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1_9_10.md | 1.9.10 — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
Release Notes »
1.9.10
# 1.9.10
Release Date: Jan 2024
## Added
Anonymize telemetry events when users opt out of data collection.
Support feature targeting by OS, Launcher version, build or user profile.
Update Nucleus Navigator to 3.3.4.
Support silent launch for custom protocol commands.
## Changed
Enabled “Newest” sorting for the Exchange tab by default.
## Fixed
Fixed an issue where Launcher did not bring its main window to the front when Launcher opened a second instance.
Fixed an issue where Launcher closed the application when its main window was closed from the taskbar.
Fixed an issue where Launcher installation might hang before running installation scripts.
Fixed an issue where Hub settings represented incorrect information in the UI.
Fixed an issue where Navigator did not refresh its server list after Nucleus installation.
Fixed an issue where Nucleus installation was displayed on top of other UI elements.
Fixed an issue where closing the main window in IT Managed Launcher closed the entire application.
Fixed a crash in IT Managed Launcher when a user opens a Nucleus tab without internet connection.
Users are now redirected to the library page when Nucleus is uninstalled in IT Managed Launcher.
Fixed an issue with the version drop-down arrow displayed incorrectly.
Validated email input on the login screen.
Fixed an issue where the email field was not updated in privacy.toml after users sign in.
Fixed an incorrect error translation for Czech language.
Fixed an issue where the dialog close icon was not clickable when the scroll bar was displayed.
Fixed an issue where the uninstall notification did not include the component version.
Fixed an issue where Launcher could not register the first Nucleus account.
## Security
Fix for CVE-2023-45133.
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
omni.ui.CanvasFrame.md | CanvasFrame — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
CanvasFrame
# CanvasFrame
class omni.ui.CanvasFrame
Bases: Frame
CanvasFrame is the widget that allows the user to pan and zoom its children with a mouse. It has the layout that can be infinitely moved in any direction.
Methods
__init__(self, **kwargs)
Constructs CanvasFrame.
screen_to_canvas(self, x, y)
Transforms screen-space coordinates to canvas-space
screen_to_canvas_x(self, x)
Transforms screen-space X to canvas-space X.
screen_to_canvas_y(self, y)
Transforms screen-space Y to canvas-space Y.
set_pan_key_shortcut(self, mouse_button, ...)
Specify the mouse button and key to pan the canvas.
set_pan_x_changed_fn(self, fn)
The horizontal offset of the child item.
set_pan_y_changed_fn(self, fn)
The vertical offset of the child item.
set_zoom_changed_fn(self, fn)
The zoom level of the child item.
set_zoom_key_shortcut(self, mouse_button, ...)
Specify the mouse button and key to zoom the canvas.
Attributes
compatibility
This boolean property controls the behavior of CanvasFrame.
draggable
Provides a convenient way to make the content draggable and zoomable.
pan_x
The horizontal offset of the child item.
pan_y
The vertical offset of the child item.
smooth_zoom
When true, zoom is smooth like in Bifrost even if the user is using mouse wheen that doesn't provide smooth scrolling.
zoom
The zoom level of the child item.
zoom_max
The zoom maximum of the child item.
zoom_min
The zoom minimum of the child item.
__init__(self: omni.ui._ui.CanvasFrame, **kwargs) → None
Constructs CanvasFrame.
`kwargsdict`See below
### Keyword Arguments:
`pan_x`The horizontal offset of the child item.
`pan_y`The vertical offset of the child item.
`zoom`The zoom minimum of the child item.
`zoom_min`The zoom maximum of the child item.
`zoom_max`The zoom level of the child item.
`compatibility`This boolean property controls the behavior of CanvasFrame. When set to true, the widget will function in the old way. When set to false, the widget will use a newer and faster implementation. This variable is included as a transition period to ensure that the update does not break any existing functionality. Please be aware that the old behavior may be deprecated in the future, so it is recommended to set this variable to false once you have thoroughly tested the new implementation.
`pan_x_changed_fn`The horizontal offset of the child item.
`pan_y_changed_fn`The vertical offset of the child item.
`zoom_changed_fn`The zoom level of the child item.
`draggable`Provides a convenient way to make the content draggable and zoomable.
`horizontal_clipping`When the content of the frame is bigger than the frame the exceeding part is not drawn if the clipping is on. It only works for horizontal direction.
`vertical_clipping`When the content of the frame is bigger than the frame the exceeding part is not drawn if the clipping is on. It only works for vertial direction.
`separate_window`A special mode where the child is placed to the transparent borderless window. We need it to be able to place the UI to the exact stacking order between other windows.
`raster_policy`Determine how the content of the frame should be rasterized.
`build_fn`Set the callback that will be called once the frame is visible and the content of the callback will override the frame child. It’s useful for lazy load.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
screen_to_canvas(self: omni.ui._ui.CanvasFrame, x: float, y: float) → Tuple[float, float]
Transforms screen-space coordinates to canvas-space
screen_to_canvas_x(self: omni.ui._ui.CanvasFrame, x: float) → float
Transforms screen-space X to canvas-space X.
screen_to_canvas_y(self: omni.ui._ui.CanvasFrame, y: float) → float
Transforms screen-space Y to canvas-space Y.
set_pan_key_shortcut(self: omni.ui._ui.CanvasFrame, mouse_button: int, key_flag: int) → None
Specify the mouse button and key to pan the canvas.
set_pan_x_changed_fn(self: omni.ui._ui.CanvasFrame, fn: Callable[[float], None]) → None
The horizontal offset of the child item.
set_pan_y_changed_fn(self: omni.ui._ui.CanvasFrame, fn: Callable[[float], None]) → None
The vertical offset of the child item.
set_zoom_changed_fn(self: omni.ui._ui.CanvasFrame, fn: Callable[[float], None]) → None
The zoom level of the child item.
set_zoom_key_shortcut(self: omni.ui._ui.CanvasFrame, mouse_button: int, key_flag: int) → None
Specify the mouse button and key to zoom the canvas.
property compatibility
This boolean property controls the behavior of CanvasFrame. When set to true, the widget will function in the old way. When set to false, the widget will use a newer and faster implementation. This variable is included as a transition period to ensure that the update does not break any existing functionality. Please be aware that the old behavior may be deprecated in the future, so it is recommended to set this variable to false once you have thoroughly tested the new implementation.
property draggable
Provides a convenient way to make the content draggable and zoomable.
property pan_x
The horizontal offset of the child item.
property pan_y
The vertical offset of the child item.
property smooth_zoom
When true, zoom is smooth like in Bifrost even if the user is using mouse wheen that doesn’t provide smooth scrolling.
property zoom
The zoom level of the child item.
property zoom_max
The zoom maximum of the child item.
property zoom_min
The zoom minimum of the child item.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
workstation-launcher.md | User Guide — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
User Guide
# User Guide
This document describes the components and workflow of the Omniverse Launcher. Making it easy for users to manage their Omniverse Apps, Connectors, and provides Nucleus Collaboration Services; the Omniverse Launcher acts as your personal launchpad for the Omniverse.
The Omniverse Launcher is available for download from the Omniverse Getting Started page or from NVIDIA’s licensing and software portal for Enterprise customers.
## News Tab
The Omniverse news Tab allows users to review and learn about things related to Omniverse.
## Exchange Tab
The Omniverse Exchange is the place where Omniverse Apps, Connectors, File Tools and more can be found and installed.
Simply navigate through the list of available apps and connectors, select the version, and install. Once installed, this area can also be used to launch apps.
## Library Tab
The Omniverse Library makes it easy to see, launch, update, and/or learn about Omniverse Apps installed on your computer.
Note
If this list is empty this is because you currently have no applications installed. This can easily be remedied by clicking over to the Exchange and installing the apps/connectors of your choice.
### Library Panel
The Omniverse Library Panel is located on the left side of the screen and lists all installed Apps, Connectors and more. Selecting one of the items on the list will reveal useful data in the main window about the tool as well as provides functionality based on the item type selected.
Note
The Omniverse Library Panel will be unpopulated until apps are installed. If your list is empty, please navigate to the Exchange Tab to install apps, connectors, and other Omniverse tools.
#### Apps
On the top of the Library panel, apps are listed. Upon selecting an App, a series of options will be provided for managing the App in the main display.
Option
Description
Launch Button
The launch button allows users to easily launch a selected App.
Install Settings
Found in the Hamburger Menu to the right of the Launch Button, The Settings Pane allows you to review
the install path, update, or uninstall the Selected App
Release Notes
Launches the Documentation Portal for the selected App and takes you to the Latest Release Notes.
Documentation
Launches the Documentation Portal for the Selected App.
Tutorials
Launches the Video Learning content for the selected App.
Forums
Launches the Forum Pages for in-depth discussion on the selected App.
#### Development Tools
Upon installing Kit, a development tools Tab will appear below Apps. Development tools are typically handled and managed in the same way as Apps and offers similar tools for managing these tools.
Option
Description
Launch Button
The launch button allows users to easily launch a selected App.
Install Settings
Found in the triple Bars to the right of the Launch Button, The Settings Pane allows you to review
the install path, update, or uninstall the Selected App
Release Notes
Launches the Documentation Portal for the selected App and Takes you to the Latest Release Notes.
Documentation
Launches the Documentation Portal for the Selected App.
Tutorials
Launches the Video Learning content for the selected App.
Forums
Launches the Forum Pages for in depth discussion on the selected App.
#### File Management
File management tools provide utilities for managing file operations on the Omniverse. These tools by their nature are less cohesive in their tooling and have variation on their UI controls. Please see the documentation of the tool in question should you need explanation of how to manage.
#### Connectors
All connectors appear under the connectors icon and are displayed in a list allowing management.
For each connector installed, an entry will appear in the list with the ability to add additional connectors easily should you need them.
Option
Description
Add
Allows adding additional connectors and brings you to the Connectors Exchange.
Update
If a connector is out of date, a green Update Button will be displayed allowing you to update to the most current release of that connector.
Up To Date
When a connector on the list is up to date, a greyed out “up to date” notification will be presented.
### Updating an App
Any app previously installed that has an update available will display with the following green highlight.
Selecting (left-click) the highlight will allow you to locate the update (green).
Upon selecting, the launcher update status will show the progress.
Once the update is complete
The Launch Button will auto-select the updated version.
An Alert confirming the success or failure + reason will be generated.
The highlight will be removed.
Note
In the Library Tab, only the latest version of an application is listed for quick install. Versions released after the installed version and before the latest version are available for installation in the Exchange Tab.
## Exchange Tab
The Omniverse Exchange is the place where Omniverse Apps, Connectors, File Tools and more can be found and installed.
Simply navigate through the list of available apps and connectors, select the version, and install. Once installed, this area can also be used to launch apps.
## Updating a Connector
Connectors have a unified interface. Simply select Connectors under the Exchange Tab and any installed connectors will have an green notification bell shown.
Option
Description
Filters
Allows refinement of list based on selection
Search
Contextual Search allows locating a specific App or Connector easily.
Apps List
Shows all available Apps or Connectors based on Filters and Search.
### Product Overview
When selected, details about the app/connector/tool are presented including overall description, version information, supported platforms, and system requirements. This information can be useful to decide if the app/connector/tool is right for you before downloading and installing.
### Install Apps
Apps are installed and launched by selecting items in the Exchange Tab:
Available releases are categorized by release channel. A release is classified as Alpha, Beta, Release, or Enterprise, depending on its maturity and stability. If an Alpha or Beta release is selected, a banner will appear on the main image to emphasize the relative stability and completeness of that release. Alpha or Beta releases may not be feature complete or fully stable. Versions classified as Release (also known as GA or General Availability) are feature complete and stable. Release versions that are supported for Enterprise customers appear in the Enterprise list. After selecting the desired version, clicking the Install Button will initialize installation.
## Nucleus Tab
The Omniverse Launcher Nucleus Tab offers the experience of the Omniverse Nucleus Navigator app directly in the Launcher, enabling users to quickly and easily navigate and manage content in their Omniverse Nucleus servers.
For more information on Navigator features and functionality, please review Omniverse Nucleus Navigator.
Important
If you are looking to host a large, company wide installation of Nucleus and expect large amounts of traffic, other more robust Nucleus packages are available and should be used in lieu or addition to local Server(s).
Note
A network can have multiple Nucleus Installations and there is no harm in having both Linux Docker Installations and Local Servers on the same network. They will exist independently of each other and do not conflict.
### Create your administration Account
As this process installs a set of services and effectively turns your workstation into a server, an administration account will be needed. This account allows full and complete control over your Nucleus and is unrelated to any other NVIDIA Accounts. This is your servers primary account and specifically allows you access to the server you are currently installing.
Press the Create to finalize the user admin account and log in.
### Connecting to Collaboration
Once the above steps have been followed, Users can now connect to your Omniverse Nucleus collaboration service. This is also true for Local Applications.
In order to connect to the collaboration service connect with the network address of the host that is also accessible to the user you wish to share with. For details on connecting, please see the documentation for the omniverse app, connector or utility you are using.
#### Connecting Locally
If the collaboration service resides on your workstation, you can also use localhost to connect with local apps and connectors.
#### Additional Collaboration Information
For more information on the Nucleus Collaboration Services, please review Nucleus Documentation
## Alerts
The alert icon in the top right of the notifies your of important Omniverse Messages.
## User Settings
The User Settings panel allows users to choose the default install path for the Omniverse Library Apps & Connectors.
### Settings
Option
Description
Library Path
This location specifies where apps, connectors and tools are installed when installed from Launcher.
Data Path
Displays and allows selection of the Data Path. The data path is where all content on the local Nucleus is stored.
### About
Gives version information about Launcher.
### Log out
Logs out of the Launcher.
## Accessibility
Omniverse Launcher Text and Layout accommodates text/image scale adjustment to help users with readability and/or high resolution monitors.
Key Command
Action
Ctrl + -
Scale Text/Images Smaller
Ctrl + Shift + +
Scale Text/Images Larger
Ctrl + 0
Reset Scale to Default
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
omni.ui.ToolBarAxis.md | ToolBarAxis — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
ToolBarAxis
# ToolBarAxis
class omni.ui.ToolBarAxis
Bases: pybind11_object
Members:
X
Y
Methods
__init__(self, value)
Attributes
X
Y
name
value
__init__(self: omni.ui._ui.ToolBarAxis, value: int) → None
property name
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
tokens.md | Tokens — kit-manual 105.1 documentation
kit-manual
»
Tokens
# Tokens
Kit supports tokens to make the configuration more flexible. They take the form of ${token}. They are implemented in carb.tokens Carbonite plugin.
Most of the tokens in settings are resolved when configuration is loaded. Some settings are set later and for those, it is each extension’s responsibility to resolve tokens in them.
Tokens are most often used to build various filesystem paths. List of commonly used tokens, that are always available:
## App Tokens
${app_name} - Application name, e.g.: Create, View, omni.create (/app/name setting, othewise name of kit file)
${app_filename} - Application kit filename, e.g.: omni.create, omni.app.mini
${app_version} - Application version, e.g.: 2022.3.0-rc.5 (/app/version setting, otherwise version in kit file)
${app_version_short} - Application major.minor version, e.g. 2022.3 (version of the app from kit file)
${kit_version} - Kit version, e.g.: 105.0+master.123.b1255276.tc
${kit_version_short} - Kit major.minor version, e.g.: 105.0
${kit_git_hash} - Kit git hash, e.g.: b1255276
When running without an app, e.g. kit.exe --enable [ext], then ${app_name} becomes kit and app version equals to the kit version.
## Environment Variable Tokens
Tokens can be used to read environment variables:
${env:VAR_NAME} - Environment variable, e.g.: ${env:USERPROFILE}
## Path Tokens
There are a few important folders that Kit provides for extensions to read and write to. While may look similar there are conceptual differences between them.
For each of them, there are a few tokens. They point to app specific and Omniverse wide versions of a folder. They also influenced by running in “portable mode” (developer mode, --portable) or not.
For some token ${folder} that represents a folder named [FOLDER NAME] it will look like this:
${folder} - Kit app specific version:
portable mode: [PORTABLE ROOT]/[FOLDER NAME]/Kit/${app_name}/${app_version_short}.
non-portable mode: [SYSTEM PATH]/[FOLDER NAME]/Kit/${app_name}/${app_version_short}.
${omni_folder} - Omniverse wide version:
portable mode: [PORTABLE ROOT]/[FOLDER NAME].
non-portable mode: [SYSTEM PATH]/[FOLDER NAME].
${omni_global_folder} - Omniverse wide version, that is not influenced by portable mode:
portable mode: [SYSTEM PATH]/[FOLDER NAME].
non-portable mode: [SYSTEM PATH]/[FOLDER NAME].
### Data Folder
Data folder is a per user system folder to store persistent data. This system folder is different for every OS user.
Data folder is where an application can write anything that must reliably persist between sessions. For example, user settings are stored there.
${data} - kit app specific version, e.g.: C:/Users/[user]/AppData/Local/ov/data/Kit/${app_name}/${app_version_short}.
${omni_data} - Omniverse wide version, e.g.: C:/Users/[user]/AppData/Local/ov/data.
${omni_global_data} - Omniverse wide version, that is not influenced by portable mode:
### Program data
Program data folder is a global system folder to store persistent data. This system folder is shared by all OS users.
Otherwise it can be used the same way as data folder.
{app_program_data} - kit app specific version, e.g.: C:/ProgramData/NVIDIA Corporation/kit/${app_name}.
{shared_program_data} - Kit wide version, e.g.: C:/ProgramData/NVIDIA Corporation/kit.
${omni_program_data} - System wide version, e.g.: C:/ProgramData
### Documents folder
Documents folder is a system folder to store user’s data. Typically it is like a user home directory, where user can store anything. For example, default location when picking where to save a stage.
${app_documents} - kit app specific version, e.g.: C:/Users/[user]/Documents/Kit/apps/${app_name}.
${shared_documents} - kit wide version, e.g.: C:/Users/[user]/Documents/Kit/shared.
${omni_documents} - Omniverse wide version, e.g.: C:/Users/[user]/Documents/Kit.
### Cache folder
Cache folder is a system folder to be used for caching. It can be cleaned up between runs (usually it is not). And application should be able to rebuild the cache if it is missing.
This one is using Kit version and git hash. So, always shared between apps. You can build app specific version manually using tokens like ${app_name}.
[KIT VERSION SHORT] - Kit major.minor version, like 105.0
[KIT GIT HASH] - Kit git hash, like a1b2c4d4
${cache} - kit specific version, e.g.: C:/Users/[user]/AppData/Local/ov/cache/Kit/[KIT VERSION SHORT]/[KIT GIT HASH].
