usdrt#
-
namespace usdrt#
Classes#
- RtBoundable
The RtBoundable class provides a schema for reading and writing the Fabric Scene Delegate extent attributes. It also inherits from RtXformable , and can be used for authoring Fabric transform data as well.
- RtChangeTracker
The RtChangeTracker class provides an interface for tracking changes to Fabric data. Unlike TfNotice (USD's built in notification system), RtChangeTracker and Fabric handle change notifications in a non-blocking manner.
- RtPrimSelection
The RtPrimSelection class represents a subset of a stage's prims, and allows you to efficiently process them on CPU or GPU using the fabric::batch API.
- RtTokensType
Provides standard set of public tokens for Rt schema. Access via the RtTokens helper accessor.
- RtXformable
- SdfAssetPath
SdfAssetPath represent a path to an asset (file or URI) in both un-resolved and resolved form. 'asset' type attribute will Get and Set a value of this type.
- SdfPath
A path value used to locate objects in the scenegraph.
- SdfPathAncestorsRange
Range representing a path and ancestors, and providing methods for iterating over them.
- SdfValueTypeName
Represents a value type name, i.e. an attribute's type name. This class fairly simply wraps omni::fabric::Type which has an omni::fabric::BaseDataType and an optional omni::fabric::AttributeRole, along with additional metadata.
- SemanticsSemanticsAPI
- SemanticsTokensType
Provides standard set of public tokens for Semantics schema. Access via the RtTokens helper accessor.
- TfToken
Token for efficient comparison, assignment, and hashing of known strings.
- UsdAPISchemaBase
The base class for all API schemas.
- UsdAttribute
Scenegraph object for authoring and retrieving numeric, string, and array valued data, sampled over time.
- UsdClipsAPI
UsdClipsAPI is an API schema that provides an interface to a prim's clip metadata. Clips are a "value resolution" feature that allows one to specify a sequence of usd files (clips) to be consulted, over time, as a source of varying overrides for the prims at and beneath this prim in namespace.
- UsdCollectionAPI
This is a general purpose API schema, used to describe a collection of heterogeneous objects within the scene. "Objects" here may be prims or properties belonging to prims or other collections. It's an add-on schema that can be applied many times to a prim with different collection names.
- UsdGeomBasisCurves
BasisCurves are a batched curve representation analogous to the classic RIB definition via Basis and Curves statements. BasisCurves are often used to render dense aggregate geometry like hair or grass.
- UsdGeomBoundable
Boundable introduces the ability for a prim to persistently cache a rectilinear, local-space, extent.
- UsdGeomCamera
Transformable camera.
- UsdGeomCapsule
Defines a primitive capsule, i.e. a cylinder capped by two half spheres, centered at the origin, whose spine is along the specified axis . For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdGeomTokens. So to set an attribute to the value "rightHanded", use UsdGeomTokens->rightHanded as the value.
- UsdGeomCone
Defines a primitive cone, centered at the origin, whose spine is along the specified axis , with the apex of the cone pointing in the direction of the positive axis.
- UsdGeomCube
Defines a primitive rectilinear cube centered at the origin.
- UsdGeomCurves
Base class for UsdGeomBasisCurves , UsdGeomNurbsCurves , and UsdGeomHermiteCurves . The BasisCurves schema is designed to be analagous to offline renderers' notion of batched curves (such as the classical RIB definition via Basis and Curves statements), while the NurbsCurve schema is designed to be analgous to the NURBS curves found in packages like Maya and Houdini while retaining their consistency with the RenderMan specification for NURBS Patches. HermiteCurves are useful for the interchange of animation guides and paths.
- UsdGeomCylinder
Defines a primitive cylinder with closed ends, centered at the origin, whose spine is along the specified axis .
- UsdGeomGprim
Base class for all geometric primitives.
- UsdGeomHermiteCurves
This schema specifies a cubic hermite interpolated curve batch as sometimes used for defining guides for animation. While hermite curves can be useful because they interpolate through their control points, they are not well supported by high-end renderers for imaging. Therefore, while we include this schema for interchange, we strongly recommend the use of UsdGeomBasisCurves as the representation of curves intended to be rendered (ie. hair or grass). Hermite curves can be converted to a Bezier representation (though not from Bezier back to Hermite in general).
