usdrt

namespace usdrt

Classes

  • usdrt::DestructionSchemaDestructibleBaseAPI: Applies destructible attributes to any UsdGeomXformable prim and allows mesh descendants to be used to author destruction.

  • usdrt::DestructionSchemaDestructibleBondAPI: When applied to a UsdGeomXformable descendant of a prim with the DestructibleBaseAPI, this prim may be used to override, delete, or define bonds between chunks.

  • usdrt::DestructionSchemaDestructibleChunkAPI: When applied to a UsdGeomMesh descendant of a prim with the DestructibleBaseAPI, this mesh will be considered part of a destructible hierarchy.

  • usdrt::DestructionSchemaDestructibleInstAPI: When applied to a UsdGeomXformable , it creates a destructible instance based off of the geometry and attributes defined by a referenced DestructibleBaseAPI.

  • usdrt::DestructionSchemaTokensType: Provides standard set of public tokens for DestructionSchema schema. Access via the RtTokens helper accessor.

  • usdrt::ForceFieldSchemaPhysxForceFieldAPI: Force field base class that simply specifies the position and enables or disables the ForceField.

  • usdrt::ForceFieldSchemaPhysxForceFieldConicalAPI: A conical force field that attracts and/or repels rigid bodies from a central point, but not outside of the cone angle limit, depending on the function coefficients. Positive values attract and negative values repel. The net force on the rigid body is calculated using f = constant + linear * r + inverseSquare / r^2, where r is the distance to the center.

  • usdrt::ForceFieldSchemaPhysxForceFieldDragAPI: A force field that slows rigid bodies by generating a force that is opposite to their velocity direction using the forumula f = -linear * v - square * v^2.

  • usdrt::ForceFieldSchemaPhysxForceFieldLinearAPI: A linear force field that attracts and/or repels rigid bodies from a line, defined by a point and direction vector, depending on the function coefficients. Positive values attract and negative values repel. The net force on the rigid body is calculated using f = constant + linear * r + inverseSquare / r^2, where r is the distance to the closest point on the line.

  • usdrt::ForceFieldSchemaPhysxForceFieldNoiseAPI: A force field that adds randomized motion to a rigid body.

  • usdrt::ForceFieldSchemaPhysxForceFieldPlanarAPI: A planar force field that attracts and/or repels rigid bodies from a plane, defined by a point and normal vector, depending on the function coefficients. Positive values attract and negative values repel. The net force on the rigid body is calculated using f = constant + linear * r + inverseSquare / r^2, where r is the distance to the closest point on the plane.

  • usdrt::ForceFieldSchemaPhysxForceFieldRingAPI: A force field that applies forces to rotate rigid bodies around a ring, defined by a normal axis through the center of the ring and radius from that axis. The two sets of coefficients describe the attraction force to the ring and the tangential force that rotated bodies around the ring. The net force on the rigid body is calculated using f_ring = constant + linear * r + inverseSquare / r^2. f_spin = spinConstant + spinLinear * r + spinInverseSquare / r^2.

  • usdrt::ForceFieldSchemaPhysxForceFieldSphericalAPI: A spherical force field that attracts and/or repels rigid bodies from a central point depending on the function coefficients. Positive values attract and negative values repel. The net force on the rigid body is calculated using f = constant + linear * r + inverseSquare / r^2, where r is the distance to the center.

  • usdrt::ForceFieldSchemaPhysxForceFieldSpinAPI: A force field that applies forces to rotate rigid bodies around a line, defined by a spin axis, and varies with the function coefficients. Positive values rotate clockwise around the spin axis when looking along the axis. The net force on the rigid body is calculated using f = constant + linear * r + inverseSquare / r^2.

  • usdrt::ForceFieldSchemaPhysxForceFieldWindAPI: A force field that simulates an unsteady wind that pushes rigid bodies.

  • usdrt::ForceFieldSchemaTokensType: Provides standard set of public tokens for ForceFieldSchema schema. Access via the RtTokens helper accessor.