${omni_cache} - Omniverse wide version, e.g.: C:/Users/[user]/AppData/Local/ov/cache.
${omni_global_cache} - Omniverse wide version, that is not influenced by portable mode.
### Logs folder
System folder to store logs.
${logs} - kit app specific version, e.g.: C:/Users/[user]/.nvidia-omniverse/logs/Kit/${app_name}/${app_version_short}
${omni_logs} - Omniverse wide version, e.g.: C:/Users/[user]/.nvidia-omniverse/logs
${omni_global_logs} - Omniverse wide version, that is not influenced by portable mode:
### Config folder
System folder where Omniverse config omniverse.toml is read from:
${omni_config} - Omniverse wide version, e.g.: C:/Users/[user]/.nvidia-omniverse/config
${omni_global_config} - Omniverse wide version, that is not influenced by portable mode:
### Temporary folder
Temporary folder is cleaned between runs and provided by OS.
${temp} - e.g.: C:/Users/[user]/AppData/Local/Temp/xplw.0
### Other useful paths
${kit} - path to Kit folder, where the Kit executable is (it is not always the same executable as was used to run currently, because someone could run from python.exe).
${app} - path to app, if loaded with --merge-config that will be a folder where this config is.
${python} - path to python interpreter executable.
### Platform tokens
${config} - whether debug or release build is running.
${platform} - target platform Kit is running on, e.g. windows-x86_64.
${lib_ext} - .dll on Windows, .so on Linux, .dylib on Mac OS.
${lib_prefix} - empty on Windows, lib on Linux and Mac OS.
${bindings_ext} - .pyd on Windows, .so on Linux and Mac OS.
${exe_ext} - .exe on Windows, empty on Linux and Mac OS.
${shell_ext} - .bat on Windows, .sh on Linux and Mac OS.
### Extension tokens
Each extension sets a token with the extension name and extension folder path. See Extension Tokens.
## Overriding Tokens
Some tokens can be overridden by using /app/tokens setting namespace. E.g.: --/app/tokens/data="C:/data".
## Checking Token Values
Kit logs all tokens in INFO log level, search for Tokens:. Either look in a log file or run with -v.
You can also print all tokens using settings:
import carb.settings
settings = carb.settings.get_settings()
print(settings.get("/app/tokens"))
## Resolving your path
To make your path (or string) support tokens you must resolve it before using it, like this:
path = carb::tokens::resolveString(carb::getCachedInterface<carb::tokens::ITokens>(), path);
import carb.tokens
path = carb.tokens.get_tokens_interface().resolve(path)
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
omni.ui.get_main_window_width.md | get_main_window_width — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Functions »
get_main_window_width
# get_main_window_width
omni.ui.get_main_window_width() → float
Get the width in points of the current main window.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
CameraUtil.md | CameraUtil module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
CameraUtil module
# CameraUtil module
Summary: Camera Utilities
Camera utilities.
Classes:
ConformWindowPolicy
Framing
Framing information.
ScreenWindowParameters
Given a camera object, compute parameters suitable for setting up RenderMan.
class pxr.CameraUtil.ConformWindowPolicy
Methods:
GetValueFromName
Attributes:
allValues
static GetValueFromName()
allValues = (CameraUtil.MatchVertically, CameraUtil.MatchHorizontally, CameraUtil.Fit, CameraUtil.Crop, CameraUtil.DontConform)
class pxr.CameraUtil.Framing
Framing information. That is information determining how the filmback
plane of a camera maps to the pixels of the rendered image
(displayWindow together with pixelAspectRatio and window policy) and
what pixels of the image will be filled by the renderer (dataWindow).
The concepts of displayWindow and dataWindow are similar to the ones
in OpenEXR, including that the x- and y-axis of the coordinate system
point left and down, respectively.
In fact, these windows mean the same here and in OpenEXR if the
displayWindow has the same aspect ratio (when accounting for the
pixelAspectRatio) as the filmback plane of the camera has (that is the
ratio of the horizontalAperture to verticalAperture of, e.g., Usd’s
Camera or GfCamera).
In particular, overscan can be achieved by making the dataWindow
larger than the displayWindow.
If the aspect ratios differ, a window policy is applied to the
displayWindow to determine how the pixels correspond to the filmback
plane. One such window policy is to take the largest rect that fits
(centered) into the displayWindow and has the camera’s aspect ratio.
For example, if the displayWindow and dataWindow are the same and both
have an aspect ratio smaller than the camera, the image is created by
enlarging the camera frustum slightly in the bottom and top direction.
When using the AOVs, the render buffer size is determined
independently from the framing info. However, the dataWindow is
supposed to be contained in the render buffer rect (in particular, the
dataWindow cannot contain pixels withs negative coordinates - this
restriction does not apply if, e.g., hdPrman circumvents AOVs and
writes directly to EXR). In other words, unlike in OpenEXR, the rect
of pixels for which we allocate storage can differ from the rect the
renderer fills with data (dataWindow).
For example, an application can set the render buffer size to match
the widget size but use a dataWindow and displayWindow that only fills
the render buffer horizontally to have slates at the top and bottom.
Methods:
ApplyToProjectionMatrix(projectionMatrix, ...)
Given the projectionMatrix computed from a camera, applies the framing.
IsValid()
Is display and data window non-empty.
Attributes:
dataWindow
displayWindow
pixelAspectRatio
ApplyToProjectionMatrix(projectionMatrix, windowPolicy) → Matrix4d
Given the projectionMatrix computed from a camera, applies the
framing.
To obtain a correct result, a rasterizer needs to use the resulting
projection matrix and set the viewport to the data window.
Parameters
projectionMatrix (Matrix4d) –
windowPolicy (ConformWindowPolicy) –
IsValid() → bool
Is display and data window non-empty.
property dataWindow
property displayWindow
property pixelAspectRatio
class pxr.CameraUtil.ScreenWindowParameters
Given a camera object, compute parameters suitable for setting up
RenderMan.
Attributes:
fieldOfView
float
screenWindow
Vec4d
zFacingViewMatrix
Matrix4d
property fieldOfView
float
The field of view.
More precisely, the full angle perspective field of view (in degrees)
between screen space coordinates (-1,0) and (1,0). Give these
parameters to RiProjection as parameter after”perspective”.
Type
type
property screenWindow
Vec4d
The vector (left, right, bottom, top) defining the rectangle in the
image plane.
Give these parameters to RiScreenWindow.
Type
type
property zFacingViewMatrix
Matrix4d
Returns the inverse of the transform for a camera that is y-Up and
z-facing (vs the OpenGL camera that is (-z)-facing).
Write this transform with RiConcatTransform before RiWorldBegin.
Type
type
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
event_streams.md | Event streams — kit-manual 105.1 documentation
kit-manual
»
Event streams
# Event streams
Event streams are covered by the carb.events plugin and carb::events::IEvents Carbonite interface. The goal of event streams is to provide a means to move data around using the generalized interface in a thread-safe manner, and also act as a way to synchronize the logic.
## API/design overview
The singleton IEvents interface is used to create IEventStream objects. Whenever an event is being pushed into an event stream, the immediate callback is triggered, and the event stream stores the event in the internal event queue. Then, events can be popped from the queue one by one, or all at once (also called pump), and at this point deferred callbacks are triggered. The event stream owner typically controls where this pumping is happening.
Event consumers can subscribe to both immediate (push) and deferred (pop) callbacks. Subscription functions create ISubscription class, which usually unsubscribes automatically upon destruction. Callbacks are wrapped into IEventListener class that allows for context binding to the subscription, and upon triggering, the callback is triggered with the IEvent passed as parameter, this parameter describes the event which triggered the callback. IEvent contains event type, sender id and custom payload, which is stored as carb.dictionary item.
## Recommended usage
The events subsystem is flexible and there are several recommendations that are intended to help the most frequent use-cases, as well as provide clarifications on specific parts of the events logic.
### Deferred callbacks
As opposed to immediate callback invocation, the recommended way of using events streams is through the deferred callbacks mechanisms, unless using immediate callbacks are absolutely necessary. When an event is pushed into an event stream, it is fairly frequent that the subsequent immediate callback is not a safe place to modify or even read related data outside the event payload. To avoid corruptions, it is recommended to use the deferred callbacks, which will be triggered at some place that the event stream owner deemed safe.
### Event types
Each event contains an event type, which is set upon pushing the event into the stream, and can be specified when a consumer subscribes to an event stream. This can be used to narrow/decrease the number of callback invocations, which is especially important when listening to the event stream from the scripting language.
It is recommended to use string hashes as event types, as this will help avoid managing the event type allocation in case multiple sources can push events into an event stream. In C++, use CARB_EVENTS_TYPE_FROM_STR which provides a 64-bit FNV-1a hash computed in compile-time, or its run-time counterpart, carb::events::typeFromString. In Python, carb.events.type_from_string can be used.
Important event streams design choices: either multiple event streams with fairly limited number of event types served by each, or one single event stream can be created, serving many different event types. The latter approach is more akin to the event bus with many producers and consumers. Event buses are useful when designing a system that is easily extendable.
### Transient subscriptions
In case you want to implement a deferred-action triggered by some event - instead of subscribing to the event on startup and then checking the action queue on each callback trigger, consider doing the transient subscriptions.
This approach involves subscribing to the event stream only after you have a specific instance of action you want to execute in a deferred manner. When the event callback subscription is triggered, you execute the action and immediately unsubscribe, so you don’t introduce an empty callback ticking unconditionally each time the event happens.
The transient subscription can also include a simple counter, so you execute your code only on Nth event, not necessarily on the next one.
## Code examples
### Subscribe to Shutdown Events
# App/Subscribe to Shutdown Events
import carb.events
import omni.kit.app
# Stream where app sends shutdown events
shutdown_stream = omni.kit.app.get_app().get_shutdown_event_stream()
def on_event(e: carb.events.IEvent):
if e.type == omni.kit.app.POST_QUIT_EVENT_TYPE:
print("We are about to shutdown")
sub = shutdown_stream.create_subscription_to_pop(on_event, name="name of the subscriber for debugging", order=0)
### Subscribe to Update Events
# App/Subscribe to Update Events
import carb.events
import omni.kit.app
update_stream = omni.kit.app.get_app().get_update_event_stream()
def on_update(e: carb.events.IEvent):
print(f"Update: {e.payload['dt']}")
sub = update_stream.create_subscription_to_pop(on_update, name="My Subscription Name")
### Create custom event
# App/Create Custom Event
import carb.events
import omni.kit.app
# Event is unique integer id. Create it from string by hashing, using helper function.
# [ext name].[event name] is a recommended naming convention:
MY_CUSTOM_EVENT = carb.events.type_from_string("omni.my.extension.MY_CUSTOM_EVENT")
# App provides common event bus. It is event queue which is popped every update (frame).
bus = omni.kit.app.get_app().get_message_bus_event_stream()
def on_event(e):
print(e.type, e.type == MY_CUSTOM_EVENT, e.payload)
# Subscribe to the bus. Keep subscription objects (sub1, sub2) alive for subscription to work.
# Push to queue is called immediately when pushed
sub1 = bus.create_subscription_to_push_by_type(MY_CUSTOM_EVENT, on_event)
# Pop is called on next update
sub2 = bus.create_subscription_to_pop_by_type(MY_CUSTOM_EVENT, on_event)
# Push event the bus with custom payload
bus.push(MY_CUSTOM_EVENT, payload={"data": 2, "x": "y"})
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
it-managed-launcher.md | Installation Guide — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
Installation Guide
# Installation Guide
This guide is designed for IT Managers and Systems Administrators who need to install and configure Omniverse Enterprise within a firewalled, air-gapped environment (i.e., limited or no Internet access), or want to prevent users from installing unapproved Omniverse applications.
The instructions and information provided covers the installation and functional use of Omniverse Foundation applications and 3D sample content.
There are four primary steps involved in setting up a user’s workstation in a firewalled environment, and we encourage you to fully read the instructions before proceeding.
Downloading, installing, and configuring the IT Managed Launcher on a user’s workstation.
Downloading and Installing one or more Omniverse Foundation Applications on a user’s workstation.
Optional download Installation and configuration of Omniverse Sample 3D Content which can be stored in one of two locations:
Users’ workstations local hard disk.
Stored on a shared Enterprise Nucleus Server that the users’ workstations can access through a local network.
Planning Your Installation
Installation on Windows
Installation on Linux
Uninstalling Apps (Win & Linux)
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
omni.ui.MenuHelper.md | MenuHelper — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
MenuHelper
# MenuHelper
class omni.ui.MenuHelper
Bases: pybind11_object
The helper class for the menu that draws the menu line.
Methods
__init__(*args, **kwargs)
call_triggered_fn(self)
Sets the function that is called when an action is activated by the user; for example, when the user clicks a menu option, or presses an action's shortcut key combination.
has_triggered_fn(self)
Sets the function that is called when an action is activated by the user; for example, when the user clicks a menu option, or presses an action's shortcut key combination.
set_triggered_fn(self, fn)
Sets the function that is called when an action is activated by the user; for example, when the user clicks a menu option, or presses an action's shortcut key combination.
Attributes
checkable
This property holds whether this menu item is checkable.
delegate
hide_on_click
Hide or keep the window when the user clicked this item.
hotkey_text
This property holds the menu's hotkey text.
menu_compatibility
text
This property holds the menu's text.
__init__(*args, **kwargs)
call_triggered_fn(self: omni.ui._ui.MenuHelper) → None
Sets the function that is called when an action is activated by the user; for example, when the user clicks a menu option, or presses an action’s shortcut key combination.
has_triggered_fn(self: omni.ui._ui.MenuHelper) → bool
Sets the function that is called when an action is activated by the user; for example, when the user clicks a menu option, or presses an action’s shortcut key combination.
set_triggered_fn(self: omni.ui._ui.MenuHelper, fn: Callable[[], None]) → None
Sets the function that is called when an action is activated by the user; for example, when the user clicks a menu option, or presses an action’s shortcut key combination.
property checkable
This property holds whether this menu item is checkable. A checkable item is one which has an on/off state.
property hide_on_click
Hide or keep the window when the user clicked this item.
property hotkey_text
This property holds the menu’s hotkey text.
property text
This property holds the menu’s text.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
omni.ui.CollapsableFrame.md | CollapsableFrame — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
CollapsableFrame
# CollapsableFrame
class omni.ui.CollapsableFrame
Bases: Frame
CollapsableFrame is a frame widget that can hide or show its content. It has two states expanded and collapsed. When it’s collapsed, it looks like a button. If it’s expanded, it looks like a button and a frame with the content. It’s handy to group properties, and temporarily hide them to get more space for something else.
Methods
__init__(self[, title])
Constructs CollapsableFrame.
call_build_header_fn(self, arg0, arg1)
Set dynamic header that will be created dynamiclly when it is needed.
has_build_header_fn(self)
Set dynamic header that will be created dynamiclly when it is needed.
set_build_header_fn(self, fn)
Set dynamic header that will be created dynamiclly when it is needed.
set_collapsed_changed_fn(self, fn)
The state of the CollapsableFrame.
Attributes
alignment
This property holds the alignment of the label in the default header.
collapsed
The state of the CollapsableFrame.
title
The header text.
__init__(self: omni.ui._ui.CollapsableFrame, title: str = '', **kwargs) → None
Constructs CollapsableFrame.
### Arguments:
`text :`The text for the caption of the frame.
`kwargsdict`See below
### Keyword Arguments:
`collapsed`The state of the CollapsableFrame.
`title`The header text.
`alignment`This property holds the alignment of the label in the default header. By default, the contents of the label are left-aligned and vertically-centered.
`build_header_fn`Set dynamic header that will be created dynamiclly when it is needed. The function is called inside a ui.Frame scope that the widget will be parented correctly.
`collapsed_changed_fn`The state of the CollapsableFrame.
`horizontal_clipping`When the content of the frame is bigger than the frame the exceeding part is not drawn if the clipping is on. It only works for horizontal direction.
`vertical_clipping`When the content of the frame is bigger than the frame the exceeding part is not drawn if the clipping is on. It only works for vertial direction.
`separate_window`A special mode where the child is placed to the transparent borderless window. We need it to be able to place the UI to the exact stacking order between other windows.
`raster_policy`Determine how the content of the frame should be rasterized.
`build_fn`Set the callback that will be called once the frame is visible and the content of the callback will override the frame child. It’s useful for lazy load.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
call_build_header_fn(self: omni.ui._ui.CollapsableFrame, arg0: bool, arg1: str) → None
Set dynamic header that will be created dynamiclly when it is needed. The function is called inside a ui.Frame scope that the widget will be parented correctly.
has_build_header_fn(self: omni.ui._ui.CollapsableFrame) → bool
Set dynamic header that will be created dynamiclly when it is needed. The function is called inside a ui.Frame scope that the widget will be parented correctly.
set_build_header_fn(self: omni.ui._ui.CollapsableFrame, fn: Callable[[bool, str], None]) → None
Set dynamic header that will be created dynamiclly when it is needed. The function is called inside a ui.Frame scope that the widget will be parented correctly.
set_collapsed_changed_fn(self: omni.ui._ui.CollapsableFrame, fn: Callable[[bool], None]) → None
The state of the CollapsableFrame.
property alignment
This property holds the alignment of the label in the default header. By default, the contents of the label are left-aligned and vertically-centered.
property collapsed
The state of the CollapsableFrame.
property title
The header text.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
UsdSkel.md | UsdSkel module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
UsdSkel module
# UsdSkel module
Summary: The UsdSkel module defines schemas and API that form a basis for interchanging skeletally-skinned meshes and joint animations.
Classes:
AnimMapper
AnimQuery
Class providing efficient queries of primitives that provide skel animation.
Animation
Describes a skel animation, where joint animation is stored in a vectorized form.
Binding
Helper object that describes the binding of a skeleton to a set of skinnable objects.
BindingAPI
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.
BlendShape
Describes a target blend shape, possibly containing inbetween shapes.
BlendShapeQuery
Helper class used to resolve blend shape weights, including inbetweens.
Cache
Thread-safe cache for accessing query objects for evaluating skeletal data.
InbetweenShape
Schema wrapper for UsdAttribute for authoring and introspecting attributes that serve as inbetween shapes of a UsdSkelBlendShape.
PackedJointAnimation
Deprecated.
Root
Boundable prim type used to identify a scope beneath which skeletally- posed primitives are defined.
Skeleton
Describes a skeleton.