- UsdGeomImageable
Base class for all prims that may require rendering or visualization of some sort. The primary attributes of Imageable are visibility and purpose , which each provide instructions for what geometry should be included for processing by rendering and other computations.
- UsdGeomMesh
Encodes a mesh with optional subdivision properties and features.
- UsdGeomModelAPI
UsdGeomModelAPI extends the generic UsdModelAPI schema with geometry specific concepts such as cached extents for the entire model, constraint targets, and geometry-inspired extensions to the payload lofting process.
- UsdGeomMotionAPI
UsdGeomMotionAPI encodes data that can live on any prim that may affect computations involving:
- UsdGeomNurbsCurves
This schema is analagous to NURBS Curves in packages like Maya and Houdini, often used for interchange of rigging and modeling curves. Unlike Maya, this curve spec supports batching of multiple curves into a single prim, widths, and normals in the schema. Additionally, we require 'numSegments + 2 * degree + 1' knots (2 more than maya does). This is to be more consistent with RenderMan's NURBS patch specification.
- UsdGeomNurbsPatch
Encodes a rational or polynomial non-uniform B-spline surface, with optional trim curves.
- UsdGeomPlane
Defines a primitive plane, centered at the origin, and is defined by a cardinal axis, width, and length. The plane is double-sided by default.
- UsdGeomPointBased
Base class for all UsdGeomGprims that possess points, providing common attributes such as normals and velocities.
- UsdGeomPointInstancer
Encodes vectorized instancing of multiple, potentially animated, prototypes (object/instance masters), which can be arbitrary prims/subtrees on a UsdStage .
- UsdGeomPoints
Points are analogous to the RiPoints spec .
- UsdGeomPrimvar
- UsdGeomPrimvarsAPI
UsdGeomPrimvarsAPI encodes geometric "primitive variables", as UsdGeomPrimvar , which interpolate across a primitive's topology, can override shader inputs, and inherit down namespace.
- UsdGeomScope
Scope is the simplest grouping primitive, and does not carry the baggage of transformability. Note that transforms should inherit down through a Scope successfully - it is just a guaranteed no-op from a transformability perspective.
- UsdGeomSphere
Defines a primitive sphere centered at the origin.
- UsdGeomSubset
Encodes a subset of a piece of geometry (i.e. a UsdGeomImageable ) as a set of indices. Currently only supports encoding of face-subsets, but could be extended in the future to support subsets representing edges, segments, points etc.
- UsdGeomTokensType
Provides standard set of public tokens for UsdGeom schema. Access via the RtTokens helper accessor.
- UsdGeomVisibilityAPI
/// UsdGeomVisibilityAPI introduces properties that can be used to author visibility opinions.
- UsdGeomXform
Concrete prim schema for a transform, which implements Xformable.
- UsdGeomXformCommonAPI
This class provides API for authoring and retrieving a standard set of component transformations which include a scale, a rotation, a scale-rotate pivot and a translation. The goal of the API is to enhance component-wise interchange. It achieves this by limiting the set of allowed basic ops and by specifying the order in which they are applied. In addition to the basic set of ops, the 'resetXformStack' bit can also be set to indicate whether the underlying xformable resets the parent transformation (i.e. does not inherit it's parent's transformation).
- UsdGeomXformable
Base class for all transformable prims, which allows arbitrary sequences of component affine transformations to be encoded.
- UsdLuxBoundableLightBase
Base class for intrinsic lights that are boundable.
- UsdLuxCylinderLight
Light emitted outward from a cylinder. The cylinder is centered at the origin and has its major axis on the X axis. The cylinder does not emit light from the flat end-caps.
- UsdLuxDiskLight
Light emitted from one side of a circular disk. The disk is centered in the XY plane and emits light along the -Z axis. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded as the value.
- UsdLuxDistantLight
Light emitted from a distant source along the -Z axis. Also known as a directional light. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded as the value.
- UsdLuxDomeLight
Light emitted inward from a distant external environment, such as a sky or IBL light probe. The orientation of a dome light with a latlong texture is expected to match the OpenEXR specification for latlong environment maps. From the OpenEXR documentation:
- UsdLuxGeometryLight
- UsdLuxLight
Base class for all lights.
- UsdLuxLightAPI
API schema that imparts the quality of being a light onto a prim.
- UsdLuxLightFilter
A light filter modifies the effect of a light. Lights refer to filters via relationships so that filters may be shared.