  • usdrt::PhysxSchemaJointStateAPI: The PhysicsJointStateAPI is applied to a joint primitive (i.e. any PhysicsJoint-derived type) and provides read/write access to the joint position and velocity for a specific joint axis. The PhysicsJointStateAPI is a multipleApply schema, and its instance name TfToken defines the joint axis: The name can be "transX", "transY", "transZ", "rotX", "rotY", "rotZ" or its "linear" for prismatic joint or "angular" for revolute joints, respectively.

  • usdrt::PhysxSchemaPhysxArticulationAPI: PhysX articulation extended parameters.

  • usdrt::PhysxSchemaPhysxArticulationForceSensorAPI: WARNING: THIS API IS DEPRECATED AND WILL BE REMOVED IN A FUTURE RELEASE. PhysX articulation sensor to measure spatial force. Articulation sensor API must be applied to a UsdGeom.Xformable in order to get a transformation information. The UsdGeom.Xformable must be created under the articulated rigid body in order to compute a relative transformation between the body and the sensor.

  • usdrt::PhysxSchemaPhysxAutoAttachmentAPI: Auto generates the attachment points and filtering ids based on the attributes defined in the API.

  • usdrt::PhysxSchemaPhysxAutoParticleClothAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a UsdGeomMesh with PhysxParticleClothAPI. Defines parameters to automatically compute spring constraints.

  • usdrt::PhysxSchemaPhysxCameraAPI: PhysX camera.

  • usdrt::PhysxSchemaPhysxCameraDroneAPI: PhysX drone camera that follows its subject from the air as it drives.

  • usdrt::PhysxSchemaPhysxCameraFollowAPI: PhysX camera that follows behind the subject as it moves.

  • usdrt::PhysxSchemaPhysxCameraFollowLookAPI: PhysX camera that follows behind the subject's forward vector as it moves. Assumes the subject is always upright and does not roll.

  • usdrt::PhysxSchemaPhysxCameraFollowVelocityAPI: PhysX camera that follows behind the subject's velocity vector as it moves, which allows the subject to roll and tumble.

  • usdrt::PhysxSchemaPhysxCharacterControllerAPI: PhysxCharacterControllerAPI can be applied to a capsuleGeom. It will turn the capsule into a character controller. 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.

  • usdrt::PhysxSchemaPhysxCollisionAPI: PhysX collision extended parameters.

  • usdrt::PhysxSchemaPhysxContactReportAPI: Enables contact reporting for a rigid body or articulation.

  • usdrt::PhysxSchemaPhysxConvexDecompositionCollisionAPI: PhysX convex decomposition extended parameters.

  • usdrt::PhysxSchemaPhysxConvexHullCollisionAPI: PhysX convex hull collision extended parameters.

  • usdrt::PhysxSchemaPhysxCookedDataAPI: PhysX cooked data storage.

  • usdrt::PhysxSchemaPhysxDeformableAPI: Do not apply. Base API that provides attributes common to both deformable bodies and surfaces. Derived APIs are applied to UsdGeomMesh in order to create a deformable physics object. Note that the UsdGeomMesh points attribute becomes a read-only attribute for a deformable as the mesh is driven by the simulation.

  • usdrt::PhysxSchemaPhysxDeformableBodyAPI: Applied to a UsdGeomMesh that is to be driven by a deformable body simulation. See PhysxDeformableAPI for information on how to define the deformable body's material properties.

  • usdrt::PhysxSchemaPhysxDeformableBodyMaterialAPI: Applied to USD Material. Defines material properties for deformable bodies.

  • usdrt::PhysxSchemaPhysxDeformableSurfaceAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a UsdGeomMesh that is to be simulated as a deformable surface. See PhysxDeformableAPI for information on how to define the deformable surface's material properties.

  • usdrt::PhysxSchemaPhysxDeformableSurfaceMaterialAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to USD Material. Defines material properties for deformable surfaces.

  • usdrt::PhysxSchemaPhysxDiffuseParticlesAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a UsdGeomPoints or UsdGeomPointInstancer primitive with PhysxParticleSetAPI. Defines settings that the particle simulation uses to spawn diffuse particles. The diffuse particles are a render-only effect and do not affect the particle dynamics.