SkeletonQuery
Primary interface to reading bound skeleton data.
SkinningQuery
Object used for querying resolved bindings for skinning.
Tokens
Topology
Object holding information describing skeleton topology.
class pxr.UsdSkel.AnimMapper
Methods:
IsIdentity()
Returns true if this is an identity map.
IsNull()
Returns true if this is a null mapping.
IsSparse()
Returns true if this is a sparse mapping.
Remap(source, target, elementSize, defaultValue)
Typed remapping of data in an arbitrary, stl-like container.
RemapTransforms(source, target, elementSize)
Convenience method for the common task of remapping transform arrays.
IsIdentity() → bool
Returns true if this is an identity map.
The source and target orders of an identity map are identical.
IsNull() → bool
Returns true if this is a null mapping.
No source elements of a null map are mapped to the target.
IsSparse() → bool
Returns true if this is a sparse mapping.
A sparse mapping means that not all target values will be overridden
by source values, when mapped with Remap().
Remap(source, target, elementSize, defaultValue) → bool
Typed remapping of data in an arbitrary, stl-like container.
The source array provides a run of elementSize for each path
in the em sourceOrder. These elements are remapped and copied over
the target array. Prior to remapping, the target array is
resized to the size of the em targetOrder (as given at mapper
construction time) multiplied by the elementSize . New element
created in the array are initialized to defaultValue , if
provided.
Parameters
source (Container) –
target (Container) –
elementSize (int) –
defaultValue (Container.value_type) –
Remap(source, target, elementSize, defaultValue) -> bool
Type-erased remapping of data from source into target .
The source array provides a run of elementSize elements for
each path in the em sourceOrder. These elements are remapped and
copied over the target array. Prior to remapping, the target
array is resized to the size of the em targetOrder (as given at
mapper construction time) multiplied by the elementSize . New
elements created in the array are initialized to defaultValue , if
provided. Remapping is supported for registered Sdf array value types
only.
Parameters
source (VtValue) –
target (VtValue) –
elementSize (int) –
defaultValue (VtValue) –
RemapTransforms(source, target, elementSize) → bool
Convenience method for the common task of remapping transform arrays.
This performs the same operation as Remap(), but sets the matrix
identity as the default value.
Parameters
source (VtArray[Matrix4]) –
target (VtArray[Matrix4]) –
elementSize (int) –
class pxr.UsdSkel.AnimQuery
Class providing efficient queries of primitives that provide skel
animation.
Methods:
BlendShapeWeightsMightBeTimeVarying()
Return true if it possible, but not certain, that the blend shape weights computed through this animation query change over time, false otherwise.
ComputeBlendShapeWeights(weights, time)
param weights
ComputeJointLocalTransformComponents(...)
Compute translation,rotation,scale components of the joint transforms in joint-local space.
ComputeJointLocalTransforms(xforms, time)
Compute joint transforms in joint-local space.
GetBlendShapeOrder()
Returns an array of tokens describing the ordering of blend shape channels in the animation.
GetBlendShapeWeightTimeSamples(attrs)
Get the time samples at which values contributing to blend shape weights have been set.
GetBlendShapeWeightTimeSamplesInInterval(...)
Get the time samples at which values contributing to blend shape weights are set, over interval .
GetJointOrder()
Returns an array of tokens describing the ordering of joints in the animation.
GetJointTransformTimeSamples(times)
Get the time samples at which values contributing to joint transforms are set.
GetJointTransformTimeSamplesInInterval(...)
Get the time samples at which values contributing to joint transforms are set, over interval .
GetPrim()
Return the primitive this anim query reads from.
JointTransformsMightBeTimeVarying()
Return true if it possible, but not certain, that joint transforms computed through this animation query change over time, false otherwise.
BlendShapeWeightsMightBeTimeVarying() → bool
Return true if it possible, but not certain, that the blend shape
weights computed through this animation query change over time, false
otherwise.
UsdAttribute::ValueMightBeTimeVayring
ComputeBlendShapeWeights(weights, time) → bool
Parameters
weights (FloatArray) –
time (TimeCode) –
ComputeJointLocalTransformComponents(translations, rotations, scales, time) → bool
Compute translation,rotation,scale components of the joint transforms
in joint-local space.
This is provided to facilitate direct streaming of animation data in a
form that can efficiently be processed for animation blending.
Parameters
translations (Vec3fArray) –
rotations (QuatfArray) –
scales (Vec3hArray) –
time (TimeCode) –
ComputeJointLocalTransforms(xforms, time) → bool
Compute joint transforms in joint-local space.
Transforms are returned in the order specified by the joint ordering
of the animation primitive itself.
Parameters
xforms (VtArray[Matrix4]) –
time (TimeCode) –
GetBlendShapeOrder() → TokenArray
Returns an array of tokens describing the ordering of blend shape
channels in the animation.
GetBlendShapeWeightTimeSamples(attrs) → bool
Get the time samples at which values contributing to blend shape
weights have been set.
UsdAttribute::GetTimeSamples
Parameters
attrs (list[float]) –
GetBlendShapeWeightTimeSamplesInInterval(interval, times) → bool
Get the time samples at which values contributing to blend shape
weights are set, over interval .
UsdAttribute::GetTimeSamplesInInterval
Parameters
interval (Interval) –
times (list[float]) –
GetJointOrder() → TokenArray
Returns an array of tokens describing the ordering of joints in the
animation.
UsdSkelSkeleton::GetJointOrder
GetJointTransformTimeSamples(times) → bool
Get the time samples at which values contributing to joint transforms
are set.
This only computes the time samples for sampling transforms in joint-
local space, and does not include time samples affecting the root
transformation.
UsdAttribute::GetTimeSamples
Parameters
times (list[float]) –
GetJointTransformTimeSamplesInInterval(interval, times) → bool
Get the time samples at which values contributing to joint transforms
are set, over interval .
This only computes the time samples for sampling transforms in joint-
local space, and does not include time samples affecting the root
transformation.
UsdAttribute::GetTimeSamplesInInterval
Parameters
interval (Interval) –
times (list[float]) –
GetPrim() → Prim
Return the primitive this anim query reads from.
JointTransformsMightBeTimeVarying() → bool
Return true if it possible, but not certain, that joint transforms
computed through this animation query change over time, false
otherwise.
UsdAttribute::ValueMightBeTimeVayring
class pxr.UsdSkel.Animation
Describes a skel animation, where joint animation is stored in a
vectorized form.
See the extended Skel Animation documentation for more information.
Methods:
CreateBlendShapeWeightsAttr(defaultValue, ...)
See GetBlendShapeWeightsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateBlendShapesAttr(defaultValue, ...)
See GetBlendShapesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateJointsAttr(defaultValue, writeSparsely)
See GetJointsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateRotationsAttr(defaultValue, writeSparsely)
See GetRotationsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateScalesAttr(defaultValue, writeSparsely)
See GetScalesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateTranslationsAttr(defaultValue, ...)
See GetTranslationsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> Animation
Get
classmethod Get(stage, path) -> Animation
GetBlendShapeWeightsAttr()
Array of weight values for each blend shape.
GetBlendShapesAttr()
Array of tokens identifying which blend shapes this animation's data applies to.
GetJointsAttr()
Array of tokens identifying which joints this animation's data applies to.
GetRotationsAttr()
Joint-local unit quaternion rotations of all affected joints, in 32-bit precision.
GetScalesAttr()
Joint-local scales of all affected joints, in 16 bit precision.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetTransforms(xforms, time)
Convenience method for querying resolved transforms at time .
GetTranslationsAttr()
Joint-local translations of all affected joints.
SetTransforms(xforms, time)
Convenience method for setting an array of transforms.
CreateBlendShapeWeightsAttr(defaultValue, writeSparsely) → Attribute
See GetBlendShapeWeightsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateBlendShapesAttr(defaultValue, writeSparsely) → Attribute
See GetBlendShapesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateJointsAttr(defaultValue, writeSparsely) → Attribute
See GetJointsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateRotationsAttr(defaultValue, writeSparsely) → Attribute
See GetRotationsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateScalesAttr(defaultValue, writeSparsely) → Attribute
See GetScalesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateTranslationsAttr(defaultValue, writeSparsely) → Attribute
See GetTranslationsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> Animation
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Animation
Return a UsdSkelAnimation holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdSkelAnimation(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetBlendShapeWeightsAttr() → Attribute
Array of weight values for each blend shape.
Each weight value is associated with the corresponding blend shape
identified within the blendShapes token array, and therefore must
have the same length as *blendShapes.
Declaration
float[] blendShapeWeights
C++ Type
VtArray<float>
Usd Type
SdfValueTypeNames->FloatArray
GetBlendShapesAttr() → Attribute
Array of tokens identifying which blend shapes this animation’s data
applies to.
The tokens for blendShapes correspond to the tokens set in the
skel:blendShapes binding property of the UsdSkelBindingAPI.
Declaration
uniform token[] blendShapes
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
GetJointsAttr() → Attribute
Array of tokens identifying which joints this animation’s data applies
to.
The tokens for joints correspond to the tokens of Skeleton primitives.
The order of the joints as listed here may vary from the order of
joints on the Skeleton itself.
Declaration
uniform token[] joints
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
GetRotationsAttr() → Attribute
Joint-local unit quaternion rotations of all affected joints, in
32-bit precision.
Array length should match the size of the joints attribute.
Declaration
quatf[] rotations
C++ Type
VtArray<GfQuatf>
Usd Type
SdfValueTypeNames->QuatfArray
GetScalesAttr() → Attribute
Joint-local scales of all affected joints, in 16 bit precision.
Array length should match the size of the joints attribute.
Declaration
half3[] scales
C++ Type
VtArray<GfVec3h>
Usd Type
SdfValueTypeNames->Half3Array
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetTransforms(xforms, time) → bool
Convenience method for querying resolved transforms at time .
Note that it is more efficient to query transforms through
UsdSkelAnimQuery or UsdSkelSkeletonQuery.
Parameters
xforms (Matrix4dArray) –
time (TimeCode) –
GetTranslationsAttr() → Attribute
Joint-local translations of all affected joints.
Array length should match the size of the joints attribute.
Declaration
float3[] translations
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Float3Array
SetTransforms(xforms, time) → bool
Convenience method for setting an array of transforms.
The given transforms must be orthogonal.
Parameters
xforms (Matrix4dArray) –
time (TimeCode) –
class pxr.UsdSkel.Binding
Helper object that describes the binding of a skeleton to a set of
skinnable objects. The set of skinnable objects is given as
UsdSkelSkinningQuery prims, which can be used both to identify the
skinned prim as well compute skinning properties of the prim.
Methods:
GetSkeleton()
Returns the bound skeleton.
GetSkinningTargets()
Returns the set skinning targets.
GetSkeleton() → Skeleton
Returns the bound skeleton.
GetSkinningTargets() → VtArray[SkinningQuery]
Returns the set skinning targets.
class pxr.UsdSkel.BindingAPI
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.
See the extended UsdSkelBindingAPI schema documentation for more about
bindings and how they apply in a scene graph.
Methods:
Apply
classmethod Apply(prim) -> BindingAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
CreateAnimationSourceRel()
See GetAnimationSourceRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateBlendShapeTargetsRel()
See GetBlendShapeTargetsRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateBlendShapesAttr(defaultValue, ...)
See GetBlendShapesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateGeomBindTransformAttr(defaultValue, ...)
See GetGeomBindTransformAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateJointIndicesAttr(defaultValue, ...)
See GetJointIndicesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateJointIndicesPrimvar(constant, elementSize)
Convenience function to create the jointIndices primvar, optionally specifying elementSize.
CreateJointWeightsAttr(defaultValue, ...)
See GetJointWeightsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateJointWeightsPrimvar(constant, elementSize)
Convenience function to create the jointWeights primvar, optionally specifying elementSize.
CreateJointsAttr(defaultValue, writeSparsely)
See GetJointsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateSkeletonRel()
See GetSkeletonRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateSkinningBlendWeightPrimvar
CreateSkinningBlendWeightsAttr(defaultValue, ...)
See GetSkinningBlendWeightsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateSkinningMethodAttr(defaultValue, ...)
See GetSkinningMethodAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> BindingAPI
GetAnimationSource(prim)
Convenience method to query the animation source bound on this prim.
GetAnimationSourceRel()
Animation source to be bound to Skeleton primitives at or beneath the location at which this property is defined.
GetBlendShapeTargetsRel()
Ordered list of all target blend shapes.
GetBlendShapesAttr()
An array of tokens defining the order onto which blend shape weights from an animation source map onto the skel:blendShapeTargets rel of a binding site.
GetGeomBindTransformAttr()
Encodes the bind-time world space transforms of the prim.
GetInheritedAnimationSource()
Returns the animation source bound at this prim, or one of its ancestors.
GetInheritedSkeleton()
Returns the skeleton bound at this prim, or one of its ancestors.
GetJointIndicesAttr()
Indices into the joints attribute of the closest (in namespace) bound Skeleton that affect each point of a PointBased gprim.
GetJointIndicesPrimvar()
Convenience function to get the jointIndices attribute as a primvar.
GetJointWeightsAttr()
Weights for the joints that affect each point of a PointBased gprim.
GetJointWeightsPrimvar()
Convenience function to get the jointWeights attribute as a primvar.
GetJointsAttr()
An (optional) array of tokens defining the list of joints to which jointIndices apply.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetSkeleton(skel)
Convenience method to query the Skeleton bound on this prim.
GetSkeletonRel()
Skeleton to be bound to this prim and its descendents that possess a mapping and weighting to the joints of the identified Skeleton.
GetSkinningBlendWeightPrimvar
GetSkinningBlendWeightsAttr()
Weights for weighted blend skinning method.
GetSkinningMethodAttr()
Different calculation method for skinning.
SetRigidJointInfluence(jointIndex, weight)
Convenience method for defining joints influences that make a primitive rigidly deformed by a single joint.
ValidateJointIndices
classmethod ValidateJointIndices(indices, numJoints, reason) -> bool
static Apply()
classmethod Apply(prim) -> BindingAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”SkelBindingAPI”to the token-
valued, listOp metadata apiSchemas on the prim.
A valid UsdSkelBindingAPI object is returned upon success. An invalid
(or empty) UsdSkelBindingAPI object is returned upon failure. See
UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
CreateAnimationSourceRel() → Relationship
See GetAnimationSourceRel() , and also Create vs Get Property Methods
for when to use Get vs Create.
CreateBlendShapeTargetsRel() → Relationship
See GetBlendShapeTargetsRel() , and also Create vs Get Property
Methods for when to use Get vs Create.
CreateBlendShapesAttr(defaultValue, writeSparsely) → Attribute
See GetBlendShapesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateGeomBindTransformAttr(defaultValue, writeSparsely) → Attribute
See GetGeomBindTransformAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateJointIndicesAttr(defaultValue, writeSparsely) → Attribute
See GetJointIndicesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateJointIndicesPrimvar(constant, elementSize) → Primvar
Convenience function to create the jointIndices primvar, optionally
specifying elementSize.
If constant is true, the resulting primvar is configured
with’constant’interpolation, and describes a rigid deformation.
Otherwise, the primvar is configured with’vertex’interpolation, and
describes joint influences that vary per point.
CreateJointIndicesAttr() , GetJointIndicesPrimvar()
Parameters
constant (bool) –
elementSize (int) –
CreateJointWeightsAttr(defaultValue, writeSparsely) → Attribute
See GetJointWeightsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateJointWeightsPrimvar(constant, elementSize) → Primvar
Convenience function to create the jointWeights primvar, optionally
specifying elementSize.
If constant is true, the resulting primvar is configured
with’constant’interpolation, and describes a rigid deformation.
Otherwise, the primvar is configured with’vertex’interpolation, and
describes joint influences that vary per point.
CreateJointWeightsAttr() , GetJointWeightsPrimvar()
Parameters
constant (bool) –
elementSize (int) –
CreateJointsAttr(defaultValue, writeSparsely) → Attribute
See GetJointsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateSkeletonRel() → Relationship
See GetSkeletonRel() , and also Create vs Get Property Methods for
when to use Get vs Create.
CreateSkinningBlendWeightPrimvar()
CreateSkinningBlendWeightsAttr(defaultValue, writeSparsely) → Attribute
See GetSkinningBlendWeightsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateSkinningMethodAttr(defaultValue, writeSparsely) → Attribute
See GetSkinningMethodAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> BindingAPI
Return a UsdSkelBindingAPI holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdSkelBindingAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetAnimationSource(prim) → bool
Convenience method to query the animation source bound on this prim.
Returns true if an animation source binding is defined, and sets
prim to the target prim. The resulting primitive may still be
invalid, if the prim has been explicitly unbound.
This does not resolved inherited animation source bindings.
Parameters
prim (Prim) –
GetAnimationSourceRel() → Relationship
Animation source to be bound to Skeleton primitives at or beneath the
location at which this property is defined.
GetBlendShapeTargetsRel() → Relationship
Ordered list of all target blend shapes.
This property is not inherited hierarchically, and is expected to be
authored directly on the skinnable primitive to which the the blend
shapes apply.
GetBlendShapesAttr() → Attribute
An array of tokens defining the order onto which blend shape weights
from an animation source map onto the skel:blendShapeTargets rel of
a binding site.
If authored, the number of elements must be equal to the number of
targets in the blendShapeTargets rel. This property is not inherited
hierarchically, and is expected to be authored directly on the
skinnable primitive to which the blend shapes apply.
Declaration
uniform token[] skel:blendShapes
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
GetGeomBindTransformAttr() → Attribute
Encodes the bind-time world space transforms of the prim.
If the transform is identical for a group of gprims that share a
common ancestor, the transform may be authored on the ancestor,
to”inherit”down to all the leaf gprims. If this transform is unset, an
identity transform is used instead.
Declaration
matrix4d primvars:skel:geomBindTransform
C++ Type
GfMatrix4d
Usd Type
SdfValueTypeNames->Matrix4d
GetInheritedAnimationSource() → Prim
Returns the animation source bound at this prim, or one of its
ancestors.
GetInheritedSkeleton() → Skeleton
Returns the skeleton bound at this prim, or one of its ancestors.
GetJointIndicesAttr() → Attribute
Indices into the joints attribute of the closest (in namespace)
bound Skeleton that affect each point of a PointBased gprim.
The primvar can have either constant or vertex interpolation. This
primvar’s elementSize will determine how many joint influences apply
to each point. Indices must point be valid. Null influences should be
defined by setting values in jointWeights to zero. See UsdGeomPrimvar
for more information on interpolation and elementSize.