- UsdLuxLightListAPI
API schema to support discovery and publishing of lights in a scene.
- UsdLuxLightPortal
A rectangular portal in the local XY plane that guides sampling of a dome light. Transmits light in the -Z direction. The rectangle is 1 unit in length.
- UsdLuxListAPI
///
- UsdLuxMeshLightAPI
This is the preferred API schema to apply to Mesh type prims when adding light behaviors to a mesh. At its base, this API schema has the built-in behavior of applying LightAPI to the mesh and overriding the default materialSyncMode to allow the emission/glow of the bound material to affect the color of the light. But, it additionally serves as a hook for plugins to attach additional properties to "mesh lights" through the creation of API schemas which are authored to auto-apply to MeshLightAPI.
- UsdLuxNonboundableLightBase
Base class for intrinsic lights that are not boundable.
- UsdLuxPluginLight
Light that provides properties that allow it to identify an external SdrShadingNode definition, through UsdShadeNodeDefAPI , that can be provided to render delegates without the need to provide a schema definition for the light's type.
- UsdLuxPluginLightFilter
Light filter that provides properties that allow it to identify an external SdrShadingNode definition, through UsdShadeNodeDefAPI , that can be provided to render delegates without the need to provide a schema definition for the light filter's type.
- UsdLuxPortalLight
A rectangular portal in the local XY plane that guides sampling of a dome light. Transmits light in the -Z direction. The rectangle is 1 unit in length. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded as the value.
- UsdLuxRectLight
Light emitted from one side of a rectangle. The rectangle is centered in the XY plane and emits light along the -Z axis. The rectangle is 1 unit in length in the X and Y axis. In the default position, a texture file's min coordinates should be at (+X, +Y) and max coordinates at (-X, -Y). For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded as the value.
- UsdLuxShadowAPI
Controls to refine a light's shadow behavior. These are non-physical controls that are valuable for visual lighting work.
- UsdLuxShapingAPI
Controls for shaping a light's emission.
- UsdLuxSphereLight
Light emitted outward from a sphere. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded as the value.
- UsdLuxTokensType
Provides standard set of public tokens for UsdLux schema. Access via the RtTokens helper accessor.
- UsdLuxVolumeLightAPI
This is the preferred API schema to apply to Volume type prims when adding light behaviors to a volume. At its base, this API schema has the built-in behavior of applying LightAPI to the volume and overriding the default materialSyncMode to allow the emission/glow of the bound material to affect the color of the light. But, it additionally serves as a hook for plugins to attach additional properties to "volume lights" through the creation of API schemas which are authored to auto-apply to VolumeLightAPI.
- UsdMediaSpatialAudio
The SpatialAudio primitive defines basic properties for encoding playback of an audio file or stream within a USD Stage. The SpatialAudio schema derives from UsdGeomXformable since it can support full spatial audio while also supporting non-spatial mono and stereo sounds. One or more SpatialAudio prims can be placed anywhere in the namespace, though it is advantageous to place truly spatial audio prims under/inside the models from which the sound emanates, so that the audio prim need only be transformed relative to the model, rather than copying its animation.
- UsdMediaTokensType
Provides standard set of public tokens for UsdMedia schema. Access via the RtTokens helper accessor.
- UsdModelAPI
UsdModelAPI is an API schema that provides an interface to a prim's model qualities, if it does, in fact, represent the root prim of a model.
- UsdPhysicsArticulationRootAPI
PhysicsArticulationRootAPI can be applied to a scene graph node, and marks the subtree rooted here for inclusion in one or more reduced coordinate articulations. For floating articulations, this should be on the root body. For fixed articulations (robotics jargon for e.g. a robot arm for welding that is bolted to the floor), this API can be on a direct or indirect parent of the root joint which is connected to the world, or on the joint itself..
- UsdPhysicsCollisionAPI
Applies collision attributes to a UsdGeomXformable prim. If a simulation is running, this geometry will collide with other geometries that have PhysicsCollisionAPI applied. If a prim in the parent hierarchy has the RigidBodyAPI applied, this collider is a part of that body. If there is no body in the parent hierarchy, this collider is considered to be static.
- UsdPhysicsCollisionGroup
Defines a collision group for coarse filtering. When a collision occurs between two objects that have a PhysicsCollisionGroup assigned, they will collide with each other unless this PhysicsCollisionGroup pair is filtered. See filteredGroups attribute.