  • usdrt::PhysxSchemaPhysxForceAPI: PhysX schema API that applies a force and torque to a rigid body (UsdGeom.Xformable with UsdPhysicsRigidBodyAPI ). The API can be applied to either:

  • usdrt::PhysxSchemaPhysxHairAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. This is the PhysX Hair API. This API should be applied to a UsdGeomPointBased , for example UsdGeomMesh or UsdGeomBasisCurves to simulate the geometry as a PhysX Hairsystem.

  • usdrt::PhysxSchemaPhysxHairMaterialAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to USD Material. Defines material properties for hair simulation.

  • usdrt::PhysxSchemaPhysxJointAPI: PhysX joint extended parameters.

  • usdrt::PhysxSchemaPhysxLimitAPI

  • usdrt::PhysxSchemaPhysxMaterialAPI: PhysX material extended parameters 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.

  • usdrt::PhysxSchemaPhysxPBDMaterialAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a USD Material. PhysX position-based-dynamics (PBD) material for particles used to simulate fluids, cloth and inflatables. Currently, only a single material per particle system is supported which applies to all objects that are associated with the system.

  • usdrt::PhysxSchemaPhysxParticleAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Do not apply. Provides parameters shared among particle objects.

  • usdrt::PhysxSchemaPhysxParticleAnisotropyAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a PhysxParticleSystem. Defines settings to compute anisotropic scaling of particles in a post-processing step. The anisotropy post-processing only affects the rendering output including isosurface generation, and not the particle dynamics. Affects point instancer primitives with PhysxParticleSetAPI, which are defined as fluid.

  • usdrt::PhysxSchemaPhysxParticleClothAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a UsdGeomMesh . The mesh is simulated as a particle-based cloth or inflatable, depending on the mesh geometry and the pressure attribute. See PhysxAutoParticleClothAPI for an auto-compute helper for cloth springs and dampings.

  • usdrt::PhysxSchemaPhysxParticleIsosurfaceAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a PhysxParticleSystem. Defines settings to extract an isosurface from the fluid particles in the particle system. The isosurface extraction is a post-processing step that does not affect the particle dynamics.

  • usdrt::PhysxSchemaPhysxParticleSamplingAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a UsdGeomMesh which is Poisson-sampled to generate particles in the particles relationship.

  • usdrt::PhysxSchemaPhysxParticleSetAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a UsdGeomPointInstancer or a UsdGeomPointBased . Creates a set of particles for granular (i.e. solid-particle) material or fluid simulation with PhysX.

  • usdrt::PhysxSchemaPhysxParticleSmoothingAPI: WARNING: This is a draft API; the design is not fixed and may change in the future. Applied to a PhysxParticleSystem. Controls smoothing of simulated particle positions in a post-processing step. The smoothing post-processing only affects the rendering output including isosurface generation, and not the particle dynamics. Affects point based primitives with PhysxParticleSetAPI, which are defined as fluid.

  • usdrt::PhysxSchemaPhysxParticleSystem: 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.

  • usdrt::PhysxSchemaPhysxPhysicsAttachment: 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.

  • usdrt::PhysxSchemaPhysxPhysicsDistanceJointAPI: PhysX distance joint extended parameters.

  • usdrt::PhysxSchemaPhysxPhysicsGearJoint: Predefined gear joint type.

  • usdrt::PhysxSchemaPhysxPhysicsInstancer: Core class for instancing physics prims.

  • usdrt::PhysxSchemaPhysxPhysicsJointInstancer: Physics joint instancer, the prototypes are expected to be UsdPhysicsJoint prim types.

  • usdrt::PhysxSchemaPhysxPhysicsRackAndPinionJoint: Predefined rack & pinion joint type.

  • usdrt::PhysxSchemaPhysxRigidBodyAPI: PhysX rigid body extended parameters.

  • usdrt::PhysxSchemaPhysxSDFMeshCollisionAPI: PhysX SDF mesh extended parameters 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.

  • usdrt::PhysxSchemaPhysxSceneAPI: PhysX scene extended parameters. Default PhysX material for the scene can be set by using material bind with purpose physics onto the PhysicsScene prim. 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.

  • usdrt::PhysxSchemaPhysxSphereFillCollisionAPI: PhysX sphere fill extended parameters 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.