Declaration
int[] primvars:skel:jointIndices
C++ Type
VtArray<int>
Usd Type
SdfValueTypeNames->IntArray
GetJointIndicesPrimvar() → Primvar
Convenience function to get the jointIndices attribute as a primvar.
GetJointIndicesAttr, GetInheritedJointWeightsPrimvar
GetJointWeightsAttr() → Attribute
Weights for the joints that affect each point of a PointBased gprim.
The primvar can have either constant or vertex interpolation. This
primvar’s elementSize will determine how many joints influences
apply to each point. The length, interpolation, and elementSize of
jointWeights must match that of jointIndices. See UsdGeomPrimvar
for more information on interpolation and elementSize.
Declaration
float[] primvars:skel:jointWeights
C++ Type
VtArray<float>
Usd Type
SdfValueTypeNames->FloatArray
GetJointWeightsPrimvar() → Primvar
Convenience function to get the jointWeights attribute as a primvar.
GetJointWeightsAttr, GetInheritedJointWeightsPrimvar
GetJointsAttr() → Attribute
An (optional) array of tokens defining the list of joints to which
jointIndices apply.
If not defined, jointIndices applies to the ordered list of joints
defined in the bound Skeleton’s joints attribute. If undefined on a
primitive, the primitive inherits the value of the nearest ancestor
prim, if any.
Declaration
uniform token[] skel:joints
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetSkeleton(skel) → bool
Convenience method to query the Skeleton bound on this prim.
Returns true if a Skeleton binding is defined, and sets skel to
the target skel. The resulting Skeleton may still be invalid, if the
Skeleton has been explicitly unbound.
This does not resolved inherited skeleton bindings.
Parameters
skel (Skeleton) –
GetSkeletonRel() → Relationship
Skeleton to be bound to this prim and its descendents that possess a
mapping and weighting to the joints of the identified Skeleton.
GetSkinningBlendWeightPrimvar()
GetSkinningBlendWeightsAttr() → Attribute
Weights for weighted blend skinning method.
The primvar can have either constant or vertex interpolation.
Constant interpolation means every vertex share the same single blend
weight. Vertex interpolation means every vertex has their own blend
weight. The element size should match the vertices count in this case.
C++ Type: VtArray<float> Usd Type: SdfValueTypeNames->FloatArray
Variability: SdfVariabilityUniform Fallback Value: No Fallback
GetSkinningMethodAttr() → Attribute
Different calculation method for skinning.
LBS, DQ, and blendWeight
C++ Type: TfToken Usd Type: SdfValueTypeNames->Token Variability:
SdfVariabilityUniform Fallback Value: ClassicLinear Allowed Values :
[ClassicLinear, DualQuaternion, WeightedBlend]
SetRigidJointInfluence(jointIndex, weight) → bool
Convenience method for defining joints influences that make a
primitive rigidly deformed by a single joint.
Parameters
jointIndex (int) –
weight (float) –
static ValidateJointIndices()
classmethod ValidateJointIndices(indices, numJoints, reason) -> bool
Validate an array of joint indices.
This ensures that all indices are the in the range [0, numJoints).
Returns true if the indices are valid, or false otherwise. If invalid
and reason is non-null, an error message describing the first
validation error will be set.
Parameters
indices (TfSpan[int]) –
numJoints (int) –
reason (str) –
class pxr.UsdSkel.BlendShape
Describes a target blend shape, possibly containing inbetween shapes.
See the extended Blend Shape Schema documentation for information.
Methods:
CreateInbetween(name)
Author scene description to create an attribute on this prim that will be recognized as an Inbetween (i.e.
CreateNormalOffsetsAttr(defaultValue, ...)
See GetNormalOffsetsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateOffsetsAttr(defaultValue, writeSparsely)
See GetOffsetsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreatePointIndicesAttr(defaultValue, ...)
See GetPointIndicesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> BlendShape
Get
classmethod Get(stage, path) -> BlendShape
GetAuthoredInbetweens()
Like GetInbetweens() , but exclude inbetwens that have no authored scene / description.
GetInbetween(name)
Return the Inbetween corresponding to the attribute named name , which will be valid if an Inbetween attribute definition already exists.
GetInbetweens()
Return valid UsdSkelInbetweenShape objects for all defined Inbetweens on this prim.
GetNormalOffsetsAttr()
Required property.
GetOffsetsAttr()
Required property.
GetPointIndicesAttr()
Optional property.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
HasInbetween(name)
Return true if there is a defined Inbetween named name on this prim.
ValidatePointIndices
classmethod ValidatePointIndices(indices, numPoints, reason) -> bool
CreateInbetween(name) → InbetweenShape
Author scene description to create an attribute on this prim that will
be recognized as an Inbetween (i.e.
will present as a valid UsdSkelInbetweenShape).
The name of the created attribute or may or may not be the specified
attrName , due to the possible need to apply property namespacing.
Creation may fail and return an invalid Inbetwen if attrName
contains a reserved keyword.
an invalid UsdSkelInbetweenShape if we failed to create a valid
attribute, a valid UsdSkelInbetweenShape otherwise. It is not an error
to create over an existing, compatible attribute.
UsdSkelInbetweenShape::IsInbetween()
Parameters
name (str) –
CreateNormalOffsetsAttr(defaultValue, writeSparsely) → Attribute
See GetNormalOffsetsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateOffsetsAttr(defaultValue, writeSparsely) → Attribute
See GetOffsetsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreatePointIndicesAttr(defaultValue, writeSparsely) → Attribute
See GetPointIndicesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> BlendShape
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> BlendShape
Return a UsdSkelBlendShape holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdSkelBlendShape(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetAuthoredInbetweens() → list[InbetweenShape]
Like GetInbetweens() , but exclude inbetwens that have no authored
scene / description.
GetInbetween(name) → InbetweenShape
Return the Inbetween corresponding to the attribute named name ,
which will be valid if an Inbetween attribute definition already
exists.
Name lookup will account for Inbetween namespacing, which means that
this method will succeed in some cases where UsdSkelInbetweenShape
(prim->GetAttribute(name)) will not, unless name has the proper
namespace prefix.
HasInbetween()
Parameters
name (str) –
GetInbetweens() → list[InbetweenShape]
Return valid UsdSkelInbetweenShape objects for all defined Inbetweens
on this prim.
GetNormalOffsetsAttr() → Attribute
Required property.
Normal offsets which, when added to the base pose, provides the
normals of the target shape.
Declaration
uniform vector3f[] normalOffsets
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Vector3fArray
Variability
SdfVariabilityUniform
GetOffsetsAttr() → Attribute
Required property.
Position offsets which, when added to the base pose, provides the
target shape.
Declaration
uniform vector3f[] offsets
C++ Type
VtArray<GfVec3f>
Usd Type
SdfValueTypeNames->Vector3fArray
Variability
SdfVariabilityUniform
GetPointIndicesAttr() → Attribute
Optional property.
Indices into the original mesh that correspond to the values in
offsets and of any inbetween shapes. If authored, the number of
elements must be equal to the number of elements in the offsets
array.
Declaration
uniform int[] pointIndices
C++ Type
VtArray<int>
Usd Type
SdfValueTypeNames->IntArray
Variability
SdfVariabilityUniform
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
HasInbetween(name) → bool
Return true if there is a defined Inbetween named name on this
prim.
Name lookup will account for Inbetween namespacing.
GetInbetween()
Parameters
name (str) –
static ValidatePointIndices()
classmethod ValidatePointIndices(indices, numPoints, reason) -> bool
Validates a set of point indices for a given point count.
This ensures that all point indices are in the range [0, numPoints).
Returns true if the indices are valid, or false otherwise. If invalid
and reason is non-null, an error message describing the first
validation error will be set.
Parameters
indices (TfSpan[int]) –
numPoints (int) –
reason (str) –
class pxr.UsdSkel.BlendShapeQuery
Helper class used to resolve blend shape weights, including
inbetweens.
Methods:
ComputeBlendShapePointIndices()
Compute an array holding the point indices of all shapes.
ComputeDeformedPoints(subShapeWeights, ...)
Deform points using the resolved sub-shapes given by subShapeWeights , blendShapeIndices and subShapeIndices .
ComputeSubShapePointOffsets()
Compute an array holding the point offsets of all sub-shapes.
ComputeSubShapeWeights(weights, ...)
Compute the resolved weights for all sub-shapes bound to this prim.
GetBlendShape(blendShapeIndex)
Returns the blend shape corresponding to blendShapeIndex .
GetBlendShapeIndex(subShapeIndex)
Returns the blend shape index corresponding to the i'th sub-shape.
GetInbetween(subShapeIndex)
Returns the inbetween shape corresponding to sub-shape i , if any.
GetNumBlendShapes()
GetNumSubShapes()
ComputeBlendShapePointIndices() → list[IntArray]
Compute an array holding the point indices of all shapes.
This is indexed by the blendShapeIndices returned by
ComputeSubShapes(). Since the pointIndices property of blend shapes
is optional, some of the arrays may be empty.
ComputeDeformedPoints(subShapeWeights, blendShapeIndices, subShapeIndices, blendShapePointIndices, subShapePointOffsets, points) → bool
Deform points using the resolved sub-shapes given by
subShapeWeights , blendShapeIndices and subShapeIndices .
The blendShapePointIndices and blendShapePointOffsets arrays
both provide the pre-computed point offsets and indices of each sub-
shape, as computed by ComputeBlendShapePointIndices() and
ComputeSubShapePointOffsets() .
Parameters
subShapeWeights (TfSpan[float]) –
blendShapeIndices (TfSpan[unsigned]) –
subShapeIndices (TfSpan[unsigned]) –
blendShapePointIndices (list[IntArray]) –
subShapePointOffsets (list[Vec3fArray]) –
points (TfSpan[Vec3f]) –
ComputeSubShapePointOffsets() → list[Vec3fArray]
Compute an array holding the point offsets of all sub-shapes.
This includes offsets of both primary shapes those stored directly on
a BlendShape primitive as well as those of inbetween shapes. This is
indexed by the subShapeIndices returned by ComputeSubShapeWeights()
.
ComputeSubShapeWeights(weights, subShapeWeights, blendShapeIndices, subShapeIndices) → bool
Compute the resolved weights for all sub-shapes bound to this prim.
The weights values are initial weight values, ordered according to
the skel:blendShapeTargets relationship of the prim this query is
associated with. If there are any inbetween shapes, a new set of
weights is computed, providing weighting of the relevant inbetweens.
All computed arrays shared the same size. Elements of the same index
identify which sub-shape of which blend shape a given weight value is
mapped to.
Parameters
weights (TfSpan[float]) –
subShapeWeights (FloatArray) –
blendShapeIndices (UIntArray) –
subShapeIndices (UIntArray) –
GetBlendShape(blendShapeIndex) → BlendShape
Returns the blend shape corresponding to blendShapeIndex .
Parameters
blendShapeIndex (int) –
GetBlendShapeIndex(subShapeIndex) → int
Returns the blend shape index corresponding to the i'th sub-shape.
Parameters
subShapeIndex (int) –
GetInbetween(subShapeIndex) → InbetweenShape
Returns the inbetween shape corresponding to sub-shape i , if any.
Parameters
subShapeIndex (int) –
GetNumBlendShapes() → int
GetNumSubShapes() → int
class pxr.UsdSkel.Cache
Thread-safe cache for accessing query objects for evaluating skeletal
data.
This provides caching of major structural components, such as skeletal
topology. In a streaming context, this cache is intended to persist.
Methods:
Clear()
ComputeSkelBinding(skelRoot, skel, binding, ...)
Compute the bindings corresponding to a single skeleton, bound beneath skelRoot , as discovered through a traversal using predicate .
ComputeSkelBindings(skelRoot, bindings, ...)
Compute the set of skeleton bindings beneath skelRoot , as discovered through a traversal using predicate .
GetAnimQuery(anim)
Get an anim query corresponding to anim .
GetSkelQuery(skel)
Get a skel query for computing properties of skel .
GetSkinningQuery(prim)
Get a skinning query at prim .
Populate(root, predicate)
Populate the cache for the skeletal data beneath prim root , as traversed using predicate .
Clear() → None
ComputeSkelBinding(skelRoot, skel, binding, predicate) → bool
Compute the bindings corresponding to a single skeleton, bound beneath
skelRoot , as discovered through a traversal using predicate .
Skinnable prims are only discoverable by this method if Populate() has
already been called for skelRoot , with an equivalent predicate.
Parameters
skelRoot (Root) –
skel (Skeleton) –
binding (Binding) –
predicate (_PrimFlagsPredicate) –
ComputeSkelBindings(skelRoot, bindings, predicate) → bool
Compute the set of skeleton bindings beneath skelRoot , as
discovered through a traversal using predicate .
Skinnable prims are only discoverable by this method if Populate() has
already been called for skelRoot , with an equivalent predicate.
Parameters
skelRoot (Root) –
bindings (list[Binding]) –
predicate (_PrimFlagsPredicate) –
GetAnimQuery(anim) → AnimQuery
Get an anim query corresponding to anim .
This does not require Populate() to be called on the cache.
Parameters
anim (Animation) –
GetAnimQuery(prim) -> AnimQuery
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Deprecated
Parameters
prim (Prim) –
GetSkelQuery(skel) → SkeletonQuery
Get a skel query for computing properties of skel .
This does not require Populate() to be called on the cache.
Parameters
skel (Skeleton) –
GetSkinningQuery(prim) → SkinningQuery
Get a skinning query at prim .
Skinning queries are defined at any skinnable prims (I.e., boundable
prims with fully defined joint influences).
The caller must first Populate() the cache with the skel root
containing prim , with a predicate that will visit prim , in
order for a skinning query to be discoverable.
Parameters
prim (Prim) –
Populate(root, predicate) → bool
Populate the cache for the skeletal data beneath prim root , as
traversed using predicate .
Population resolves inherited skel bindings set using the
UsdSkelBindingAPI, making resolved bindings available through
GetSkinningQuery() , ComputeSkelBdining() and ComputeSkelBindings() .
Parameters
root (Root) –
predicate (_PrimFlagsPredicate) –
class pxr.UsdSkel.InbetweenShape
Schema wrapper for UsdAttribute for authoring and introspecting
attributes that serve as inbetween shapes of a UsdSkelBlendShape.
Inbetween shapes allow an explicit shape to be specified when the
blendshape to which it’s bound is evaluated at a certain weight. For
example, rather than performing piecewise linear interpolation between
a primary shape and the rest shape at weight 0.5, an inbetween shape
could be defined at the weight. For weight values greater than 0.5, a
shape would then be resolved by linearly interpolating between the
inbetween shape and the primary shape, while for weight values less
than or equal to 0.5, the shape is resolved by linearly interpolating
between the inbetween shape and the primary shape.
Methods:
CreateNormalOffsetsAttr(defaultValue)
Returns the existing normal offsets attribute if the shape has normal offsets, or creates a new one.
GetAttr()
Explicit UsdAttribute extractor.
GetNormalOffsets(offsets)
Get the normal offsets authored for this shape.
GetNormalOffsetsAttr()
Returns a valid normal offsets attribute if the shape has normal offsets.
GetOffsets(offsets)
Get the point offsets corresponding to this shape.
GetWeight(weight)
Return the location at which the shape is applied.
HasAuthoredWeight()
Has a weight value been explicitly authored on this shape?
IsDefined()
Return true if the wrapped UsdAttribute::IsDefined() , and in addition the attribute is identified as an Inbetween.
IsInbetween
classmethod IsInbetween(attr) -> bool
SetNormalOffsets(offsets)
Set the normal offsets authored for this shape.
SetOffsets(offsets)
Set the point offsets corresponding to this shape.
SetWeight(weight)
Set the location at which the shape is applied.
CreateNormalOffsetsAttr(defaultValue) → Attribute
Returns the existing normal offsets attribute if the shape has normal
offsets, or creates a new one.
Parameters
defaultValue (VtValue) –
GetAttr() → Attribute
Explicit UsdAttribute extractor.
GetNormalOffsets(offsets) → bool
Get the normal offsets authored for this shape.
Normal offsets are optional, and may be left unspecified.
Parameters
offsets (Vec3fArray) –
GetNormalOffsetsAttr() → Attribute
Returns a valid normal offsets attribute if the shape has normal
offsets.
Returns an invalid attribute otherwise.
GetOffsets(offsets) → bool
Get the point offsets corresponding to this shape.
Parameters
offsets (Vec3fArray) –
GetWeight(weight) → bool
Return the location at which the shape is applied.
Parameters
weight (float) –
HasAuthoredWeight() → bool
Has a weight value been explicitly authored on this shape?
GetWeight()
IsDefined() → bool
Return true if the wrapped UsdAttribute::IsDefined() , and in addition
the attribute is identified as an Inbetween.
static IsInbetween()
classmethod IsInbetween(attr) -> bool
Test whether a given UsdAttribute represents a valid Inbetween, which
implies that creating a UsdSkelInbetweenShape from the attribute will
succeed.
Succes implies that attr.IsDefined() is true.
Parameters
attr (Attribute) –
SetNormalOffsets(offsets) → bool
Set the normal offsets authored for this shape.
Parameters
offsets (Vec3fArray) –
SetOffsets(offsets) → bool
Set the point offsets corresponding to this shape.
Parameters
offsets (Vec3fArray) –
SetWeight(weight) → bool
Set the location at which the shape is applied.
Parameters
weight (float) –
class pxr.UsdSkel.PackedJointAnimation
Deprecated. Please use SkelAnimation instead.
Methods:
Define
classmethod Define(stage, path) -> PackedJointAnimation
Get
classmethod Get(stage, path) -> PackedJointAnimation
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static Define()
classmethod Define(stage, path) -> PackedJointAnimation
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> PackedJointAnimation
Return a UsdSkelPackedJointAnimation holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdSkelPackedJointAnimation(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdSkel.Root
Boundable prim type used to identify a scope beneath which skeletally-
posed primitives are defined.
A SkelRoot must be defined at or above a skinned primitive for any
skinning behaviors in UsdSkel.
See the extended Skel Root Schema documentation for more information.
Methods:
Define
classmethod Define(stage, path) -> Root
Find
classmethod Find(prim) -> Root
Get
classmethod Get(stage, path) -> Root
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static Define()
classmethod Define(stage, path) -> Root
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Find()
classmethod Find(prim) -> Root
Returns the skel root at or above prim , or an invalid schema
object if no ancestor prim is defined as a skel root.