- UsdPhysicsDistanceJoint
Predefined distance joint type (Distance between rigid bodies may be limited to given minimum or maximum distance.)
- UsdPhysicsDriveAPI
The PhysicsDriveAPI when applied to any joint primitive will drive the joint towards a given target. The PhysicsDriveAPI is a multipleApply schema: drive can be set per axis "transX", "transY", "transZ", "rotX", "rotY", "rotZ" or its "linear" for prismatic joint or "angular" for revolute joints. Setting these as a multipleApply schema TfToken name will define the degree of freedom the DriveAPI is applied to. Each drive is an implicit force-limited damped spring: Force or acceleration = stiffness * (targetPosition - position)
- UsdPhysicsFilteredPairsAPI
API to describe fine-grained filtering. If a collision between two objects occurs, this pair might be filtered if the pair is defined through this API. This API can be applied either to a body or collision or even articulation. The "filteredPairs" defines what objects it should not collide against. Note that FilteredPairsAPI filtering has precedence over CollisionGroup filtering.
- UsdPhysicsFixedJoint
Predefined fixed joint type (All degrees of freedom are removed.)
- UsdPhysicsJoint
A joint constrains the movement of rigid bodies. Joint can be created between two rigid bodies or between one rigid body and world. By default joint primitive defines a D6 joint where all degrees of freedom are free. Three linear and three angular degrees of freedom. Note that default behavior is to disable collision between jointed bodies.
- UsdPhysicsLimitAPI
The PhysicsLimitAPI can be applied to a PhysicsJoint and will restrict the movement along an axis. PhysicsLimitAPI is a multipleApply schema: The PhysicsJoint can be restricted along "transX", "transY", "transZ", "rotX", "rotY", "rotZ", "distance". Setting these as a multipleApply schema TfToken name will define the degree of freedom the PhysicsLimitAPI is applied to. Note that if the low limit is higher than the high limit, motion along this axis is considered locked.
- UsdPhysicsMassAPI
Defines explicit mass properties (mass, density, inertia etc.). MassAPI can be applied to any object that has a PhysicsCollisionAPI or a PhysicsRigidBodyAPI.
- UsdPhysicsMaterialAPI
Adds simulation material properties to a Material. All collisions that have a relationship to this material will have their collision response defined through this material.
- UsdPhysicsMeshCollisionAPI
Attributes to control how a Mesh is made into a collider. Can be applied to only a USDGeomMesh in addition to its PhysicsCollisionAPI. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdPhysicsTokens. So to set an attribute to the value "rightHanded", use UsdPhysicsTokens->rightHanded as the value.
- UsdPhysicsPrismaticJoint
Predefined prismatic joint type (translation along prismatic joint axis is permitted.) For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdPhysicsTokens. So to set an attribute to the value "rightHanded", use UsdPhysicsTokens->rightHanded as the value.
- UsdPhysicsRevoluteJoint
Predefined revolute joint type (rotation along revolute joint axis is permitted.) For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdPhysicsTokens. So to set an attribute to the value "rightHanded", use UsdPhysicsTokens->rightHanded as the value.
- UsdPhysicsRigidBodyAPI
Applies physics body attributes to any UsdGeomXformable prim and marks that prim to be driven by a simulation. If a simulation is running it will update this prim's pose. All prims in the hierarchy below this prim should move accordingly.
- UsdPhysicsScene
General physics simulation properties, required for simulation.
- UsdPhysicsSphericalJoint
Predefined spherical joint type (Removes linear degrees of freedom, cone limit may restrict the motion in a given range.) It allows two limit values, which when equal create a circular, else an elliptic cone limit around the limit axis. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdPhysicsTokens. So to set an attribute to the value "rightHanded", use UsdPhysicsTokens->rightHanded as the value.
- UsdPhysicsTokensType
Provides standard set of public tokens for UsdPhysics schema. Access via the RtTokens helper accessor.
- UsdPrim
A UsdPrim is the principal container of other types of scene description. It provides API for accessing and creating all of the contained kinds of scene description.
- UsdPrimRange
a forward-iterable range that traverses a subtree of prims rooted at a given prim in depth-first order.
- UsdRelationship
A UsdRelationship creates dependencies between scenegraph objects by allowing a prim to target other prims, attributes, or relationships.
