence of any specified shader for a gprim. DisplayColor serves this role; because it is a UsdGeomPrimvar, it can also be used as a gprim override for any shader that consumes a displayColor parameter.
Declaration
color3f[] primvars:displayColor
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Color3fArray
-
inline UsdAttribute CreateDisplayColorAttr() const
See GetDisplayColorAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetDisplayOpacityAttr() const
Companion to displayColor that specifies opacity, broken out as an independent attribute rather than an rgba color, both so that each can be independently overridden, and because shaders rarely consume rgba parameters.
Declaration
float[] primvars:displayOpacity
C++ Type
VtArray<float>
Usd Type
SdfValueTypeNames->FloatArray
-
inline UsdAttribute CreateDisplayOpacityAttr() const
See GetDisplayOpacityAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetDoubleSidedAttr() const
Although some renderers treat all parametric or polygonal surfaces as if they were effectively laminae with outward-facing normals on both sides, some renderers derive significant optimizations by considering these surfaces to have only a single outward side, typically determined by control-point winding order and/or orientation. By doing so they can perform “backface culling” to avoid drawing the many polygons of most closed surfaces that face away from the viewer.
However, it is often advantageous to model thin objects such as paper and cloth as single, open surfaces that must be viewable from both sides, always. Setting a gprim’s doubleSided attribute to
true
instructs all renderers to disable optimizations such as backface culling for the gprim, and attempt (not all renderers are able to do so, but the USD reference GL renderer always will) to provide forward-facing normals on each side of the surface for lighting calculations.Declaration
uniform bool doubleSided = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
-
inline UsdAttribute CreateDoubleSidedAttr() const
See GetDoubleSidedAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetOrientationAttr() const
Orientation specifies whether the gprim’s surface normal should be computed using the right hand rule, or the left hand rule. Please see UsdGeom_WindingOrder for a deeper explanation and generalization of orientation to composed scenes with transformation hierarchies.
Declaration
uniform token orientation = "rightHanded"
C++ Type
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
rightHanded, leftHanded
-
inline UsdAttribute CreateOrientationAttr() const
See GetOrientationAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetExtentAttr() const
Extent is a three dimensional range measuring the geometric extent of the authored gprim in its own local space (i.e. its own transform not applied), without accounting for any shader-induced displacement. If any extent value has been authored for a given Boundable, then it should be authored at every timeSample at which geometry-affecting properties are authored, to ensure correct evaluation via ComputeExtent(). If no extent value has been authored, then ComputeExtent() will call the Boundable’s registered ComputeExtentFunction(), which may be expensive, which is why we strongly encourage proper authoring of extent.
An authored extent on a prim which has children is expected to include the extent of all children, as they will be pruned from BBox computation during traversal.
See also
ComputeExtent()
See also
Why Extent and not Bounds ?.
Declaration
float3[] extent
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Float3Array
-
inline UsdAttribute CreateExtentAttr() const
See GetExtentAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetXformOpOrderAttr() const
Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage’s prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims.
You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation().
Declaration
uniform token[] xformOpOrder
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
-
inline UsdAttribute CreateXformOpOrderAttr() const
See GetXformOpOrderAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetVisibilityAttr() const
Visibility is meant to be the simplest form of “pruning” visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc.
Declaration
token visibility = "inherited"
C++ Type
Usd Type
SdfValueTypeNames->Token
Allowed Values
inherited, invisible
-
inline UsdAttribute CreateVisibilityAttr() const
See GetVisibilityAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdAttribute GetPurposeAttr() const
Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals.
See UsdGeom_ImageablePurpose for more detail about how purpose is computed and used.
Declaration
uniform token purpose = "default"
C++ Type
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
default, render, proxy, guide
-
inline UsdAttribute CreatePurposeAttr() const
See GetPurposeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author
defaultValue
as the attribute’s default, sparsely (when it makes sense to do so) ifwriteSparsely
istrue
- the default forwriteSparsely
isfalse
.
-
inline UsdRelationship GetProxyPrimRel() const
The proxyPrim relationship allows us to link a prim whose purpose is “render” to its (single target) purpose=”proxy” prim. This is entirely optional, but can be useful in several scenarios:
In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose=”render” prim, we will be able to discover and additionally deactivate its associated purpose=”proxy” prim, so that preview renders reflect the pruning accurately.
DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim.
With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection.
Note
It is only valid to author the proxyPrim relationship on prims whose purpose is “render”.
-
inline UsdRelationship CreateProxyPrimRel() const
See GetProxyPrimRel(), and also Create vs Get Property Methods for when to use Get vs Create.
-
inline explicit operator bool() const
Check if this schema object is compatible with it’s held prim and that the prim is valid.
A typed schema object is compatible if the held prim’s type is or is a subtype of the schema’s type. Based on
prim.IsA()
.An API schema object is compatible if the API is of type SingleApplyAPI or UsdSchemaType::MultipleApplyAPI, and the schema has been applied to the prim. Based on
prim.HasAPI
.This method invokes polymorphic behaviour.
See also
- Returns
True if the help prim is valid, and the schema object is compatible with its held prim.
Public Static Functions
-
static inline UsdGeomMesh Define(const UsdStageRefPtr &stage, const SdfPath &path)
Attempt to ensure a UsdPrim adhering to this schema at
path
is defined (according to UsdPrim::IsDefined()) on this stage.
Public Static Attributes
-
static const UsdSchemaType schemaType = UsdSchemaType::ConcreteTyped
Compile time constant representing what kind of schema this class is.
See also
Protected Functions
-
inline virtual bool _IsCompatible() const
Helper for subclasses to do specific compatibility checking with the given prim. Subclassess may override
_isCompatible
to for example check type compatibility or value compatibility on the prim.Overrides exist for UsdTyped and UsdAPISchemaBase.
This check is called when clients invoke the bool operator.
- Returns
True if the schema object is compatible with its held prim.
-
inline explicit PhysxSchemaPlane(const UsdPrim &prim = UsdPrim())