Parameters
prim (Prim) –
static Get()
classmethod Get(stage, path) -> Root
Return a UsdSkelRoot holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdSkelRoot(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdSkel.Skeleton
Describes a skeleton.
See the extended Skeleton Schema documentation for more information.
Methods:
CreateBindTransformsAttr(defaultValue, ...)
See GetBindTransformsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateJointNamesAttr(defaultValue, writeSparsely)
See GetJointNamesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateJointsAttr(defaultValue, writeSparsely)
See GetJointsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateRestTransformsAttr(defaultValue, ...)
See GetRestTransformsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> Skeleton
Get
classmethod Get(stage, path) -> Skeleton
GetBindTransformsAttr()
Specifies the bind-pose transforms of each joint in world space, in the ordering imposed by joints.
GetJointNamesAttr()
If authored, provides a unique name per joint.
GetJointsAttr()
An array of path tokens identifying the set of joints that make up the skeleton, and their order.
GetRestTransformsAttr()
Specifies the rest-pose transforms of each joint in local space, in the ordering imposed by joints.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
CreateBindTransformsAttr(defaultValue, writeSparsely) → Attribute
See GetBindTransformsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateJointNamesAttr(defaultValue, writeSparsely) → Attribute
See GetJointNamesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateJointsAttr(defaultValue, writeSparsely) → Attribute
See GetJointsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateRestTransformsAttr(defaultValue, writeSparsely) → Attribute
See GetRestTransformsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> Skeleton
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Skeleton
Return a UsdSkelSkeleton holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdSkelSkeleton(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetBindTransformsAttr() → Attribute
Specifies the bind-pose transforms of each joint in world space,
in the ordering imposed by joints.
Declaration
uniform matrix4d[] bindTransforms
C++ Type
VtArray<GfMatrix4d>
Usd Type
SdfValueTypeNames->Matrix4dArray
Variability
SdfVariabilityUniform
GetJointNamesAttr() → Attribute
If authored, provides a unique name per joint.
This may be optionally set to provide better names when translating to
DCC apps that require unique joint names.
Declaration
uniform token[] jointNames
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
GetJointsAttr() → Attribute
An array of path tokens identifying the set of joints that make up the
skeleton, and their order.
Each token in the array must be valid when parsed as an SdfPath. The
parent-child relationships of the corresponding paths determine the
parent-child relationships of each joint. It is not required that the
name at the end of each path be unique, but rather only that the paths
themselves be unique.
Declaration
uniform token[] joints
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
GetRestTransformsAttr() → Attribute
Specifies the rest-pose transforms of each joint in local space,
in the ordering imposed by joints.
This provides fallback values for joint transforms when a Skeleton
either has no bound animation source, or when that animation source
only contains animation for a subset of a Skeleton’s joints.
Declaration
uniform matrix4d[] restTransforms
C++ Type
VtArray<GfMatrix4d>
Usd Type
SdfValueTypeNames->Matrix4dArray
Variability
SdfVariabilityUniform
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdSkel.SkeletonQuery
Primary interface to reading bound skeleton data. This is used to
query properties such as resolved transforms and animation bindings,
as bound through the UsdSkelBindingAPI.
A UsdSkelSkeletonQuery can not be constructed directly, and instead
must be constructed through a UsdSkelCache instance. This is done as
follows:
// Global cache, intended to persist.
UsdSkelCache skelCache;
// Populate the cache for a skel root.
skelCache.Populate(UsdSkelRoot(skelRootPrim));
if (UsdSkelSkeletonQuery skelQuery = skelCache.GetSkelQuery(skelPrim)) {
\.\.\.
}
Methods:
ComputeJointLocalTransforms(xforms, time, atRest)
Compute joint transforms in joint-local space, at time .
ComputeJointRestRelativeTransforms(xforms, time)
Compute joint transforms which, when concatenated against the rest pose, produce joint transforms in joint-local space.
ComputeJointSkelTransforms(xforms, time, atRest)
Compute joint transforms in skeleton space, at time .
ComputeJointWorldTransforms(xforms, xfCache, ...)
Compute joint transforms in world space, at whatever time is configured on xfCache .
ComputeSkinningTransforms(xforms, time)
Compute transforms representing the change in transformation of a joint from its rest pose, in skeleton space.
GetAnimQuery()
Returns the animation query that provides animation for the bound skeleton instance, if any.
GetJointOrder()
Returns an array of joint paths, given as tokens, describing the order and parent-child relationships of joints in the skeleton.
GetJointWorldBindTransforms(xforms)
Returns the world space joint transforms at bind time.
GetMapper()
Returns a mapper for remapping from the bound animation, if any, to the Skeleton.
GetPrim()
Returns the underlying Skeleton primitive corresponding to the bound skeleton instance, if any.
GetSkeleton()
Returns the bound skeleton instance, if any.
GetTopology()
Returns the topology of the bound skeleton instance, if any.
HasBindPose()
Returns true if the size of the array returned by skeleton::GetBindTransformsAttr() matches the number of joints in the skeleton.
HasRestPose()
Returns true if the size of the array returned by skeleton::GetRestTransformsAttr() matches the number of joints in the skeleton.
ComputeJointLocalTransforms(xforms, time, atRest) → bool
Compute joint transforms in joint-local space, at time .
This returns transforms in joint order of the skeleton. If atRest
is false and an animation source is bound, local transforms defined by
the animation are mapped into the skeleton’s joint order. Any
transforms not defined by the animation source use the transforms from
the rest pose as a fallback value. If valid transforms cannot be
computed for the animation source, the xforms are instead set to
the rest transforms.
Parameters
xforms (VtArray[Matrix4]) –
time (TimeCode) –
atRest (bool) –
ComputeJointRestRelativeTransforms(xforms, time) → bool
Compute joint transforms which, when concatenated against the rest
pose, produce joint transforms in joint-local space.
More specifically, this computes restRelativeTransform in:
restRelativeTransform \* restTransform = jointLocalTransform
Parameters
xforms (VtArray[Matrix4]) –
time (TimeCode) –
ComputeJointSkelTransforms(xforms, time, atRest) → bool
Compute joint transforms in skeleton space, at time .
This concatenates joint transforms as computed from
ComputeJointLocalTransforms() . If atRest is true, any bound
animation source is ignored, and transforms are computed from the rest
pose. The skeleton-space transforms of the rest pose are cached
internally.
Parameters
xforms (VtArray[Matrix4]) –
time (TimeCode) –
atRest (bool) –
ComputeJointWorldTransforms(xforms, xfCache, atRest) → bool
Compute joint transforms in world space, at whatever time is
configured on xfCache .
This is equivalent to computing skel-space joint transforms with
CmoputeJointSkelTransforms(), and then concatenating all transforms by
the local-to-world transform of the Skeleton prim. If atRest is
true, any bound animation source is ignored, and transforms are
computed from the rest pose.
Parameters
xforms (VtArray[Matrix4]) –
xfCache (XformCache) –
atRest (bool) –
ComputeSkinningTransforms(xforms, time) → bool
Compute transforms representing the change in transformation of a
joint from its rest pose, in skeleton space.
I.e.,
inverse(bindTransform)\*jointTransform
These are the transforms usually required for skinning.
Parameters
xforms (VtArray[Matrix4]) –
time (TimeCode) –
GetAnimQuery() → AnimQuery
Returns the animation query that provides animation for the bound
skeleton instance, if any.
GetJointOrder() → TokenArray
Returns an array of joint paths, given as tokens, describing the order
and parent-child relationships of joints in the skeleton.
UsdSkelSkeleton::GetJointOrder
GetJointWorldBindTransforms(xforms) → bool
Returns the world space joint transforms at bind time.
Parameters
xforms (VtArray[Matrix4]) –
GetMapper() → AnimMapper
Returns a mapper for remapping from the bound animation, if any, to
the Skeleton.
GetPrim() → Prim
Returns the underlying Skeleton primitive corresponding to the bound
skeleton instance, if any.
GetSkeleton() → Skeleton
Returns the bound skeleton instance, if any.
GetTopology() → Topology
Returns the topology of the bound skeleton instance, if any.
HasBindPose() → bool
Returns true if the size of the array returned by
skeleton::GetBindTransformsAttr() matches the number of joints in the
skeleton.
HasRestPose() → bool
Returns true if the size of the array returned by
skeleton::GetRestTransformsAttr() matches the number of joints in the
skeleton.
class pxr.UsdSkel.SkinningQuery
Object used for querying resolved bindings for skinning.
Methods:
ComputeExtentsPadding(skelRestXforms, boundable)
Helper for computing an approximate padding for use in extents computations.
ComputeJointInfluences(indices, weights, time)
Convenience method for computing joint influences.
ComputeSkinnedPoints(xforms, points, time)
Compute skinned points using linear blend skinning.
ComputeSkinnedTransform(xforms, xform, time)
Compute a skinning transform using linear blend skinning.
ComputeVaryingJointInfluences(numPoints, ...)
Convenience method for computing joint influence, where constant influences are expanded to hold values per point.
GetBlendShapeMapper()
Return the mapper for remapping blend shapes from the order of the bound SkelAnimation to the local blend shape order of this prim.
GetBlendShapeOrder(blendShapes)
Get the blend shapes for this skinning site, if any.
GetBlendShapeTargetsRel()
GetBlendShapesAttr()
GetGeomBindTransform(time)
param time
GetGeomBindTransformAttr()
GetInterpolation()
GetJointIndicesPrimvar()
GetJointMapper()
Return a mapper for remapping from the joint order of the skeleton to the local joint order of this prim, if any.
GetJointOrder(jointOrder)
Get the custom joint order for this skinning site, if any.
GetJointWeightsPrimvar()
GetMapper()
Deprecated
GetNumInfluencesPerComponent()
Returns the number of influences encoded for each component.
GetPrim()
GetSkinningBlendWeightsPrimvar()
GetSkinningMethodAttr()
GetTimeSamples(times)
Populate times with the union of time samples for all properties that affect skinning, independent of joint transforms and any other prim-specific properties (such as points).
GetTimeSamplesInInterval(interval, times)
Populate times with the union of time samples within interval , for all properties that affect skinning, independent of joint transforms and any other prim-specific properties (such as points).
HasBlendShapes()
Returns true if there are blend shapes associated with this prim.
HasJointInfluences()
Returns true if joint influence data is associated with this prim.
IsRigidlyDeformed()
Returns true if the held prim has the same joint influences across all points, or false otherwise.
ComputeExtentsPadding(skelRestXforms, boundable) → float
Helper for computing an approximate padding for use in extents
computations.
The padding is computed as the difference between the pivots of the
skelRestXforms skeleton space joint transforms at rest and the
extents of the skinned primitive. This is intended to provide a
suitable, constant metric for padding joint extents as computed by
UsdSkelComputeJointsExtent.
Parameters
skelRestXforms (VtArray[Matrix4]) –
boundable (Boundable) –
ComputeJointInfluences(indices, weights, time) → bool
Convenience method for computing joint influences.
In addition to querying influences, this will also perform validation
of the basic form of the weight data although the array contents is
not validated.
Parameters
indices (IntArray) –
weights (FloatArray) –
time (TimeCode) –
ComputeSkinnedPoints(xforms, points, time) → bool
Compute skinned points using linear blend skinning.
Both xforms and points are given in skeleton space, using
the joint order of the bound skeleton. Joint influences and the
(optional) binding transform are computed at time time (which will
typically be unvarying).
UsdSkelSkeletonQuery::ComputeSkinningTransforms
Parameters
xforms (VtArray[Matrix4]) –
points (Vec3fArray) –
time (TimeCode) –
ComputeSkinnedTransform(xforms, xform, time) → bool
Compute a skinning transform using linear blend skinning.
The xforms are given in skeleton space, using the joint order of
the bound skeleton. Joint influences and the (optional) binding
transform are computed at time time (which will typically be
unvarying). If this skinning query holds non-constant joint
influences, no transform will be computed, and the function will
return false.
UsdSkelSkeletonQuery::ComputeSkinningTransforms
Parameters
xforms (VtArray[Matrix4]) –
xform (Matrix4) –
time (TimeCode) –
ComputeVaryingJointInfluences(numPoints, indices, weights, time) → bool
Convenience method for computing joint influence, where constant
influences are expanded to hold values per point.
In addition to querying influences, this will also perform validation
of the basic form of the weight data although the array contents is
not validated.
Parameters
numPoints (int) –
indices (IntArray) –
weights (FloatArray) –
time (TimeCode) –
GetBlendShapeMapper() → AnimMapper
Return the mapper for remapping blend shapes from the order of the
bound SkelAnimation to the local blend shape order of this prim.
Returns a null reference if the underlying prim has no blend shapes.
The mapper maps data from the order given by the blendShapes order
on the SkelAnimation to the order given by the skel:blendShapes
property, as set through the UsdSkelBindingAPI.
GetBlendShapeOrder(blendShapes) → bool
Get the blend shapes for this skinning site, if any.
Parameters
blendShapes (TokenArray) –
GetBlendShapeTargetsRel() → Relationship
GetBlendShapesAttr() → Attribute
GetGeomBindTransform(time) → Matrix4d
Parameters
time (TimeCode) –
GetGeomBindTransformAttr() → Attribute
GetInterpolation() → str
GetJointIndicesPrimvar() → Primvar
GetJointMapper() → AnimMapper
Return a mapper for remapping from the joint order of the skeleton to
the local joint order of this prim, if any.
Returns a null pointer if the prim has no custom joint orer. The
mapper maps data from the order given by the joints order on the
Skeleton to the order given by the skel:joints property, as
optionally set through the UsdSkelBindingAPI.
GetJointOrder(jointOrder) → bool
Get the custom joint order for this skinning site, if any.
Parameters
jointOrder (TokenArray) –
GetJointWeightsPrimvar() → Primvar
GetMapper() → AnimMapper
Deprecated
Use GetJointMapper.
GetNumInfluencesPerComponent() → int
Returns the number of influences encoded for each component.
If the prim defines rigid joint influences, then this returns the
number of influences that map to every point. Otherwise, this provides
the number of influences per point.
IsRigidlyDeformed
GetPrim() → Prim
GetSkinningBlendWeightsPrimvar() → Primvar
GetSkinningMethodAttr() → Attribute
GetTimeSamples(times) → bool
Populate times with the union of time samples for all properties
that affect skinning, independent of joint transforms and any other
prim-specific properties (such as points).
UsdAttribute::GetTimeSamples
Parameters
times (list[float]) –
GetTimeSamplesInInterval(interval, times) → bool
Populate times with the union of time samples within interval
, for all properties that affect skinning, independent of joint
transforms and any other prim-specific properties (such as points).
UsdAttribute::GetTimeSamplesInInterval
Parameters
interval (Interval) –
times (list[float]) –
HasBlendShapes() → bool
Returns true if there are blend shapes associated with this prim.
HasJointInfluences() → bool
Returns true if joint influence data is associated with this prim.
IsRigidlyDeformed() → bool
Returns true if the held prim has the same joint influences across all
points, or false otherwise.
class pxr.UsdSkel.Tokens
Attributes:
bindTransforms
blendShapeWeights
blendShapes
classicLinear
dualQuaternion
jointNames
joints
normalOffsets
offsets
pointIndices
primvarsSkelGeomBindTransform
primvarsSkelJointIndices
primvarsSkelJointWeights
primvarsSkelSkinningBlendWeights
restTransforms
rotations
scales
skelAnimationSource
skelBlendShapeTargets
skelBlendShapes
skelJoints
skelSkeleton
skelSkinningMethod
translations
weight
weightedBlend
bindTransforms = 'bindTransforms'
blendShapeWeights = 'blendShapeWeights'
blendShapes = 'blendShapes'
classicLinear = 'ClassicLinear'
dualQuaternion = 'DualQuaternion'
jointNames = 'jointNames'
joints = 'joints'
normalOffsets = 'normalOffsets'
offsets = 'offsets'
pointIndices = 'pointIndices'
primvarsSkelGeomBindTransform = 'primvars:skel:geomBindTransform'
primvarsSkelJointIndices = 'primvars:skel:jointIndices'
primvarsSkelJointWeights = 'primvars:skel:jointWeights'
primvarsSkelSkinningBlendWeights = 'primvars:skel:skinningBlendWeights'
restTransforms = 'restTransforms'
rotations = 'rotations'
scales = 'scales'
skelAnimationSource = 'skel:animationSource'
skelBlendShapeTargets = 'skel:blendShapeTargets'
skelBlendShapes = 'skel:blendShapes'
skelJoints = 'skel:joints'
skelSkeleton = 'skel:skeleton'
skelSkinningMethod = 'skel:skinningMethod'
translations = 'translations'
weight = 'weight'
weightedBlend = 'WeightedBlend'
class pxr.UsdSkel.Topology
Object holding information describing skeleton topology. This provides
the hierarchical information needed to reason about joint
relationships in a manner suitable to computations.
Methods:
GetNumJoints()
GetParent(index)
Returns the parent joint of the index'th joint, Returns -1 for joints with no parent (roots).
GetParentIndices()
IsRoot(index)
Returns true if the index'th joint is a root joint.
Validate(reason)
Validate the topology.
GetNumJoints() → int
GetParent(index) → int
Returns the parent joint of the index'th joint, Returns -1 for
joints with no parent (roots).
Parameters
index (int) –
GetParentIndices() → IntArray
IsRoot(index) → bool
Returns true if the index'th joint is a root joint.
Parameters
index (int) –
Validate(reason) → bool
Validate the topology.
If validation is unsuccessful, a reason why will be written to
reason , if provided.
Parameters
reason (str) –
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
omni.ui.MultiIntDragField.md | MultiIntDragField — Omniverse Kit 2.25.9 documentation
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MultiIntDragField
# MultiIntDragField
class omni.ui.MultiIntDragField
Bases: AbstractMultiField
MultiIntDragField is the widget that has a sub widget (IntDrag) per model item.
It’s handy to use it for multi-component data, like for example, int3.
Methods
__init__(*args, **kwargs)
Overloaded function.
Attributes
max
This property holds the drag's maximum value.
min
This property holds the drag's minimum value.
step
This property controls the steping speed on the drag.
__init__(*args, **kwargs)
Overloaded function.
__init__(self: omni.ui._ui.MultiIntDragField, **kwargs) -> None
__init__(self: omni.ui._ui.MultiIntDragField, arg0: omni.ui._ui.AbstractItemModel, **kwargs) -> None
__init__(self: omni.ui._ui.MultiIntDragField, *args, **kwargs) -> None
Constructs MultiIntDragField.