- UsdRenderDenoisePass
A RenderDenoisePass generates renders via a denoising process. This may be the same renderer that a pipeline uses for UsdRender, or may be a separate one. Notably, a RenderDenoisePass requires another Pass to be present for it to operate. The denoising process itself is not generative, and requires images inputs to operate.
- UsdRenderPass
A RenderPass prim encapsulates the necessary information to generate multipass renders. It houses properties for generating dependencies and the necessary commands to run to generate renders, as well as visibility controls for the scene. While RenderSettings describes the information needed to generate images from a single invocation of a renderer, RenderPass describes the additional information needed to generate a time varying set of images.
- UsdRenderProduct
A UsdRenderProduct describes an image or other file-like artifact produced by a render. A RenderProduct combines one or more RenderVars into a file or interactive buffer. It also provides all the controls established in UsdRenderSettingsBase as optional overrides to whatever the owning UsdRenderSettings prim dictates.
- UsdRenderSettings
A UsdRenderSettings prim specifies global settings for a render process, including an enumeration of the RenderProducts that should result, and the UsdGeomImageable purposes that should be rendered. UsdRenderHowSettingsAffectRendering For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdRenderTokens. So to set an attribute to the value "rightHanded", use UsdRenderTokens->rightHanded as the value.
- UsdRenderSettingsAPI
UsdRenderSettingsAPI is a base class for API schemas to encode renderer-specific settings.
- UsdRenderSettingsBase
Abstract base class that defines render settings that can be specified on either a RenderSettings prim or a RenderProduct prim. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdRenderTokens. So to set an attribute to the value "rightHanded", use UsdRenderTokens->rightHanded as the value.
- UsdRenderTokensType
Provides standard set of public tokens for UsdRender schema. Access via the RtTokens helper accessor.
- UsdRenderVar
A UsdRenderVar describes a custom data variable for a render to produce. The prim describes the source of the data, which can be a shader output or an LPE (Light Path Expression), and also allows encoding of (generally renderer-specific) parameters that configure the renderer for computing the variable.
- UsdSchemaBase
Base class for all Usd Schemas. Schema objects hold a UsdPrim m_prim and an SdfPath m_primPath and provide an additional layer of specific API.
- UsdSchemaRegistry
Singleton registry that provides access to schema type information and the prim definitions for registered Usd "IsA" and applied API schema types. It also contains the data from the generated schemas that is used by prim definitions to provide properties and fallbacks.
- UsdShadeConnectableAPI
UsdShadeConnectableAPI is an API schema that provides a common interface for creating outputs and making connections between shading parameters and outputs. The interface is common to all UsdShade schemas that support Inputs and Outputs, which currently includes UsdShadeShader , UsdShadeNodeGraph , and UsdShadeMaterial .
- UsdShadeCoordSysAPI
UsdShadeCoordSysAPI provides a way to designate, name, and discover coordinate systems.
- UsdShadeInput
This class encapsulates a shader or node-graph input, which is a connectable attribute representing a typed value.
- UsdShadeMaterial
A Material provides a container into which multiple "render targets" can add data that defines a "shading material" for a renderer. Typically this consists of one or more UsdRelationship properties that target other prims of type Shader - though a target/client is free to add any data that is suitable. We strongly advise that all targets adopt the convention that all properties be prefixed with a namespace that identifies the target, e.g. "rel ri:surface = </Shaders/mySurf>".
- UsdShadeMaterialBindingAPI
UsdShadeMaterialBindingAPI is an API schema that provides an interface for binding materials to prims or collections of prims (represented by UsdCollectionAPI objects).
- UsdShadeNodeDefAPI
UsdShadeNodeDefAPI is an API schema that provides attributes for a prim to select a corresponding Shader Node Definition ("Sdr Node"), as well as to look up a runtime entry for that shader node in the form of an SdrShaderNode.
- UsdShadeNodeGraph
A node-graph is a container for shading nodes, as well as other node-graphs. It has a public input interface and provides a list of public outputs.
- UsdShadeOutput
This class encapsulates a shader or node-graph output, which is a connectable attribute representing a typed, externally computed value.
- UsdShadeShader
Base class for all USD shaders. Shaders are the building blocks of shading networks. While UsdShadeShader objects are not target specific, each renderer or application target may derive its own renderer-specific shader object types from this base, if needed.