  • usdrt::PhysxSchemaPhysxTendonAttachmentAPI: WARNING: Draft API, this design is not fixed and may change in the future.

  • usdrt::PhysxSchemaPhysxTendonAttachmentLeafAPI: WARNING: Draft API, this design is not fixed and may change in the future.

  • usdrt::PhysxSchemaPhysxTendonAttachmentRootAPI: WARNING: Draft API, this design is not fixed and may change in the future.

  • usdrt::PhysxSchemaPhysxTendonAxisAPI: WARNING: Draft API, this design is not fixed and may change in the future. At this point, we don't support multi-axis joints (e.g. spherical, D6).

  • usdrt::PhysxSchemaPhysxTendonAxisRootAPI: WARNING: Draft API, this design is not fixed and may change in the future. At this point, we don't support multi-axis joints (e.g. spherical, D6) yet.

  • usdrt::PhysxSchemaPhysxTriangleMeshCollisionAPI: PhysX triangle mesh extended parameters.

  • usdrt::PhysxSchemaPhysxTriangleMeshSimplificationCollisionAPI: PhysX triangle mesh simplification extended parameters.

  • usdrt::PhysxSchemaPhysxTriggerAPI: PhysX trigger 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.

  • usdrt::PhysxSchemaPhysxTriggerStateAPI: PhysX trigger state.

  • usdrt::PhysxSchemaPhysxVehicleAPI: PhysX vehicle. Has to be applied to a prim with PhysicsRigidBodyAPI applied. Wheels can be added by applying PhysxVehicleWheelAttachmentAPI to a prim that is a descendant of the "vehicle" prim.

  • usdrt::PhysxSchemaPhysxVehicleAckermannSteeringAPI: Describes a steering system with Ackermann correction for two wheels. This system will result in asymmetric steer angles such that the line defined by the non-steered wheel axle and the lateral lines of the steered wheels meet at the same point. As a consequence, when following the path around a curve, the inner wheel will turn more than the outer one. This avoids that some wheels need to slip sideways to stay on the path. The specified wheels will be connected to the steer control (see PhysxVehicleControllerAPI). This API schema has to be applied to a prim with PhysxVehicleAPI applied. Can only be used for vehicles that have a drive (see PhysxVehicleDriveBasicAPI or PhysxVehicleDriveStandardAPI). This API schema can not be combined with PhysxVehicleSteeringAPI, only one or the other is allowed.

  • usdrt::PhysxSchemaPhysxVehicleAutoGearBoxAPI: Properties of the PhysX vehicle automatic gear shift box. If the automatic gear shift box setup does not need to be shared among vehicle instances, it can be applied to the prim which has PhysxVehicleDriveStandardAPI applied. If the intent is to share the automatic gear shift box setup, PhysxVehicleAutoGearBoxAPI can be applied to a separate prim which can be linked to (see PhysxVehicleDriveStandardAPI).

  • usdrt::PhysxSchemaPhysxVehicleBrakesAPI: Describes a braking system for a vehicle by specifying which wheels are connected to the brake control and by defining the brake torque that gets applied to those wheels. Currently, up to two braking systems are supported. Use the instance name TfToken "brakes0" and "brakes1" of this multipleApply schema to distinguish between the two braking systems. Note that system "brakes0" will be coupled to the brake control brake0 while system "brakes1" will be coupled to the brake control brake1 (see PhysxVehicleControllerAPI for the brake controls). An example for using two systems is to provide brake and handbrake control (the former applying brake torque to all wheels and the latter applying brake torque to the rear wheels only). This API schema has to be applied to a prim with PhysxVehicleAPI applied. Can only be used for vehicles that have a drive (see PhysxVehicleDriveBasicAPI or PhysxVehicleDriveStandardAPI).

  • usdrt::PhysxSchemaPhysxVehicleClutchAPI: Properties of the PhysX vehicle clutch. If the clutch setup does not need to be shared among vehicle instances, it can be applied to the prim which has PhysxVehicleDriveStandardAPI applied. If the intent is to share the clutch setup, PhysxVehicleClutchAPI can be applied to a separate prim which can be linked to (see PhysxVehicleDriveStandardAPI).