### Arguments:
`model :`The widget’s model. If the model is not assigned, the default model is created.
`kwargsdict`See below
### Keyword Arguments:
`min`This property holds the drag’s minimum value.
`max`This property holds the drag’s maximum value.
`step`This property controls the steping speed on the drag.
`column_count`The max number of fields in a line.
`h_spacing`Sets a non-stretchable horizontal space in pixels between child fields.
`v_spacing`Sets a non-stretchable vertical space in pixels between child fields.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
property max
This property holds the drag’s maximum value.
property min
This property holds the drag’s minimum value.
property step
This property controls the steping speed on the drag.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
Glf.md | Glf module — pxr-usd-api 105.1 documentation
pxr-usd-api
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Modules »
Glf module
# Glf module
Summary: The Glf module contains Utility classes for OpenGL output.
glf
Classes:
DrawTarget
A class representing a GL render target with mutliple image attachments.
GLQueryObject
Represents a GL query object in Glf
SimpleLight
SimpleMaterial
Texture
Represents a texture object in Glf.
class pxr.Glf.DrawTarget
A class representing a GL render target with mutliple image
attachments.
A DrawTarget is essentially a custom render pass into which several
arbitrary variables can be output into. These can later be used as
texture samplers by GLSL shaders.
The DrawTarget maintains a map of named attachments that correspond to
GL_TEXTURE_2D mages. By default, DrawTargets also create a depth
component that is used both as a depth buffer during the draw pass,
and can later be accessed as a regular GL_TEXTURE_2D data. Stencils
are also available (by setting the format to GL_DEPTH_STENCIL and the
internalFormat to GL_DEPTH24_STENCIL8)
Methods:
AddAttachment(name, format, type, internalFormat)
Add an attachment to the DrawTarget.
Bind()
Binds the framebuffer.
Unbind()
Unbinds the framebuffer.
WriteToFile(name, filename, viewMatrix, ...)
Write the Attachment buffer to an image file (debugging).
Attributes:
expired
True if this object has expired, False otherwise.
AddAttachment(name, format, type, internalFormat) → None
Add an attachment to the DrawTarget.
Parameters
name (str) –
format (GLenum) –
type (GLenum) –
internalFormat (GLenum) –
Bind() → None
Binds the framebuffer.
Unbind() → None
Unbinds the framebuffer.
WriteToFile(name, filename, viewMatrix, projectionMatrix) → bool
Write the Attachment buffer to an image file (debugging).
Parameters
name (str) –
filename (str) –
viewMatrix (Matrix4d) –
projectionMatrix (Matrix4d) –
property expired
True if this object has expired, False otherwise.
class pxr.Glf.GLQueryObject
Represents a GL query object in Glf
Methods:
Begin(target)
Begin query for the given target target has to be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN GL_TIME_ELAPSED, GL_TIMESTAMP.
BeginPrimitivesGenerated()
equivalent to Begin(GL_PRIMITIVES_GENERATED).
BeginSamplesPassed()
equivalent to Begin(GL_SAMPLES_PASSED).
BeginTimeElapsed()
equivalent to Begin(GL_TIME_ELAPSED).
End()
End query.
GetResult()
Return the query result (synchronous) stalls CPU until the result becomes available.
GetResultNoWait()
Return the query result (asynchronous) returns 0 if the result hasn't been available.
Begin(target) → None
Begin query for the given target target has to be one of
GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED,
GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_PRIMITIVES_GENERATED
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN GL_TIME_ELAPSED,
GL_TIMESTAMP.
Parameters
target (GLenum) –
BeginPrimitivesGenerated() → None
equivalent to Begin(GL_PRIMITIVES_GENERATED).
The number of primitives sent to the rasterizer by the scoped drawing
command will be returned.
BeginSamplesPassed() → None
equivalent to Begin(GL_SAMPLES_PASSED).
The number of samples that pass the depth test for all drawing
commands within the scope of the query will be returned.
BeginTimeElapsed() → None
equivalent to Begin(GL_TIME_ELAPSED).
The time that it takes for the GPU to execute all of the scoped
commands will be returned in nanoseconds.
End() → None
End query.
GetResult() → int
Return the query result (synchronous) stalls CPU until the result
becomes available.
GetResultNoWait() → int
Return the query result (asynchronous) returns 0 if the result hasn’t
been available.
class pxr.Glf.SimpleLight
Attributes:
ambient
None
attenuation
None
diffuse
None
hasShadow
None
id
isCameraSpaceLight
None
isDomeLight
None
position
None
shadowBias
None
shadowBlur
None
shadowIndexEnd
None
shadowIndexStart
None
shadowMatrices
None
shadowResolution
None
specular
None
spotCutoff
None
spotDirection
None
spotFalloff
None
transform
None
property ambient
None
type : Vec4f
Type
type
property attenuation
None
type : Vec3f
Type
type
property diffuse
None
type : Vec4f
Type
type
property hasShadow
None
Type
type
property id
property isCameraSpaceLight
None
type : bool
Type
type
property isDomeLight
None
type : bool
Type
type
property position
None
type : Vec4f
Type
type
property shadowBias
None
type : float
Type
type
property shadowBlur
None
type : float
Type
type
property shadowIndexEnd
None
type : int
Type
type
property shadowIndexStart
None
type : int
Type
type
property shadowMatrices
None
type : list[Matrix4d]
Type
type
property shadowResolution
None
type : int
Type
type
property specular
None
type : Vec4f
Type
type
property spotCutoff
None
type : float
Type
type
property spotDirection
None
type : Vec3f
Type
type
property spotFalloff
None
type : float
Type
type
property transform
None
type : Matrix4d
Type
type
class pxr.Glf.SimpleMaterial
Attributes:
ambient
None
diffuse
None
emission
None
shininess
None
specular
None
property ambient
None
type : Vec4f
Type
type
property diffuse
None
type : Vec4f
Type
type
property emission
None
type : Vec4f
Type
type
property shininess
None
type : float
Type
type
property specular
None
type : Vec4f
Type
type
class pxr.Glf.Texture
Represents a texture object in Glf.
A texture is typically defined by reading texture image data from an
image file but a texture might also represent an attachment of a draw
target.
Methods:
GetTextureMemoryAllocated
classmethod GetTextureMemoryAllocated() -> int
Attributes:
magFilterSupported
bool
memoryRequested
None
memoryUsed
int
minFilterSupported
bool
static GetTextureMemoryAllocated()
classmethod GetTextureMemoryAllocated() -> int
static reporting function
property magFilterSupported
bool
Type
type
property memoryRequested
None
Specify the amount of memory the user wishes to allocate to the
texture.
type : int
Amount of memory the user wishes to allocate to the texture.
Type
type
property memoryUsed
int
Amount of memory used to store the texture.
Type
type
property minFilterSupported
bool
Type
type
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
1_8_7.md | 1.8.7 — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
Release Notes »
1.8.7
# 1.8.7
Release Date: May 2023
## Added
Show Nucleus update version on the Nucleus tab.
Added a Data Opt-In checkbox allowing users to opt-in and opt-out of data collection.
Display Cache version in the library.
## Fixed
Updated Nucleus tab with Navigator 3.3.
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
omni.ui.FreeLine.md | FreeLine — Omniverse Kit 2.25.9 documentation
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omni.ui Classes »
FreeLine
# FreeLine
class omni.ui.FreeLine
Bases: Line
The Line widget provides a colored line to display.
The free widget is the widget that is independent of the layout. It means it is stuck to other widgets. When initializing, it’s necessary to provide two widgets, and the shape is drawn from one widget position to the another.
Methods
__init__(self, arg0, arg1, **kwargs)
Initialize the shape with bounds limited to the positions of the given widgets.
Attributes
__init__(self: omni.ui._ui.FreeLine, arg0: omni.ui._ui.Widget, arg1: omni.ui._ui.Widget, **kwargs) → None
Initialize the shape with bounds limited to the positions of the given widgets.
### Arguments:
`start :`The bound corner is in the center of this given widget.
`end :`The bound corner is in the center of this given widget.
`kwargsdict`See below
### Keyword Arguments:
`alignment`This property that holds the alignment of the Line can only be LEFT, RIGHT, V_CENTER, H_CENTER , BOTTOM, TOP. By default, the Line is H_Center.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
`anchor_position: `This property holds the parametric value of the curve anchor.
`anchor_alignment: `This property holds the Alignment of the curve anchor.
`set_anchor_fn: Callable`Sets the function that will be called for the curve anchor.
`invalidate_anchor: `Function that causes the anchor frame to be redrawn.
`get_closest_parametric_position: `Function that returns the closest parametric T value to a given x,y position.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
omni.ui.singleton.Singleton.md | Singleton — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Submodules »
omni.ui.singleton »
omni.ui.singleton Functions »
Singleton
# Singleton
omni.ui.singleton.Singleton(class_)
A singleton decorator
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
1_0_0_48.md | 1.00.48 — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
Release Notes »
1.00.48
# 1.00.48
Release Date: Feb 2021
## New Features
News tab – shows the latest information about Omniverse
Show Nucleus Web on the collaboration tab
Improved keyboard navigation and accessibility
Update info for installed apps and connectors automatically when the library tab is opened
Improved the drag area for the main window
Remove failed installers from the installation queue automatically
Added a button to clear the search input
Added a button to open logs location
Allow users to copy notification text
Hide Launcher when started with the system
Change the bell color to red if notifications contain errors
Added a header for error notifications
Added a link to show open-source licenses used in the launcher
Create a user session in System Monitor after Nucleus is installed
Show loading indicators and errors on the startup window
## Improvements
Fixed installation controls were not clickable
Ignore OS errors during the installation cancel
Fixed problems with loading internal launcher settings
Fixed problems with initialization during the authentication
Fixed a bug where users went back in collaboration tab and saw ‘null’ instead of a data path
Fixed a bug where users got redirected to a broken Nucleus page when clicked on a notification
Fixed left spacing in component details on the exchange tab
Fixed issues with invalid usernames specified during the installation of the collaboration service
Fixed users were not prompted to select data paths or install Cache
Fixed previous Cache versions were not deleted automatically after updates
Fixed the launch button on the library tab displaying “Up to date” when update is available
Fixed “Cancel” button was visible when installing components
Fixed text overflow in the installation progress
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
extensions_usd_schema.md | USD Schema Extensions — kit-manual 105.1 documentation
kit-manual
»
USD Schema Extensions
# USD Schema Extensions
USD libraries are part of omni.usd.libs extension and are loaded as one of the first extensions to ensure that USD dlls are available to other extensions.
USD schemas itself are each an individual extension that can be a part of any repository. USD schema extensions are loaded after omni.usd.libs and ideally before omni.usd.
Example of a schema extension config.toml file:
[core]
reloadable = false
# Load at the start, load all schemas with order -100 (with order -1000 the USD libs are loaded)
order = -100
[package]
category = "Simulation"
keywords = ["physics", "usd"]
# pxr modules to load
[[python.module]]
name = "pxr.UsdPhysics"
# python loader module
[[python.module]]
name = "usd.physics.schema"
# pxr libraries to be preloaded
[[native.library]]
path = "bin/${lib_prefix}usdPhysics${lib_ext}"
Schema extensions contain pxr::Schema, its plugin registry and config.toml definition file. Additionally it contains a loading module omni/schema/_schema_name that does have python init.py file containing the plugin registry code.
Example:
import os
from pxr import Plug
pluginsRoot = os.path.join(os.path.dirname(__file__), '../../../plugins')
physicsSchemaPath = pluginsRoot + '/UsdPhysics/resources'
Plug.Registry().RegisterPlugins(physicsSchemaPath)
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
omni.ui.FontStyle.md | FontStyle — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
FontStyle
# FontStyle
class omni.ui.FontStyle
Bases: pybind11_object
Supported font styles.
Members:
NONE
NORMAL
LARGE
SMALL
EXTRA_LARGE
XXL
XXXL
EXTRA_SMALL
XXS
XXXS
ULTRA
Methods
__init__(self, value)
Attributes
EXTRA_LARGE
EXTRA_SMALL
LARGE
NONE
NORMAL
SMALL
ULTRA
XXL
XXS
XXXL
XXXS
name
value
__init__(self: omni.ui._ui.FontStyle, value: int) → None
property name
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
content_install.md | 3D Content Pack Installation — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
3D Content Pack Installation
# 3D Content Pack Installation
For our Omniverse customers who need to run in a firewalled environment, here is how to configure the sample 3D content that comes with the Omniverse foundation applications. As there is currently a total of roughly 260GB of USD samples, materials and environments available, this document should help you identify the types of content packs that you need to provide to your internal Omniverse users to help them with their workflows.
## 3D Content Pack Download Process
There are five steps for IT managers to follow to download and configure individual Omniverse content packs for firewalled environments and users.
1) Identify: The first step is to select which 3D content packs are required by your users. Given that users will often ask for content based on where it lives within certain Omniverse foundation app Browsers (e.g. “can I get all of the Base Materials in the Materials tab?”) this documentation organizes the downloadable packs by which Omniverse Browser they normally reside or which Omniverse Extension they relate to.
See the following section on the various Omniverse browsers and extensions that include content.
2) Download: Once you’ve determined which content packs to download, the next step is to go to the Omniverse Enterprise Web Portal, and to click on the Content section to find all of the available archive files. When you find the pack that matches, click Download, and choose whether you’re downloading for a Windows or Linux workstation. The download will begin automatically for that pack. Given that many content packs are GBs in size, this process can take some time to complete.
Note
Certain Omniverse foundation applications contain the same browsers, but the content available within them may be slightly different or reduced. Wherever possible, we have indicated which content packs in each browser are included with those apps.
3) Unpack: After each content pack is downloaded, you need to unzip it. We’ve tried to make the unpacking process as simple as possible by configuring each zip archive so that it mirrors the same folder structure that exists on our AWS server so that all you have to do is create a top-level folder where you want ALL of your content to live, and then unpack the archives “as-is” into that root location. Doing so will create an exact copy of the NVIDIA folder structure normally available within every Nucleus install.
By default, that top-level structure includes five (5) main folders (Assets / Demos / Environments / Materials / Samples):
Each of the downloadable content packs is set up to reflect these top-level folders which should make organization of the assets themselves efficient and straightforward.
For example, if you download the Base Materials pack, when you open the zip archive, you’ll see this:
By default, the content itself lives inside of the sub-folder and is called package.zip. If you decompress the entire archive, you’ll end up with a sub-folder and when you open the package.zip file within it, you’ll see this:
At the root is a /Materials folder, which matches the online AWS configuration, and within it are the various sub-folders and files that make up the Base Materials MDL library. By unpacking the archive with the folder structure intact, you’ll ensure that your library matches the one that exists online.
Note
There are two additional files in each archive:
A PACKAGE-INFO.yaml file - this describes the package contents.
A PACKAGE-LICENSES folder with a text document pointing users to the Omniverse Terms of Use.
Neither of these is required for your users to access the content packs, and can be safely stored elsewhere or deleted upon the completion of unpacking each archive.
4) Deploy: In order to make the content visible within Omniverse for your users, you have a choice on how to deploy the content.
Option 1: Copy all of the content to a local hard disk drive location
Option 2: Copy all of the content to a shared Nucleus server behind your firewall
Both options are straightforward as you simply need to transfer the entire content folder structure that you set up in Step 3 to a local physical hard drive location or you can use Nucleus Navigator to copy that content folder to a shared internal Nucleus Server that is accessible to your internal users.
5) Update firewalled TOML files: In order for a user to see the local files instead of trying to “dial-out” to get content via AWS, you need to add a set of known redirect paths to point those requests to your local hard disk or internal Enterprise Nucleus server. To do this, you must define the new content path root aliases within the omniverse.toml file stored in ~/.nvidia-omniverse/config (Linux) or \%USERPROFILE%\.nvidia-omniverse\config (Windows) for each user on the network.
If you have opted to place the content on a local hard disk drive location, add the following section in its entirety to the omniverse.toml file and replace the <HardDrivePath> variable with the folder you chose in step 5 to store all of the content packs.
[aliases]
"http://omniverse-content-production.s3.us-west-2.amazonaws.com" = "<HardDrivePath>"
"https://omniverse-content-production.s3.us-west-2.amazonaws.com" = "<HardDrivePath>"
"http://omniverse-content-production.s3-us-west-2.amazonaws.com" = "<HardDrivePath>"
"https://omniverse-content-production.s3-us-west-2.amazonaws.com" = "<HardDrivePath>"
"https://twinbru.s3.eu-west-1.amazonaws.com/omniverse" = "<HardDrivePath>"
As an example, if you have copied all of your content to the C:\Temp\NVIDIA_Assets folder on the local machine, the paths would look like this:
[aliases]
"http://omniverse-content-production.s3.us-west-2.amazonaws.com" = "C:\\Temp\\NVIDIA_Assets"
"https://omniverse-content-production.s3.us-west-2.amazonaws.com" = "C:\\Temp\\NVIDIA_Assets"
"http://omniverse-content-production.s3-us-west-2.amazonaws.com" = "C:\\Temp\\NVIDIA_Assets"
"https://omniverse-content-production.s3-us-west-2.amazonaws.com" = "C:\\Temp\\NVIDIA_Assets"
"https://twinbru.s3.eu-west-1.amazonaws.com/omniverse" = "C:\\Temp\\NVIDIA_Assets"
Note
The need for double-backslashes (\\) in the path name if you’re on Windows.
If you have opted to place the content on a shared Nucleus location, in the following section replace the <server_name> with the actual name of your server (i.e. <server_name> is replaced with localhost).
[aliases]
"http://omniverse-content-production.s3.us-west-2.amazonaws.com" = "omniverse://<server_name>/<path>"
"https://omniverse-content-production.s3.us-west-2.amazonaws.com" = "omniverse://<server_name>/<path>"
"http://omniverse-content-production.s3-us-west-2.amazonaws.com" = "omniverse://<server_name>/<path>"
"https://omniverse-content-production.s3-us-west-2.amazonaws.com" = "omniverse://<server_name>/<path>"
"https://twinbru.s3.eu-west-1.amazonaws.com/omniverse" = "omniverse://<server_name>/<path>"
Once this process is complete, when a user launches their copy of an Omniverse foundation app, they should have direct access to the various content packs directly without the application trying to connect to the Internet.
## What 3D Content Packs Do I Need?
As mentioned earlier, users will likely want access to content that lives in various Omniverse Foundation App Browsers. Most of the content is provided visually this way and as such, we’ve provided convenient links to each of the browsers so you can see what content lives within them and download what your users need.
