PhysxSchemaPhysxPhysicsAttachment#
Fully qualified name: usdrt::PhysxSchemaPhysxPhysicsAttachment
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class PhysxSchemaPhysxPhysicsAttachment : public usdrt::UsdTyped#
- Represents attachments between physics actors, for example, between a rigid body and a deformable body, or a deformable body and a particle cloth. 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 PhysxSchemaPhysxPhysicsAttachment( )#
- Construct a PhysxSchemaPhysxPhysicsAttachment on UsdPrim - prim. Equivalent to PhysxSchemaPhysxPhysicsAttachment::Get(prim.GetStage(), prim.GetPath()) for a valid- prim, but will not immediately throw an error for an invalid- prim.
 
 - inline explicit PhysxSchemaPhysxPhysicsAttachment(
- const UsdSchemaBase &schemaObj,
- Construct a PhysxSchemaPhysxPhysicsAttachment on the prim held by - schemaObj. Should be preferred over PhysxSchemaPhysxPhysicsAttachment(schemaObj.GetPrim()), as it preserves SchemaBase state.
 
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inline virtual ~PhysxSchemaPhysxPhysicsAttachment()#
- Destructor. 
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inline UsdAttribute GetAttachmentEnabledAttr() const#
- Enable or disable the attachment. - Declaration - bool attachmentEnabled = 1- C++ Type - bool - Usd Type - SdfValueTypeNames->Bool 
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inline UsdAttribute CreateAttachmentEnabledAttr() const#
- See GetAttachmentEnabledAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetPoints0Attr() const#
- Attachment points in Actor 0 local space, defined in the actor’s rest state, if it is deformable. Elements correspond one-to-one to elements in points1 attribute. - Declaration - point3f[] points0- C++ Type - VtArray<GfVec3f> - Usd Type - SdfValueTypeNames->Point3fArray 
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inline UsdAttribute CreatePoints0Attr() const#
- See GetPoints0Attr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetPoints1Attr() const#
- Attachment points in Actor 1 local space, defined in the actor’s rest state, if it is deformable. Elements correspond one-to-one to elements in points0 attribute. - Declaration - point3f[] points1- C++ Type - VtArray<GfVec3f> - Usd Type - SdfValueTypeNames->Point3fArray 
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inline UsdAttribute CreatePoints1Attr() const#
- See GetPoints1Attr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetCollisionFilterIndices0Attr() const#
- Indices to geometry of Actor 0 that should not generate collisions with Actor 1 as specified by filterType0. Ignored for rigid bodies. - Declaration - uint[] collisionFilterIndices0- C++ Type - VtArray<unsigned int> - Usd Type - SdfValueTypeNames->UIntArray 
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inline UsdAttribute CreateCollisionFilterIndices0Attr() const#
- See GetCollisionFilterIndices0Attr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetFilterType0Attr() const#
- Specify if indices in collisionFilterIndices0 correspond to vertices; or mesh cell-geometry, i.e. triangles, tetrahedrons, etc. - Declaration - uniform token filterType0- C++ Type - Usd Type - SdfValueTypeNames->Token - Variability - SdfVariabilityUniform - Allowed Values - Vertices, Geometry 
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inline UsdAttribute CreateFilterType0Attr() const#
- See GetFilterType0Attr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetCollisionFilterIndices1Attr() const#
- Indices to mesh triangle/tet/hex/etc. of Actor 1 that should not generate collisions with Actor 0. Ignored for rigid bodies. - Declaration - uint[] collisionFilterIndices1- C++ Type - VtArray<unsigned int> - Usd Type - SdfValueTypeNames->UIntArray 
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inline UsdAttribute CreateCollisionFilterIndices1Attr() const#
- See GetCollisionFilterIndices1Attr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetFilterType1Attr() const#
- Specify if indices in collisionFilterIndices1 correspond to vertices; or mesh cell-geometry, i.e. triangles, tetrahedrons, etc. - Declaration - uniform token filterType1- C++ Type - Usd Type - SdfValueTypeNames->Token - Variability - SdfVariabilityUniform - Allowed Values - Vertices, Geometry 
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inline UsdAttribute CreateFilterType1Attr() const#
- See GetFilterType1Attr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdRelationship GetActor0Rel() const#
- Reference to the first actor. 
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inline UsdRelationship CreateActor0Rel() const#
- See GetActor0Rel(), and also Create vs Get Property Methods for when to use Get vs Create. 
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inline UsdRelationship GetActor1Rel() const#
- Reference to the second actor. 
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inline UsdRelationship CreateActor1Rel() const#
- See GetActor1Rel(), and also Create vs Get Property Methods for when to use Get vs Create. 
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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 PhysxSchemaPhysxPhysicsAttachment Define(
- const UsdStageRefPtr &stage,
- const SdfPath &path,
- Attempt to ensure a UsdPrim adhering to this schema at - pathis 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 - _isCompatibleto 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.