usdrt::PhysxSchemaPhysxParticleSystem

Defined in usdrt/scenegraph/usd/physxSchema/physxParticleSystem.h

Functions

Variables

class PhysxSchemaPhysxParticleSystem : public usdrt::UsdGeomGprim

WARNING: This is a draft API; the design is not fixed and may change in the future. PhysX particle system, used to simulate fluids, cloth and inflatables. This prim allows the user to configure the solver parameters that are common to the particle objects associated with this system via their particleSystem relationship.

Public Functions

inline explicit PhysxSchemaPhysxParticleSystem(const UsdPrim &prim = UsdPrim())

Construct a PhysxSchemaPhysxParticleSystem on UsdPrim prim. Equivalent to PhysxSchemaPhysxParticleSystem::Get(prim.GetStage(), prim.GetPath()) for a valid prim , but will not immediately throw an error for an invalid prim.

inline explicit PhysxSchemaPhysxParticleSystem(const UsdSchemaBase &schemaObj)

Construct a PhysxSchemaPhysxParticleSystem on the prim held by schemaObj . Should be preferred over PhysxSchemaPhysxParticleSystem(schemaObj.GetPrim()), as it preserves SchemaBase state.

inline virtual ~PhysxSchemaPhysxParticleSystem()

Destructor.

inline operator bool() const

Boolean operator.

Returns

Return true if the contained prim is an instance of this schema using IsA, and false otherwise.

inline UsdAttribute GetParticleSystemEnabledAttr() const

Enable or disable the particle system.

Declaration

bool particleSystemEnabled = 1

C++ Type

bool

Usd Type

SdfValueTypeNames->Bool

inline UsdAttribute CreateParticleSystemEnabledAttr() const

See GetParticleSystemEnabledAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetContactOffsetAttr() const

Contact offset used for collisions with non-particle objects such as rigid or deformable bodies. Must be larger than restOffset. Default value -inf results in a simulation-determined value. Range: (restOffset, inf) Units: distance.

Declaration

float contactOffset = -inf

C++ Type

float

Usd Type

SdfValueTypeNames->Float

inline UsdAttribute CreateContactOffsetAttr() const

See GetContactOffsetAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetRestOffsetAttr() const

Rest offset used for collisions with non-particle objects such as rigid or deformable bodies. Must be smaller than contact offset. Default value -inf results in a simulation-determined value. Range: [0, contactOffset) Units: distance.

Declaration

float restOffset = -inf

C++ Type

float

Usd Type

SdfValueTypeNames->Float

inline UsdAttribute CreateRestOffsetAttr() const

See GetRestOffsetAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetParticleContactOffsetAttr() const

Contact offset used for interactions between particles. Must be larger than solid and fluid rest offsets. Range: (max(solidRestOffset, fluidRestOffset), inf) Units: distance.

Declaration

float particleContactOffset = 0.05

C++ Type

float

Usd Type

SdfValueTypeNames->Float

inline UsdAttribute CreateParticleContactOffsetAttr() const

See GetParticleContactOffsetAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetSolidRestOffsetAttr() const

Rest offset used for solid-solid or solid-fluid particle interactions. Must be smaller than particleContactOffset. Default value -inf results in a simulation-determined value. Range: [0, particleContactOffset) Units: distance.

Declaration

float solidRestOffset = -inf

C++ Type

float

Usd Type

SdfValueTypeNames->Float

inline UsdAttribute CreateSolidRestOffsetAttr() const

See GetSolidRestOffsetAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetFluidRestOffsetAttr() const

Rest offset used for fluid-fluid particle interactions. Must be smaller than particleContactOffset. Default value -inf results in a simulation-determined value. Range: [0, particleContactOffset) Units: distance.

Declaration

float fluidRestOffset = -inf

C++ Type

float

Usd Type

SdfValueTypeNames->Float

inline UsdAttribute CreateFluidRestOffsetAttr() const

See GetFluidRestOffsetAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetEnableCCDAttr() const

Enable continuous collision detection for particles to help avoid tunneling effects.