- UsdShadeTokensType
Provides standard set of public tokens for UsdShade schema. Access via the RtTokens helper accessor.
- UsdShadeUtils
This class contains a set of utility functions used when authoring and querying shading networks.
- UsdSkelAnimation
Describes a skel animation, where joint animation is stored in a vectorized form.
- UsdSkelBindingAPI
Provides API for authoring and extracting all the skinning-related data that lives in the "geometry hierarchy" of prims and models that want to be skeletally deformed.
- UsdSkelBlendShape
Describes a target blend shape, possibly containing inbetween shapes.
- UsdSkelPackedJointAnimation
Deprecated. Please use SkelAnimation instead.
- UsdSkelRoot
Boundable prim type used to identify a scope beneath which skeletally-posed primitives are defined.
- UsdSkelSkeleton
Describes a skeleton.
- UsdSkelTokensType
Provides standard set of public tokens for UsdSkel schema. Access via the RtTokens helper accessor.
- UsdStage
The outermost container for the scene description.
- UsdTimeCode
Represent a time value as a double.
- UsdTokensType
Provides standard set of public tokens for Usd schema. Access via the RtTokens helper accessor.
- UsdTyped
The base class for all typed schemas, and therefore the base class for all instantiable and "IsA" schemas.
- UsdUIBackdrop
Provides a 'group-box' for the purpose of node graph organization.
- UsdUINodeGraphNodeAPI
/// This api helps storing information about nodes in node graphs.
- UsdUISceneGraphPrimAPI
/// Utility schema for display properties of a prim
- UsdUITokensType
Provides standard set of public tokens for UsdUI schema. Access via the RtTokens helper accessor.
- UsdVolField3DAsset
Field3D field primitive. The FieldAsset filePath attribute must specify a file in the Field3D format on disk. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdVolTokens. So to set an attribute to the value "rightHanded", use UsdVolTokens->rightHanded as the value.
- UsdVolFieldAsset
Base class for field primitives defined by an external file. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdVolTokens. So to set an attribute to the value "rightHanded", use UsdVolTokens->rightHanded as the value.
- UsdVolFieldBase
Base class for field primitives.
- UsdVolOpenVDBAsset
OpenVDB field primitive. The FieldAsset filePath attribute must specify a file in the OpenVDB format on disk. For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdVolTokens. So to set an attribute to the value "rightHanded", use UsdVolTokens->rightHanded as the value.
- UsdVolTokensType
Provides standard set of public tokens for UsdVol schema. Access via the RtTokens helper accessor.
- UsdVolVolume
A renderable volume primitive. A volume is made up of any number of FieldBase primitives bound together in this volume. Each FieldBase primitive is specified as a relationship with a namespace prefix of "field".
- VtArray
Represents an arbitrary dimensional rectangular container class.
Enumerations#
- uint32_t AccessType
Type of access requested.
- uint32_t TimeChange
Specifies how to dirty time-sampled attributes when synchronizing USD to Fabric.
- UsdListPosition
Specifies a position to add items to lists.
- UsdSchemaType
An enum representing which type of schema a given schema class belongs to.
- UsdShadeAttributeType
Specifies the type of a shading attribute.
- UsdShadeConnectionModification
Choice when creating a single connection with the
ConnectToSourcemethod for a shading attribute. The new connection can replace any existing connections or be added to the list of existing connections. In which case there is a choice between prepending and appending to said list, which will be represented by Usd's list editing operations.
Functions#
- const SdfValueTypeNamesType * GetTypeNamesType()
- void _AddPrimToInheritedPrimvars(const UsdPrim &prim, const std::vector< UsdGeomPrimvar > *inputPrimvars, std::vector< UsdGeomPrimvar > *outputPrimvars, bool acceptAll=false)
Check and add the primvars of the prim to the list of inherited primvars.
- std::vector< UsdGeomPrimvar > _MakePrimvars(const std::vector< UsdAttribute > &attributes, bool(*filterPass)(const UsdGeomPrimvar &))
Make list of primvars by filtering given list of attributes.
- void _RecurseForInheritablePrimvars(const UsdPrim &prim, std::vector< UsdGeomPrimvar > *primvars, bool acceptAll=false)
- bool operator!=(const UsdGeomPrimvar &lhs, const UsdGeomPrimvar &rhs)
Inequality comparison. Return false if lhs and rhs represent the same UsdPrimvar, true otherwise.