  • usdrt::PhysxSchemaPhysxVehicleContextAPI: PhysX vehicles general settings. Has to be applied to a PhysicsScene prim. 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.

  • usdrt::PhysxSchemaPhysxVehicleControllerAPI: PhysX vehicle controller that samples user input to drive the vehicle. Has to be applied to a prim with PhysxVehicleAPI applied.

  • usdrt::PhysxSchemaPhysxVehicleDriveBasicAPI: Very simple drive model for a PhysX vehicle. A torque will be directly applied to the wheels that are marked as driven (see PhysxVehicleMultiWheelDifferentialAPI or deprecated attribute "driven" in PhysxVehicleWheelAttachmentAPI).

  • usdrt::PhysxSchemaPhysxVehicleDriveStandardAPI: Standard drive model for a PhysX vehicle. The available drive torque will be split equally between all the wheels that are marked as driven (see PhysxVehicleMultiWheelDifferentialAPI or deprecated attribute "driven" in PhysxVehicleWheelAttachmentAPI) unless the torque distributon is configured explicitly (see PhysxVehicleMultiWheelDifferentialAPI for details).

  • usdrt::PhysxSchemaPhysxVehicleEngineAPI: Properties of a PhysX vehicle engine. If the engine setup does not need to be shared among vehicle instances, it can be applied to the prim which has PhysxVehicleDriveStandardAPI applied. If the intent is to share the engine setup, PhysxVehicleEngineAPI can be applied to a separate prim which can be linked to (see PhysxVehicleDriveStandardAPI).

  • usdrt::PhysxSchemaPhysxVehicleGearsAPI: Properties of PhysX vehicle gears. If the gears setup does not need to be shared among vehicle instances, it can be applied to the prim which has PhysxVehicleDriveStandardAPI applied. If the intent is to share the gears setup, PhysxVehicleGearsAPI can be applied to a separate prim which can be linked to (see PhysxVehicleDriveStandardAPI).

  • usdrt::PhysxSchemaPhysxVehicleMultiWheelDifferentialAPI: Describes which wheels of a vehicle are driven as well as the distribution of the drive torque among those wheels. Has to be applied to a prim with PhysxVehicleAPI applied. Can only be used for vehicles that have a drive (see PhysxVehicleDriveBasicAPI or PhysxVehicleDriveStandardAPI).

  • usdrt::PhysxSchemaPhysxVehicleSteeringAPI: Describes a steering system for a vehicle by specifying which wheels are connected to the steer control and by defining the maximum steer angle for those wheels (see PhysxVehicleControllerAPI for the steer control). This API schema has to be applied to a prim with PhysxVehicleAPI applied. Can only be used for vehicles that have a drive (see PhysxVehicleDriveBasicAPI or PhysxVehicleDriveStandardAPI).

  • usdrt::PhysxSchemaPhysxVehicleSuspensionAPI: Properties of a PhysX vehicle wheel suspension. If the suspension setup does not need to be shared among vehicle instances, it can be applied to the prim which has PhysxVehicleWheelAttachmentAPI applied. If the intent is to share the suspension setup, PhysxVehicleSuspensionAPI can be applied to a separate prim which can be linked to (see PhysxVehicleWheelAttachmentAPI).

  • usdrt::PhysxSchemaPhysxVehicleSuspensionComplianceAPI: Compliance describes how toe and camber angle and force application points are affected by suspension compression. Each compliance term is in the form of a graph with up to 3 points. The points in the graph consist of a normalized jounce value (with 0 meaning fully elongated and 1 fully compressed suspension) and a corresponding compliance value (which can be an angle or point etc. depending on the specific compliance term). The sequence of points must respresent monotonically increasing values of normalized jounce. The actual compliance value will be computed by linear interpolation based on the current normalized jounce. If any graph has zero points in it, a value of 0.0 is used for the compliance value. If any graph has 1 point in it, the compliance value of that point is used directly. This API schema has to be applied to a prim with PhysxVehicleWheelAttachmentAPI applied. If defined, then this setup takes precedence over the deprecated attributes suspensionForceAppPointOffset and tireForceAppPointOffset of the PhysxVehicleWheelAttachmentAPI API schema, the deprecated attributes camberAtRest, camberAtMaxCompression, camberAtMaxDroop of the PhysxVehicleSuspensionAPI API schema as well as the deprecated attribute toeAngle of the PhysxVehicleWheelAPI API schema.