Declaration

bool enableCCD = 0

C++ Type

bool

Usd Type

SdfValueTypeNames->Bool

inline UsdAttribute CreateEnableCCDAttr() const

See GetEnableCCDAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetSolverPositionIterationCountAttr() const

Number of solver iterations for position. Range: [1, 255].

Declaration

int solverPositionIterationCount = 16

C++ Type

int

Usd Type

SdfValueTypeNames->Int

inline UsdAttribute CreateSolverPositionIterationCountAttr() const

See GetSolverPositionIterationCountAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetMaxDepenetrationVelocityAttr() const

The maximum velocity permitted to be introduced by the solver to depenetrate intersecting particles. Range: [0, inf) Units: distance / seconds.

Declaration

float maxDepenetrationVelocity = inf

C++ Type

float

Usd Type

SdfValueTypeNames->Float

inline UsdAttribute CreateMaxDepenetrationVelocityAttr() const

See GetMaxDepenetrationVelocityAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetWindAttr() const

The wind applied to the current particle system. Range: (-inf, inf) Units: distance / seconds.

Declaration

float3 wind = (0, 0, 0)

C++ Type

GfVec3f

Usd Type

SdfValueTypeNames->Float3

inline UsdAttribute CreateWindAttr() const

See GetWindAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetMaxNeighborhoodAttr() const

The particle neighborhood size.

Declaration

int maxNeighborhood = 96

C++ Type

int

Usd Type

SdfValueTypeNames->Int

inline UsdAttribute CreateMaxNeighborhoodAttr() const

See GetMaxNeighborhoodAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetMaxVelocityAttr() const

Maximum particle velocity. See also cflCoefficient in PhysxPBDMaterialAPI for limiting particle-particle relative velocity. Range: [0, inf) Units: distance / seconds.

Declaration

float maxVelocity = inf

C++ Type

float

Usd Type

SdfValueTypeNames->Float

inline UsdAttribute CreateMaxVelocityAttr() const

See GetMaxVelocityAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetGlobalSelfCollisionEnabledAttr() const

If True, self collisions follow particle-object-specific settings. If False, all particle self collisions are disabled, regardless of any other settings. Improves performance if self collisions are not needed.

Declaration

bool globalSelfCollisionEnabled = 1

C++ Type

bool

Usd Type

SdfValueTypeNames->Bool

inline UsdAttribute CreateGlobalSelfCollisionEnabledAttr() const

See GetGlobalSelfCollisionEnabledAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdAttribute GetNonParticleCollisionEnabledAttr() const

Enable or disable particle collision with nonparticle objects for all particles in the system. Improves performance if nonparticle collisions are not needed.

Declaration

bool nonParticleCollisionEnabled = 1

C++ Type

bool

Usd Type

SdfValueTypeNames->Bool

inline UsdAttribute CreateNonParticleCollisionEnabledAttr() const

See GetNonParticleCollisionEnabledAttr(), 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) if writeSparsely is true - the default for writeSparsely is false.

inline UsdRelationship GetSimulationOwnerRel() const

Single PhysicsScene that simulates this particle system. By default, this is the first PhysicsScene found in the stage using UsdStage::Traverse().

inline UsdRelationship CreateSimulationOwnerRel() const

See GetSimulationOwnerRel(), and also Create vs Get Property Methods for when to use Get vs Create.

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) if writeSparsely is true - the default for writeSparsely is false.

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) if writeSparsely is true - the default for writeSparsely is false.

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) if writeSparsely is true - the default for writeSparsely is false.

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

TfToken

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) if writeSparsely is true - the default for writeSparsely is false.

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) if writeSparsely is true - the default for writeSparsely is false.

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) if writeSparsely is true - the default for writeSparsely is false.

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

TfToken

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) if writeSparsely is true - the default for writeSparsely is false.

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

TfToken

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) if writeSparsely is true - the default for writeSparsely is false.

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.

UsdPrim GetPrim() const

Return this schema object’s held prim.

SdfPath GetPath() const

Return the SdfPath to this schema object’s held prim.

Public Static Functions

static inline PhysxSchemaPhysxParticleSystem 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

UsdSchemaType