- bool operator==(const UsdGeomPrimvar &lhs, const UsdGeomPrimvar &rhs)
Equality comparison. Return true if lhs and rhs represent the same UsdGeomPrimvar , false otherwise.
Structs#
- AttrSpec
Specifies an attribute to be accessed, and the type of that access (read-only, read-write, overwrite).
- GfIsFloatingPoint< GfHalf >
- GfIsGfMatrix< GfMatrix2d >
- GfIsGfMatrix< GfMatrix2f >
- GfIsGfMatrix< GfMatrix3d >
- GfIsGfMatrix< GfMatrix3f >
- GfIsGfMatrix< GfMatrix4d >
- GfIsGfMatrix< GfMatrix4f >
- GfIsGfQuat< GfQuatd >
- GfIsGfQuat< GfQuatf >
- GfIsGfQuat< GfQuath >
- GfIsGfRange< GfRange1d >
- GfIsGfRange< GfRange1f >
- GfIsGfRange< GfRange2d >
- GfIsGfRange< GfRange2f >
- GfIsGfRange< GfRange3d >
- GfIsGfRange< GfRange3f >
- GfIsGfVec< GfVec2d >
- GfIsGfVec< GfVec2f >
- GfIsGfVec< GfVec2h >
- GfIsGfVec< GfVec2i >
- GfIsGfVec< GfVec3d >
- GfIsGfVec< GfVec3f >
- GfIsGfVec< GfVec3h >
- GfIsGfVec< GfVec3i >
- GfIsGfVec< GfVec4d >
- GfIsGfVec< GfVec4f >
- GfIsGfVec< GfVec4h >
- GfIsGfVec< GfVec4i >
- GfRect2i
- RtTokensTypeAccessor
- SdfValueTypeNamesType
- SdfValueTypeNamesTypeAccessor
- SemanticsTokensTypeAccessor
- UsdGeomTokensTypeAccessor
- UsdLuxTokensTypeAccessor
- UsdMediaTokensTypeAccessor
- UsdPhysicsTokensTypeAccessor
- UsdRenderTokensTypeAccessor
- UsdShadeConnectionSourceInfo
A compact struct to represent a bundle of information about an upstream source attribute.
- UsdShadeTokensTypeAccessor
- UsdSkelTokensTypeAccessor
- UsdTokensTypeAccessor
- UsdUITokensTypeAccessor
- UsdVolTokensTypeAccessor
Typedefs#
- AttributeRef
- GfHalf
- GfMatrix2d
- GfMatrix2f
- GfMatrix3d
- GfMatrix3f
- GfMatrix4d
- GfMatrix4f
- GfQuatd
- GfQuatf
- GfQuath
- GfRange1d
- GfRange1f
- GfRange2d
- GfRange2f
- GfRange3d
- GfRange3f
- GfVec2d
- GfVec2f
- GfVec2h
- GfVec2i
- GfVec3d
- GfVec3f
- GfVec3h
- GfVec3i
- GfVec4d
- GfVec4f
- GfVec4h
- GfVec4i
- SdfPathSet
A set of SdfPaths.
- SdfPathVector
A vector of SdfPaths.
- TfTokenVector
Convenience type for vector of tokens.
- 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.
- 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.
- UsdStageId
- UsdStageRefPtr
Variables#
- RtTokensTypeAccessor RtTokens
- SdfValueTypeNamesTypeAccessor SdfValueTypeNames
SdfValueTypeNames accessor. This maps SdfValueTypes to omni::fabric::Type.
- SemanticsTokensTypeAccessor SemanticsTokens
- UsdGeomTokensTypeAccessor UsdGeomTokens
- UsdLuxTokensTypeAccessor UsdLuxTokens
- UsdMediaTokensTypeAccessor UsdMediaTokens
- UsdPhysicsTokensTypeAccessor UsdPhysicsTokens
- UsdRenderTokensTypeAccessor UsdRenderTokens
- UsdShadeTokensTypeAccessor UsdShadeTokens
- UsdSkelTokensTypeAccessor UsdSkelTokens
- UsdTokensTypeAccessor UsdTokens
- UsdUITokensTypeAccessor UsdUITokens
- UsdVolTokensTypeAccessor UsdVolTokens