  • usdrt::PhysxSchemaPhysxVehicleTankControllerAPI: PhysX vehicle tank controller to divert torque from the engine to the wheels of the tracks of a wheel based tank vehicle (see PhysxVehicleTankDifferentialAPI). Note that the "accelerator" attribute of PhysxVehicleControllerAPI still drives the engine torque whereas the thrust controls introduced here define how that torque gets diverted to the wheels, so both controls need to be used to drive a wheel based tank vehicle usually. This API schema has to be applied to a prim with PhysxVehicleAPI applied. Can only be used for vehicles that have a standard drive and a tank differential defined (see PhysxVehicleDriveStandardAPI, PhysxVehicleTankDifferentialAPI).

  • usdrt::PhysxSchemaPhysxVehicleTankDifferentialAPI: Differential to set up a wheeled tank vehicle. Describes which wheels of a vehicle are part of the tank tracks. The wheels in each tank track have a constraint applied to them to enforce the rule that they all have the same longitudinal speed at the contact point between the wheel and the tank track. Driven wheels that are not part of a tank track receive the torque split specified in physxVehicleMultiWheelDifferential:torqueRatios. Has to be applied to a prim with PhysxVehicleAPI applied. Can only be used for vehicles that have a standard drive (see PhysxVehicleDriveStandardAPI).

  • usdrt::PhysxSchemaPhysxVehicleTireAPI: Properties of a PhysX vehicle tire. If the tire setup does not need to be shared among vehicle instances, it can be applied to the prim which has PhysxVehicleWheelAttachmentAPI applied. If the intent is to share the tire setup, PhysxVehicleTireAPI can be applied to a separate prim which can be linked to (see PhysxVehicleWheelAttachmentAPI).

  • usdrt::PhysxSchemaPhysxVehicleTireFrictionTable: Table defining the friction values of a tire against a given set of ground materials.

  • usdrt::PhysxSchemaPhysxVehicleWheelAPI: Properties of a PhysX vehicle wheel. If the wheel setup does not need to be shared among vehicle instances, it can be applied to the prim which has PhysxVehicleWheelAttachmentAPI applied. If the intent is to share the wheel setup, PhysxVehicleWheelAPI can be applied to a separate prim which can be linked to (see PhysxVehicleWheelAttachmentAPI).

  • usdrt::PhysxSchemaPhysxVehicleWheelAttachmentAPI: For every wheel of a vehicle, this class defines the attachment properties. Has to be applied to a prim that is a descendant of a prim with PhysxVehicleAPI applied. If the wheel attachment prim (the prim with PhysxVehicleWheelAttachmentAPI applied) is a UsdGeomXformable , then the position and orientation of the prim will be set by the vehicle simulation. If the wheel attachment prim has PhysicsCollisionAPI applied, then none of its descendants are allowed to have PhysicsCollisionAPI applied. If the wheel attachment prim is a UsdGeomXformable but does not have PhysicsCollisionAPI applied, then exactly one direct child prim among all descendants is allowed to have PhysicsCollisionAPI applied. That prim will be interpreted as the collision geometry of the wheel and its position and orientation will be set by the vehicle simulation too. Note that the relative transform between the collision geometry prim and the wheel attachment prim at the start of the simulation will be maintained (the relative transform with respect to the center of mass frame of the vehicle rigid body that is). If there is no desire to have the vehicle simulation control the transform of the wheel attachment prim, then a prim type that is not a UsdGeomXformable should be chosen.

  • usdrt::PhysxSchemaPhysxVehicleWheelControllerAPI: PhysX wheel controller that samples user input and allows direct control of the wheel torques and steer angle to drive the vehicle. Has to be applied to a prim with PhysxVehicleWheelAttachmentAPI applied and be a descendant of a prim with a PhysxVehicleAPI applied.

  • usdrt::PhysxSchemaPlane: Plane geometry primitive. The definition of a plane is a point - Xformable and a normal axis.

