Typedefs#
- omni::math::linalg::matrix2d
- omni::math::linalg::matrix2f
- omni::math::linalg::matrix3d
- omni::math::linalg::matrix3f
- omni::math::linalg::matrix4d
- omni::math::linalg::matrix4f
- omni::math::linalg::quatd
- omni::math::linalg::quatf
- omni::math::linalg::quath
- omni::math::linalg::vec2d
- omni::math::linalg::vec2f
- omni::math::linalg::vec2h
- omni::math::linalg::vec2i
- omni::math::linalg::vec3d
- omni::math::linalg::vec3f
- omni::math::linalg::vec3h
- omni::math::linalg::vec3i
- omni::math::linalg::vec4d
- omni::math::linalg::vec4f
- omni::math::linalg::vec4h
- omni::math::linalg::vec4i
- usdrt::AttributeRef
- usdrt::GfHalf
- usdrt::GfMatrix2d
- usdrt::GfMatrix2f
- usdrt::GfMatrix3d
- usdrt::GfMatrix3f
- usdrt::GfMatrix4d
- usdrt::GfMatrix4f
- usdrt::GfQuatd
- usdrt::GfQuatf
- usdrt::GfQuath
- usdrt::GfRange1d
- usdrt::GfRange1f
- usdrt::GfRange2d
- usdrt::GfRange2f
- usdrt::GfRange3d
- usdrt::GfRange3f
- usdrt::GfVec2d
- usdrt::GfVec2f
- usdrt::GfVec2h
- usdrt::GfVec2i
- usdrt::GfVec3d
- usdrt::GfVec3f
- usdrt::GfVec3h
- usdrt::GfVec3i
- usdrt::GfVec4d
- usdrt::GfVec4f
- usdrt::GfVec4h
- usdrt::GfVec4i
- usdrt::SdfPathSet
A set of SdfPaths.
- usdrt::SdfPathVector
A vector of SdfPaths.
- usdrt::TfTokenVector
Convenience type for vector of tokens.
- usdrt::UsdShadeAttributeVector
For performance reasons we want to be extra careful when reporting attributes. It is possible to have multiple connections for a shading attribute, but by far the more common cases are one or no connection. So we use a small vector that can be stack allocated that holds space for a single attributes, but that can "spill" to the heap in the case of multiple upstream attributes.
- usdrt::UsdShadeSourceInfoVector
For performance reasons we want to be extra careful when reporting connections. It is possible to have multiple connections for a shading attribute, but by far the more common cases are one or no connection. So we use a small vector that can be stack allocated that holds space for a single source, but that can "spill" to the heap in the case of a multi-connection.
- usdrt::UsdStageId
- usdrt::UsdStageRefPtr