It’s important to note that many of the browsers contain sample content that is contained within multiple zip archives. For instance, while the Showcases Browser only lists a single zip file as being needed to display all of the content within it, others like the NVIDIA Assets Browser will indicate that 5 separate zip downloads are needed to provide all of the various 3D assets within it.
Here is a list of the various Browsers that accompany the Omniverse foundation applications:
Core Content (Strongly Recommended all users grab this)
NVIDIA Assets
Environments
Materials
Showcases
SimReady Explorer
Examples
Physics Demo Scenes
Additionally, some content shows up with specific Omniverse extensions, and if your users ask for any of these content packs by the extension they support, you can find them here:
AnimGraph
Rendering
Particles
ActionGraph
Warp
Flow
Some Omniverse foundation applications also include unique content packs as well. You can find them here:
Audio2Face
IsaacSim
## Core Omniverse App Content
When many Omniverse foundation applications start (USD Composer, USD Explorer, Code), it loads a set of default scene templates including the textured ground plane and lighting that comes up automatically. This pack should always be downloaded. It is very small but will help prevent errors in the console when an Omniverse application first starts in an firewalled environment.
This content pack includes all of the templates and is essential for firewalled environments.
Launcher Pack Name: Default Scene Templates Pack
Included in Omniverse Apps: USD Composer / USD Explorer / Code / USD Presenter
Pack: [email protected]
Pack Size: 24MB
Contents: All of the scene templates that can be accessed from the File->New from Stage Template menu in Omniverse
Default Nucleus Location: NVIDIA/Assets/Scenes/Templates
## Browsers Content
There are several different browsers where you can access and utilize content provided by NVIDIA. Some of these are visible by default (depending on which foundation Omniverse application you are running), while others are accessible via different menus inside of the applications.
For each browser, here is a list of the content packs required.
### NVIDIA Assets Browser
There are 5 individual content pack downloads that encompass all of the visible content available within this browser
Launcher Pack Name: Commercial 3D Models Pack
Included in Omniverse Apps: USD Composer / USD Explorer / Code
Pack: [email protected]
Pack Size: 5.8GB
Contents: Commercial furniture and entourage content
Default Nucleus Location: NVIDIA/Assets/ArchVis/Commercial
Note
In order for the Commercial content within this pack to operate correctly, it needs to have the Materials / Base Materials Pack ([email protected]) from the Materials Browser installed for the materials.
Launcher Pack Name: Industrial 3D Models Pack
Included in Omniverse Apps: USD Composer / USD Explorer / Code
Pack: [email protected]
Pack Size: 1.8GB
Contents: Industrials boxes/shelving and entourage content
Default Nucleus Location: NVIDIA/Assets/ArchVis/Industrial
Launcher Pack Name: Residential 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 22.5GB
Contents: Residential furniture and entourage content
Default Nucleus Location: NVIDIA/Assets/ArchVis/Residential
Launcher Pack Name: Vegetation 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 2.7GB
Contents: Selection of plants and tree content
Default Nucleus Location: NVIDIA/Assets/Vegetation
Launcher Pack Name: Warehouse 3D Models Pack
Included in Omniverse Apps: USD Composer / USD Explorer / Code
Pack: [email protected]
Pack Size: 18GB
Contents: Digital Twin warehouse elements content
Default Nucleus Location: NVIDIA/Assets/DigitalTwin/Assets/Warehouse
### Showcases Browser
Note
In order for the content within this pack to operate correctly, it needs to have the Examples Browser / Sample Scenes Pack from the Examples Browser installed for the materials.
Launcher Pack Name: Showcase Scenes 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 2.3GB
Contents: Full warehouse and Ragnarok vehicle content
Default Nucleus Location: NVIDIA/Samples/Showcases
### Materials Browser
There are 3 individual content pack downloads that encompass all of the visible content available through this browser and it is recommended that you download and install both the Base Materials and vMaterials 2 packs as they are often used within other sample content.
Launcher Pack Name: Base Materials Pack
Included in Omniverse Apps: USD Composer / USD Explorer / Code
Pack: [email protected]
Pack Size: 8.2GB
Contents: Base materials library
Default Nucleus Location: NVIDIA/Materials/2023_1/Base
Launcher Pack Name: VMaterials 2 Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 5.5GB
Contents: vMaterials 2 library (v. 2.2.1 is the current release)
Default Nucleus Location: NVIDIA/Materials/2023_1/vMaterials_2
Launcher Pack Name: Automotive Materials Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 21GB
Contents: Automotive materials library
Default Nucleus Location: NVIDIA/Materials/2023_1/Automotive
### Environments Browser
There are two content pack downloads that encompass all of the
content available through this browser.
Launcher Pack Name: Environments Skies Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 8.9GB
Contents: HDRI skydomes and Dynamic sky environments
Default Nucleus Location: NVIDIA/Environments/2023_1/DomeLights
Launcher Pack Name: Environment Templates Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 16.0GB
Contents: Templates that have been designed to assist with automotive presentations
Default Nucleus Location: NVIDIA/Environments/2023_1/Templates
### SimReady Explorer
There are 5 individual content pack downloads that encompass all of the
content available through this browser.
Note
There is some redundancy in files between packs that are
shared across the entire library, but if you are only interested in a
small subset of the content, you will still get all of the supporting
materials and configuration files in any one downloaded content pack.
Launcher Pack Name: SimReady Warehouse 01 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 13.9GB
Contents: Warehouse elements (foot stools, ramps, shelving, pallets)
Default Nucleus Location: NVIDIA/Assets/simready_content
Launcher Pack Name: SimReady Warehouse 02 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 20.5GB
Contents: Warehouse elements (pallets, racks, ramps)
Default Nucleus Location: NVIDIA/Assets/simready_content
Launcher Pack Name: SimReady Furniture & Misc 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 9.4GB
Contents: Assorted furniture and entourage elements (cones, chairs, sofas, utensils)
Default Nucleus Location: NVIDIA/Assets/simready_content
Launcher Pack Name: SimReady Containers & Shipping 01 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 21.4GB
Contents: Industrial elements (bins, boxes, cases, drums, buckets)
Default Nucleus Location: NVIDIA/Assets/simready_content
Launcher Pack Name: SimReady Containers & Shipping 01 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 20.6GB
Contents: Industrial elements (crates, jugs, IBC tank, bottles, etc.)
Default Nucleus Location: NVIDIA/Assets/simready_content
### Examples Browser
There are 5 individual content pack downloads that encompass all of the
content available through this browser.
Launcher Pack Name: AnimGraph Sample 3D Model Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 1.6GB
Contents: This pack includes all of the character animation samples
Default Nucleus Location: NVIDIA/Assets/AnimGraph
Launcher Pack Name: Automotive Configurator 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 2.0GB
Contents: This pack contains content for building automotive configurators
Default Nucleus Location: NVIDIA/Assets/Configurator
Launcher Pack Name: Sample Scenes 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 26.0GB
Contents: High fidelity rendering scenes including the Astronaut, Marbles and the Old Attic datasets
Default Nucleus Location: NVIDIA/Samples/Examples/2023_1/Rendering
Note
The Sample_Scenes pack is also needed if you’ve downloaded the Showcases content pack to work as expected.
Launcher Pack Name: Particle Systems 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 159MB
Contents: This pack includes all of the particle systems sample files
Default Nucleus Location: NVIDIA/Assets/Particles
Launcher Pack Name: Extensions Samples 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 900MB
Contents: Contains sample data for Flow, Paint, Warp and ActionGraph extensions
Default Nucleus Location: NVIDIA/Assets/Extensions/Samples
### Physics Demo Scenes Browser
This browser is opened from the Window -> Simulation -> Demo Scenes
menu option.
Launcher Pack Name: Physics Demo Scenes 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 5.5GB
Contents: All of the current Physics sample scene files that can be loaded from the Demo Scenes tab
Default Nucleus Location: Not in a public Nucleus folder
## Extensions Content
Extension content is mostly covered within the various Browsers inside
of the foundation Omniverse applications. But if you’re interested in a
specific extension and the content that showcases it, here’s a list of
which downloadable pack contains that content.
### AnimGraph Samples
AnimGraph: Available within the Examples Browser under the Animation header
Launcher Pack Name: AnimGraph Sample 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 1.6GB
Contents: Character and motion sample data for use with AnimGraph
Default Nucleus Location: NVIDIA/Assets/AnimGraph
### Rendering Samples
Rendering: Available within the Examples Browser under the Rendering header
Launcher Pack Name: Sample Scenes 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 26.0GB
Contents: High fidelity rendering scenes including the Astronaut, Marbles and the Old Attic datasets
Default Nucleus Location: NVIDIA/Samples/Examples/2023_1/Rendering
### Particle Systems Presets
Particle Systems: Available within the Examples Browser under the Simulation header
Launcher Pack Name: Particle Systems 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 159MB
Contents: Particles systems presets
Default Nucleus Location: NVIDIA/Samples/Examples/2023_1/Visual Scripting
Note
The Ocean sample files are installed locally with the omni.ocean extension and can be found in the following Omniverse install location (USD Composer:
- /Omniverse/Library/prod-create-2023.1.1/extscache/omni.ocean-0.4.1/data |
Any installed Omniverse foundation application that includes the
omni.ocean extension will include these files, so you can replace the
library app path (e.g. prod-create-2023.1.1) to find those that are
installed on your machine.
### ActionGraph Samples
ActionGraph: Available within the Examples Browser under the Visual Scripting header
Launcher Pack Name: Sample Scenes 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 26.0GB
Contents: Tutorial samples for OmniGraph
Default Nucleus Location: NVIDIA/Samples/Examples/2023_01/Visual Scripting
### Warp Samples
Warp: Available within the Examples Browser under the Warp header
Launcher Pack Name: Extensions Samples 3D Models Pack
Included in Omniverse Apps: USD Composer / Code
Pack: [email protected]
Pack Size: 878MB
Contents: Tutorial samples for the Warp extension
Default Nucleus Location: NVIDIA/Samples/Examples/Warp
Note
Some of the sample files are installed locally with the omni.warp extension and can be found in the following Omniverse install location (USD Composer:
- /Omniverse/Library/extscache/omni.warp-0.8.2/data/scenes
Any installed Omniverse foundation application that includes the
omni.warp extension will include these files, so you can replace the
library app path (e.g. prod-create-2023.1.1) to find those that are
installed on your machine.
### Flow Presets
Flow: Accessed through the Window -> Simulation -> Flow Presets menu
Launcher Pack Name: Extensions Samples 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 878MB
Contents: Tutorial samples for the Flow simulation extension
Default Nucleus Location: NVIDIA/Samples/Examples/Flow
XR: This content is accessed directly from within the Nucleus
Content browser
Launcher Pack Name: XR Samples 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 5.3GB
Contents: Legacy Create XR templates and stages for working in XR environments
Default Nucleus Location: NVIDIA/Assets/XR
Core Demos: This content is accessed directly from within the
Nucleus Content browser
Launcher Pack Name: Core Demo Samples 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 8.9GB
Contents: Contains multiple demo scenes for MFG, Cloudmaker, Connect and Warehouse Physics
Default Nucleus Location: NVIDIA/Demos
## Foundation Apps Specific Content
### Audio2Face App
Launcher Pack Name: Audio2Face Sample 3D Models Pack
Included in Omniverse Apps: Audio2Face / USD Composer
Pack: [email protected]
Pack Size: 6.2GB
Contents: All of the core Audio2Face sample content that is available within the Example Browser in the Audio2Face app
Default Nucleus Location: NVIDIA/Assets/Audio2Face
### IsaacSim
IsaacSim content is versioned in folders inside of NVIDIA/Assets/Isaac
on AWS and as such, it’s been configured in zip archives to mimic this
folder structure. Each version of Isaac Sim uses only the specific
versioned folder. In the Launcher IsaacSim Assets is split into 3
content packs.
Launcher Pack Name: Isaac Sim Assets Pack 1
Included in Omniverse Apps: IsaacSim
Pack Size: 19.9GB
Contents: All of the core Isaac Sim sample content plus dependencies from the /NVIDIA folder. Split into 3 packs.
Default Nucleus Location: NVIDIA/Assets/Isaac/2023.1.0
Launcher Pack Name: Isaac Sim Assets Pack 2
Included in Omniverse Apps: IsaacSim
Pack Size: 27.8GB
Contents: All of the core Isaac Sim sample content plus dependencies from the /NVIDIA folder. Split into 3 packs.
Default Nucleus Location: NVIDIA/Assets/Isaac/2023.1.0
Launcher Pack Name: Isaac Sim Assets Pack 3
Included in Omniverse Apps: IsaacSim
Pack Size: 28.4GB
Contents: All of the core Isaac Sim sample content plus dependencies from the /NVIDIA folder. Split into 3 packs.
Default Nucleus Location: NVIDIA/Assets/Isaac/2023.1.0
## Extra Content Packs
### Datacenter
Launcher Pack Name: Datacenter 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 187MB
Contents: Datacenter assets for creating digital twins
Default Nucleus Location: NVIDIA/Assets/DigitalTwin/Assets/Datacenter
### AECXR
Launcher Pack Name: AEC XR 3D Models Pack
Included in Omniverse Apps: USD Composer
Pack: [email protected]
Pack Size: 13MB
Contents: Architectural AEC elements for XR testing
Default Nucleus Location: No default location on Nucleus - only available through download
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
omni.ui.Menu.md | Menu — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
Menu
# Menu
class omni.ui.Menu
Bases: Stack, MenuHelper
The Menu class provides a menu widget for use in menu bars, context menus, and other popup menus.
It can be either a pull-down menu in a menu bar or a standalone context menu. Pull-down menus are shown by the menu bar when the user clicks on the respective item. Context menus are usually invoked by some special keyboard key or by right-clicking.
Methods
__init__(self[, text])
Construct Menu.
call_on_build_fn(self)
Called to re-create new children.
get_current()
Return the menu that is currently shown.
has_on_build_fn(self)
Called to re-create new children.
hide(self)
Close the menu window.
invalidate(self)
Make Menu dirty so onBuild will be executed to replace the children.
set_on_build_fn(self, fn)
Called to re-create new children.
set_shown_changed_fn(self, fn)
If the pulldown menu is shown on the screen.
set_teared_changed_fn(self, fn)
If the window is teared off.
show(self)
Create a popup window and show the menu in it.
show_at(self, arg0, arg1)
Create a popup window and show the menu in it.
tear_at(self, arg0, arg1)
Create a popup window and show the menu in it.
Attributes
shown
If the pulldown menu is shown on the screen.
tearable
The ability to tear the window off.
teared
If the window is teared off.
__init__(self: omni.ui._ui.Menu, text: str = '', **kwargs) → None
Construct Menu.
### Arguments:
`text :`The text for the menu.
`kwargsdict`See below
### Keyword Arguments:
`tearablebool`The ability to tear the window off.
`shown_changed_fn`If the pulldown menu is shown on the screen.
`teared_changed_fn`If the window is teared off.
`on_build_fn`Called to re-create new children.
`textstr`This property holds the menu’s text.
`hotkey_textstr`This property holds the menu’s hotkey text.
`checkablebool`This property holds whether this menu item is checkable. A checkable item is one which has an on/off state.
`hide_on_clickbool`Hide or keep the window when the user clicked this item.
`delegateMenuDelegate`The delegate that generates a widget per menu item.
`triggered_fnvoid`Sets the function that is called when an action is activated by the user; for example, when the user clicks a menu option, or presses an action’s shortcut key combination.
`direction`This type is used to determine the direction of the layout. If the Stack’s orientation is eLeftToRight the widgets are placed in a horizontal row, from left to right. If the Stack’s orientation is eRightToLeft the widgets are placed in a horizontal row, from right to left. If the Stack’s orientation is eTopToBottom, the widgets are placed in a vertical column, from top to bottom. If the Stack’s orientation is eBottomToTop, the widgets are placed in a vertical column, from bottom to top. If the Stack’s orientation is eBackToFront, the widgets are placed sorted in a Z-order in top right corner. If the Stack’s orientation is eFrontToBack, the widgets are placed sorted in a Z-order in top right corner, the first widget goes to front.
`content_clipping`Determines if the child widgets should be clipped by the rectangle of this Stack.
`spacing`Sets a non-stretchable space in pixels between child items of this layout.
`send_mouse_events_to_back`When children of a Z-based stack overlap mouse events are normally sent to the topmost one. Setting this property true will invert that behavior, sending mouse events to the bottom-most child.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
call_on_build_fn(self: omni.ui._ui.Menu) → None
Called to re-create new children.
static get_current() → omni.ui._ui.Menu
Return the menu that is currently shown.
has_on_build_fn(self: omni.ui._ui.Menu) → bool
Called to re-create new children.
hide(self: omni.ui._ui.Menu) → None
Close the menu window. It only works for pop-up context menu and for teared off menu.
invalidate(self: omni.ui._ui.Menu) → None
Make Menu dirty so onBuild will be executed to replace the children.
set_on_build_fn(self: omni.ui._ui.Menu, fn: Callable[[], None]) → None
Called to re-create new children.
set_shown_changed_fn(self: omni.ui._ui.Menu, fn: Callable[[bool], None]) → None
If the pulldown menu is shown on the screen.
set_teared_changed_fn(self: omni.ui._ui.Menu, fn: Callable[[bool], None]) → None
If the window is teared off.
show(self: omni.ui._ui.Menu) → None
Create a popup window and show the menu in it. It’s usually used for context menus that are typically invoked by some special keyboard key or by right-clicking.
show_at(self: omni.ui._ui.Menu, arg0: float, arg1: float) → None
Create a popup window and show the menu in it. This enable to popup the menu at specific position. X and Y are in points to make it easier to the Python users.
tear_at(self: omni.ui._ui.Menu, arg0: float, arg1: float) → None
Create a popup window and show the menu in it. This tear the menu at specific position. X and Y are in points to make it easier to the Python users.
property shown
If the pulldown menu is shown on the screen.
property tearable
The ability to tear the window off.
property teared
If the window is teared off.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
omni.ui.ZStack.md | ZStack — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
ZStack
# ZStack
class omni.ui.ZStack
Bases: Stack
Shortcut for Stack{eBackToFront}. The widgets are placed sorted in a Z-order in top right corner with suitable sizes.
Methods
__init__(self, **kwargs)
Construct a stack with the widgets placed in a Z-order with sorting from background to foreground.
Attributes
__init__(self: omni.ui._ui.ZStack, **kwargs) → None
Construct a stack with the widgets placed in a Z-order with sorting from background to foreground.