  • usdrt::PhysxSchemaTetrahedralMesh: Describes a tetrahedral mesh in 3D space.

  • usdrt::PhysxSchemaTokensType: Provides standard set of public tokens for PhysxSchema schema. Access via the RtTokens helper accessor.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::RtTokensType: Provides standard set of public tokens for Rt schema. Access via the RtTokens helper accessor.

  • usdrt::RtXformable

  • usdrt::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.

  • usdrt::SdfPath: A path value used to locate objects in the scenegraph.

  • usdrt::SdfPathAncestorsRange: Range representing a path and ancestors, and providing methods for iterating over them.

  • usdrt::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.

  • usdrt::TfToken: Token for efficient comparison, assignment, and hashing of known strings.

  • usdrt::UsdAPISchemaBase: The base class for all API schemas.

  • usdrt::UsdAttribute: Scenegraph object for authoring and retrieving numeric, string, and array valued data, sampled over time.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdGeomBoundable: Boundable introduces the ability for a prim to persistently cache a rectilinear, local-space, extent.

  • usdrt::UsdGeomCamera: Transformable camera.

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdGeomCube: Defines a primitive rectilinear cube centered at the origin.

  • usdrt::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.

  • usdrt::UsdGeomCylinder: Defines a primitive cylinder with closed ends, centered at the origin, whose spine is along the specified axis .

  • usdrt::UsdGeomGprim: Base class for all geometric primitives.

  • usdrt::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).

  • usdrt::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.

  • usdrt::UsdGeomMesh: Encodes a mesh with optional subdivision properties and features.

  • usdrt::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.

  • usdrt::UsdGeomMotionAPI: UsdGeomMotionAPI encodes data that can live on any prim that may affect computations involving:

  • usdrt::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.

  • usdrt::UsdGeomNurbsPatch: Encodes a rational or polynomial non-uniform B-spline surface, with optional trim curves.

  • usdrt::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.

  • usdrt::UsdGeomPointBased: Base class for all UsdGeomGprims that possess points, providing common attributes such as normals and velocities.

  • usdrt::UsdGeomPointInstancer: Encodes vectorized instancing of multiple, potentially animated, prototypes (object/instance masters), which can be arbitrary prims/subtrees on a UsdStage .

  • usdrt::UsdGeomPoints: Points are analogous to the RiPoints spec .

  • usdrt::UsdGeomPrimvarsAPI: UsdGeomPrimvarsAPI encodes geometric "primitive variables", as UsdGeomPrimvar, which interpolate across a primitive's topology, can override shader inputs, and inherit down namespace.

  • usdrt::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.

  • usdrt::UsdGeomSphere: Defines a primitive sphere centered at the origin.

  • usdrt::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.

  • usdrt::UsdGeomTokensType: Provides standard set of public tokens for UsdGeom schema. Access via the RtTokens helper accessor.

  • usdrt::UsdGeomVisibilityAPI: /// UsdGeomVisibilityAPI introduces properties that can be used to author visibility opinions.

  • usdrt::UsdGeomXform: Concrete prim schema for a transform, which implements Xformable.

  • usdrt::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).

  • usdrt::UsdGeomXformable: Base class for all transformable prims, which allows arbitrary sequences of component affine transformations to be encoded.

  • usdrt::UsdLuxBoundableLightBase: Base class for intrinsic lights that are boundable.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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:

  • usdrt::UsdLuxGeometryLight

  • usdrt::UsdLuxLight: Base class for all lights.

  • usdrt::UsdLuxLightAPI: API schema that imparts the quality of being a light onto a prim.

  • usdrt::UsdLuxLightFilter: A light filter modifies the effect of a light. Lights refer to filters via relationships so that filters may be shared.

  • usdrt::UsdLuxLightListAPI: API schema to support discovery and publishing of lights in a scene.

  • usdrt::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.

  • usdrt::UsdLuxListAPI: ///

  • usdrt::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.

  • usdrt::UsdLuxNonboundableLightBase: Base class for intrinsic lights that are not boundable.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdLuxShadowAPI: Controls to refine a light's shadow behavior. These are non-physical controls that are valuable for visual lighting work.

  • usdrt::UsdLuxShapingAPI: Controls for shaping a light's emission.

  • usdrt::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.

  • usdrt::UsdLuxTokensType: Provides standard set of public tokens for UsdLux schema. Access via the RtTokens helper accessor.

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdMediaTokensType: Provides standard set of public tokens for UsdMedia schema. Access via the RtTokens helper accessor.

  • usdrt::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.

  • usdrt::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..

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdPhysicsDistanceJoint: Predefined distance joint type (Distance between rigid bodies may be limited to given minimum or maximum distance.)

  • usdrt::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)

  • usdrt::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.

  • usdrt::UsdPhysicsFixedJoint: Predefined fixed joint type (All degrees of freedom are removed.)

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdPhysicsMassAPI: Defines explicit mass properties (mass, density, inertia etc.). MassAPI can be applied to any object that has a PhysicsCollisionAPI or a PhysicsRigidBodyAPI.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdPhysicsScene: General physics simulation properties, required for simulation.

  • usdrt::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.

  • usdrt::UsdPhysicsTokensType: Provides standard set of public tokens for UsdPhysics schema. Access via the RtTokens helper accessor.

  • usdrt::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.

  • usdrt::UsdPrimRange: a forward-iterable range that traverses a subtree of prims rooted at a given prim in depth-first order.

  • usdrt::UsdRelationship: A UsdRelationship creates dependencies between scenegraph objects by allowing a prim to target other prims, attributes, or relationships.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdRenderSettingsAPI: UsdRenderSettingsAPI is a base class for API schemas to encode renderer-specific settings.

  • usdrt::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.

  • usdrt::UsdRenderTokensType: Provides standard set of public tokens for UsdRender schema. Access via the RtTokens helper accessor.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::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 .

  • usdrt::UsdShadeCoordSysAPI: UsdShadeCoordSysAPI provides a way to designate, name, and discover coordinate systems.

  • usdrt::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>".

  • usdrt::UsdShadeMaterialBindingAPI: UsdShadeMaterialBindingAPI is an API schema that provides an interface for binding materials to prims or collections of prims (represented by UsdCollectionAPI objects).

  • usdrt::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.

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdShadeTokensType: Provides standard set of public tokens for UsdShade schema. Access via the RtTokens helper accessor.

  • usdrt::UsdSkelAnimation: Describes a skel animation, where joint animation is stored in a vectorized form.

  • usdrt::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.

  • usdrt::UsdSkelBlendShape: Describes a target blend shape, possibly containing inbetween shapes.

  • usdrt::UsdSkelPackedJointAnimation: Deprecated. Please use SkelAnimation instead.

  • usdrt::UsdSkelRoot: Boundable prim type used to identify a scope beneath which skeletally-posed primitives are defined.

  • usdrt::UsdSkelSkeleton: Describes a skeleton.

  • usdrt::UsdSkelTokensType: Provides standard set of public tokens for UsdSkel schema. Access via the RtTokens helper accessor.

  • usdrt::UsdStage: The outermost container for the scene description.

  • usdrt::UsdTokensType: Provides standard set of public tokens for Usd schema. Access via the RtTokens helper accessor.

  • usdrt::UsdTyped: The base class for all typed schemas, and therefore the base class for all instantiable and "IsA" schemas.

  • usdrt::UsdUIBackdrop: Provides a 'group-box' for the purpose of node graph organization.

  • usdrt::UsdUINodeGraphNodeAPI: /// This api helps storing information about nodes in node graphs.

  • usdrt::UsdUISceneGraphPrimAPI: /// Utility schema for display properties of a prim

  • usdrt::UsdUITokensType: Provides standard set of public tokens for UsdUI schema. Access via the RtTokens helper accessor.

  • usdrt::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.

  • usdrt::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.

  • usdrt::UsdVolFieldBase: Base class for field primitives.

  • usdrt::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.

  • usdrt::UsdVolTokensType: Provides standard set of public tokens for UsdVol schema. Access via the RtTokens helper accessor.

  • usdrt::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".

  • usdrt::VtArray: Represents an arbitrary dimensional rectangular container class.

Enums

Functions

Structs

Typedefs

Variables