`kwargsdict`See below
### Keyword Arguments:
`direction`This type is used to determine the direction of the layout. If the Stack’s orientation is eLeftToRight the widgets are placed in a horizontal row, from left to right. If the Stack’s orientation is eRightToLeft the widgets are placed in a horizontal row, from right to left. If the Stack’s orientation is eTopToBottom, the widgets are placed in a vertical column, from top to bottom. If the Stack’s orientation is eBottomToTop, the widgets are placed in a vertical column, from bottom to top. If the Stack’s orientation is eBackToFront, the widgets are placed sorted in a Z-order in top right corner. If the Stack’s orientation is eFrontToBack, the widgets are placed sorted in a Z-order in top right corner, the first widget goes to front.
`content_clipping`Determines if the child widgets should be clipped by the rectangle of this Stack.
`spacing`Sets a non-stretchable space in pixels between child items of this layout.
`send_mouse_events_to_back`When children of a Z-based stack overlap mouse events are normally sent to the topmost one. Setting this property true will invert that behavior, sending mouse events to the bottom-most child.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
data-collection-faq.md | Omniverse Data Collection & Use FAQ — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
Omniverse Data Collection & Use FAQ
# Omniverse Data Collection & Use FAQ
NVIDIA Omniverse Enterprise is a simple to deploy, end-to-end
collaboration and true-to-reality simulation platform that fundamentally
transforms complex design workflows for organizations of any scale.
In order to improve the product, Omniverse software collects usage
and performance behavior. When an enterprise manages Omniverse
deployment via IT managed launcher, IT admin is responsible to configure
the data collection setting. If consent is provided, data is collected
in an aggregate manner at enterprise account level. Individual user data
is completely anonymized.
## Frequently Asked Questions
Q: What data is being collected and how is it used?
A: Omniverse collects usage data when you install and start interacting
with our platform technologies. The data we collect and how we use it
are as follows.
Installation and configuration details such as version of operating
system, applications installed - This information allows us to
recognize usage trends & patterns
Identifiers, such as your unique NVIDIA Enterprise Account
ID(org-name) and Session ID which allow us to recognize software
usage trends and patterns.
Hardware Details such as CPU, GPU, monitor information - This
information allows us to optimize settings in order to provide best
performance
Product session and feature usage - This information allows us to
understand user journey and product interaction to further enhance
workflows
Error and crash logs - This information allows to improve performance
& stability for troubleshooting and diagnostic purposes of our
software
Q: Does NVIDIA collect personal information such as email id, name etc. ?
A: When an enterprise manages Omniverse deployment via IT managed
launcher, IT admin is responsible to configure the data collection
setting. If consent is provided, data is collected in an aggregate
manner at enterprise account level. Individual user data is completely
anonymized.
Q: How can I change my data collection setting - opt-in to data collection?
A: NVIDIA provides full flexibility for an enterprise to opt-in
to data collection. In the .config folder there is a privacy.toml file
which can be set to “true”. For detailed instructions, review the appropriate installation guide:
Installation Guide for Windows
Installation Guide for Linux
Q: How can I change my data collection setting - opt-out of data collection?
A: NVIDIA provides full flexibility for an enterprise to opt-out of data collection. In the .config folder there is a privacy.toml file which can be set to “false”.
For detailed instructions, review the appropriate installation guide:
Installation Guide for Windows
Installation Guide for Linux
Q: How can I request the data Omniverse Enterprise has collected?
A: If you are an Enterprise customer, please file a support
ticket on NVIDIA ENterprise Portal. If any data was collected, NVIDIA
will provide all data collected for your organization within 30 days.
Q: How will Omniverse collect data in a scenario where my enterprise is firewalled with no Internet access?
A: No data will be collected in a firewalled scenario.
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
README.md | ---
license: openrail
task_categories:
- text-generation
language:
- en
--- |
tutorial.md | Omni Asset Validator (Tutorial) — asset-validator 0.6.2 documentation
asset-validator
»
Omni Asset Validator (Tutorial)
# Omni Asset Validator (Tutorial)
## Introduction
Omniverse Asset Validator is an extensible framework to validate USD.
Initially inspired from Pixar Compliance Checker,
extends upon these ideas and adds more validation rules applicable throughout Omniverse, as well as adding the ability
to automatically fix issues.
Currently, there are two main components:
Omni Asset Validator (Core): Core components for Validation engine. Feel free to use this component to
implement programmatic functionality or extend Core functionality through its framework.
Omni Asset Validator (UI): Convenient UI for Omniverse.
Used for daily tasks with Omniverse tools as Create.
The following tutorial will help you to:
Run basic operations for Asset Validator, ValidationEngine and IssueFixer.
Get familiar with existing Rules to diagnose and fix problems.
Create your custom Rules.
## Tutorials
### Testing assets
In order to run Asset Validator, we need to enable the extension Omni asset validator (Core). Optionally we can also
enable Omni asset validator (UI) to perform similar operations using the user interface. Through this tutorial we will
use Script Editor, enable it under the Window menu.
The following tutorial uses the file BASIC_TUTORIAL_PATH which is bundled together with omni.asset_validator.core.
We can see its contents with the following snippet:
import omni.asset_validator.core
from pxr import Usd
stage = Usd.Stage.Open(omni.asset_validator.core.BASIC_TUTORIAL_PATH)
print(stage.ExportToString())
The contents should be equivalent to:
#usda 1.0
(
doc="""Generated from Composed Stage of root layer C:\\some\\location\exts\\omni.asset_validator.core\\omni\\asset_validator\\core\\resources\\tutorial.usda"""
)
def Xform "Hello"
{
def Sphere "World"
{
}
}
To run a simple asset validation, with Script Editor execute the following code.
import omni.asset_validator.core
engine = omni.asset_validator.core.ValidationEngine()
print(engine.validate(omni.asset_validator.core.BASIC_TUTORIAL_PATH))
Note
For more information about ValidationEngine together with more examples can be found at the ValidationEngine API.
The above code would produce similar results to.
Results(
asset="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda",
issues=[
Issue(
message="Stage does not specify an upAxis.",
severity=IssueSeverity.FAILURE,
rule=StageMetadataChecker,
at=None,
suggestion=None
),
Issue(
message="Stage does not specify its linear scale in metersPerUnit.",
severity=IssueSeverity.FAILURE,
rule=StageMetadataChecker,
at=None,
suggestion=None
),
Issue(
message="Stage has missing or invalid defaultPrim.",
severity=IssueSeverity.FAILURE,
rule=StageMetadataChecker,
at=None,
suggestion=None
),
Issue(
message="Stage has missing or invalid defaultPrim.",
severity=IssueSeverity.FAILURE,
rule=OmniDefaultPrimChecker,
at=StageId(
identifier="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda"
),
suggestion=Suggestion(
callable=UpdateDefaultPrim,
message="Updates the default prim"
)
)
]
)
The main result of validation engine is called an Issue. The main task of Asset validation is to detect and fix issues.
An Issue has important information on how to achieve both tasks.
Detect. Once an issue has been found it offers a description of the problem (through a human-readable message), its
severity, the Rule that found the issue and its location (i.e. the Usd.Prim).
Fix. If a suggestion is available, it will help to address the Issue found. Information on the Rule and the location
of the issue will be used to address it.
In the following section we will walk you through on how to identify and fix issues.
Note
For more information see the Issue API.
### Understanding Rules
Omni asset validator (Core) ships with multiple rules, in the previous example we already covered two:
StageMetadataChecker: All stages should declare their upAxis and metersPerUnit.
Stages that can be consumed as referencable assets should furthermore have
a valid defaultPrim declared, and stages meant for consumer-level packaging
should always have upAxis set to Y.
OmniDefaultPrimChecker: Omniverse requires a single, active, Xformable root prim,
also set to the layer’s defaultPrim.
Refer to Rules for the rest of rules. In the previous example when calling ValidationEngine we invoked
all rules available. ValidationRulesRegistry has a registry of all rules to be used by ValidationEngine.
import omni.asset_validator.core
for category in omni.asset_validator.core.ValidationRulesRegistry.categories():
for rule in omni.asset_validator.core.ValidationRulesRegistry.rules(category=category):
print(rule.__name__)
If we want to have finer control of what we can execute, we can also specify which rules to run, for example:
import omni.asset_validator.core
engine = omni.asset_validator.core.ValidationEngine(initRules=False)
engine.enableRule(omni.asset_validator.core.OmniDefaultPrimChecker)
print(engine.validate(omni.asset_validator.core.BASIC_TUTORIAL_PATH))
There are two new elements present here:
initRules: By default set to true. if set to false, no rules will be automatically loaded.
enableRule: A method of ValidationEngine to add rules.
The above would produce the following result:
Results(
asset="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda",
issues=[
Issue(
message="Stage has missing or invalid defaultPrim.",
severity=IssueSeverity.FAILURE,
rule=OmniDefaultPrimChecker,
at=StageId(
identifier="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda"
),
suggestion=Suggestion(
callable=UpdateDefaultPrim,
message="Updates the default prim"
)
)
]
)
In this particular case, OmniDefaultPrimChecker has implemented a suggestion for this specific issue. The second important class in Core
we want to cover is IssueFixer, the way to invoke it is quite straightforward.
import omni.asset_validator.core
fixer = omni.asset_validator.core.IssueFixer(asset=omni.asset_validator.core.BASIC_TUTORIAL_PATH)
fixer.fix([])
fixer.fix will receive the list of issues that should be addressed. The list of issues to address can be accessed through issues method in Results class.
Note
For more information about IssueFixer see IssueFixer API.
By combining the previous two examples we can now, detect and fix issues for a specific rule.
import omni.asset_validator.core
# Detect issues
engine = omni.asset_validator.core.ValidationEngine(initRules=False)
engine.enableRule(omni.asset_validator.core.OmniDefaultPrimChecker)
result = engine.validate(omni.asset_validator.core.BASIC_TUTORIAL_PATH)
# Fix issues
fixer = omni.asset_validator.core.IssueFixer(asset=omni.asset_validator.core.BASIC_TUTORIAL_PATH)
fixer.fix(result.issues())
Warning
In this tutorial we do temporary changes. To persist your changes uses fixer.save().
If we inspect the file BASIC_TUTORIAL_PATH:
import omni.asset_validator.core
from pxr import Usd
stage = Usd.Stage.Open(omni.asset_validator.core.BASIC_TUTORIAL_PATH)
print(stage.ExportToString())
We can find the issue reported by OmniDefaultPrimChecker is fixed:
#usda 1.0
(
defaultPrim="Hello"
doc="""Generated from Composed Stage of root layer C:\\some\\location\exts\\omni.asset_validator.core\\omni\\asset_validator\\core\\resources\\tutorial.usda"""
)
def Xform "Hello"
{
def Sphere "World"
{
}
}
Note
Try to repeat the same steps using the UI.
### Custom Rule: Detection
If the shipped rules are not enough for your needs you can also implement your own rule.
ValidationEngine allows to be extensible, by levering users to add its own rules.
To add a new rule extend from BaseRuleChecker. The most simple code to achieve this is as follows:
import omni.asset_validator.core
from pxr import Usd
class MyRule(omni.asset_validator.core.BaseRuleChecker):
def CheckPrim(self, prim: Usd.Prim) -> None:
pass
engine = omni.asset_validator.core.ValidationEngine(initRules=False)
engine.enableRule(MyRule)
print(engine.validate(omni.asset_validator.core.BASIC_TUTORIAL_PATH))
We can see our method CheckPrim being invoked for every Prim. However, our output is empty because CheckPrim has not notified of any issues.
Results(
asset="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda",
issues=[
]
)
Note
CheckPrim is not the only method available, see more at BaseRuleChecker API.
To add a bit of logic we can change our class to report a single failure when we encounter the prim whose path is /Hello/World:
import omni.asset_validator.core
from pxr import Usd
class MyRule(omni.asset_validator.core.BaseRuleChecker):
def CheckPrim(self, prim: Usd.Prim) -> None:
if prim.GetPath() == "/Hello/World":
self._AddFailedCheck(
message="Goodbye!",
at=prim,
)
engine = omni.asset_validator.core.ValidationEngine(initRules=False)
engine.enableRule(MyRule)
print(engine.validate(omni.asset_validator.core.BASIC_TUTORIAL_PATH))
There are three levels of issues:
Errors: Errors are used to notify user that something unexpected happened that would not let the Rule run (i.e. File not found error). Added through the method _AddError.
Warnings: Warnings are used to notify users that though correct data is found it could cause a potential problem. Added through the method _AddWarning.
Failures: The most common way to report an Issue in Asset Validation. This can be done through _AddFailedCheck as seen in the example above.
Above code will generate:
Results(
asset="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda",
issues=[
Issue(
message="Goodbye!",
severity=IssueSeverity.FAILURE,
rule=MyRule,
at=PrimId(
stage_ref=StageId(
identifier="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda"
),
path="/Hello/World"
),
suggestion=None
)
]
)
With our Rule implemented the next step is to propose a suggestion to fix it.
### Custom Rule: Fix
The fixing interface requires to implement a Suggestion. A Suggestion will take as parameters:
Stage: The original stage where the issue was found.
Location: The location defined in the Issue (i.e. the at attribute). This will help us to scope down our fix.
import omni.asset_validator.core
from pxr import Usd
class MyRule(omni.asset_validator.core.BaseRuleChecker):
def Callable(self, stage: Usd.Stage, location: Usd.Prim) -> None:
raise NotImplementedError()
def CheckPrim(self, prim: Usd.Prim) -> None:
if prim.GetPath() == "/Hello/World":
self._AddFailedCheck(
message="Goodbye!",
at=prim,
suggestion=omni.asset_validator.core.Suggestion(
message="Avoids saying goodbye!",
callable=self.Callable,
)
)
engine = omni.asset_validator.core.ValidationEngine(initRules=False)
engine.enableRule(MyRule)
print(engine.validate(omni.asset_validator.core.BASIC_TUTORIAL_PATH))
It will now produce the following output.
Results(
asset="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda",
issues=[
Issue(
message="Goodbye!",
severity=IssueSeverity.FAILURE,
rule=MyRule,
at=PrimId(
stage_ref=StageId(
identifier="C:\some\location\exts\omni.asset_validator.core\omni\asset_validator\core\resources\tutorial.usda"
),
path="/Hello/World"
),
suggestion=Suggestion(
callable=Callable,
message="Avoids saying goodbye!"
)
)
]
)
As we can see we have now a suggestion with a description and a method to invoke. The full example will be:
import omni.asset_validator.core
from pxr import Usd
class MyRule(omni.asset_validator.core.BaseRuleChecker):
def Callable(self, stage: Usd.Stage, location: Usd.Prim) -> None:
raise NotImplementedError()
def CheckPrim(self, prim: Usd.Prim) -> None:
if prim.GetPath() == "/Hello/World":
self._AddFailedCheck(
message="Goodbye!",
at=prim,
suggestion=omni.asset_validator.core.Suggestion(
message="Avoids saying goodbye!",
callable=self.Callable,
)
)
engine = omni.asset_validator.core.ValidationEngine(initRules=False)
engine.enableRule(MyRule)
result = engine.validate(omni.asset_validator.core.BASIC_TUTORIAL_PATH)
fixer = omni.asset_validator.core.IssueFixer(asset=omni.asset_validator.core.BASIC_TUTORIAL_PATH)
result = fixer.fix(result.issues())
print(result)
Notice how the NotImplementedError error was not thrown during fixer.fix. However, we can access the result of
execution by inspecting result:
[
FixResult(
issue=Issue(
message='Goodbye!',
severity=FAILURE,
rule=<class '__main__.MyRule'>,
at=PrimId(
stage_ref=StageId(identifier='C:\\sources\\asset-validator\\_build\\windows-x86_64\\release\\exts\\omni.asset_validator.core\\omni\\asset_validator\\core\\resources\\tutorial.usda'),
path='/Hello/World'
),
suggestion=Suggestion(callable=Callable, message='Avoids saying goodbye!')
),
status=FAILURE,
exception=NotImplementedError()
)
]
Finally, if you decide to run your custom Rule with the rest of the rules, it may be useful to register it in
ValidationRulesRegistry, this can be done using registerRule.
import omni.asset_validator.core
from pxr import Usd
@omni.asset_validator.core.registerRule("MyCategory")
class MyRule(omni.asset_validator.core.BaseRuleChecker):
def CheckPrim(self, prim: Usd.Prim) -> None:
pass
for rule in omni.asset_validator.core.ValidationRulesRegistry.rules(category="MyCategory"):
print(rule.__name__)
### Custom Rule: Locations
For this section, let us use LAYERS_TUTORIAL_PATH. We proceed like in the previous section:
import omni.asset_validator.core
from pxr import Usd
stage = Usd.Stage.Open(omni.asset_validator.core.LAYERS_TUTORIAL_PATH)
print(stage.ExportToString())
The contents should be equivalent to:
#usda 1.0
(
doc="""Generated from Composed Stage of root layer C:\\some\\location\exts\\omni.asset_validator.core\\omni\\asset_validator\\core\\resources\\tutorial2.usda"""
)
def Xform "Hello"
{
def Sphere "World"
{
double3 xformOp:translate = (-250, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
What we are doing is adding an opinion to the prim “/Hello/World”. In the previous section we learned how to create a Rule and issue a Failure.
The data model is similar to the following code snippet:
from pxr import Usd
import omni.asset_validator.core
# We open the stage
stage = Usd.Stage.Open(omni.asset_validator.core.LAYERS_TUTORIAL_PATH)
# We inspect a specific prim
prim = stage.GetPrimAtPath("/Hello/World")
# We create the data model for the issue
def Callable(stage: Usd.Stage, location: Usd.Prim) -> None:
raise NotImplementedError()
issue = omni.asset_validator.core.Issue(
message="Goodbye!",
at=prim,
severity= omni.asset_validator.core.IssueSeverity.FAILURE,
suggestion=omni.asset_validator.core.Suggestion(
message="Avoids saying goodbye!",
callable=Callable
),
)
# Inspect the fixing points for the suggestion
for fix_at in issue.all_fix_sites:
layer_id = fix_at.layer_id
path = fix_at.path
print(layer_id, path)
The output of the above snippet should show first the path of layers tutorial (i.e. LAYERS_TUTORIAL_PATH) and second the basic tutorial (i.e. BASIC_TUTORIAL_PATH).
While this may be correct for above issue, different issues may need to override this information.
Every issue, has associated fixing sites (i.e. property all_fix_sites). The fixing sites are all places that contribute opinions to the prim from strongest to
weakest order. When no layer is provided to fix, by default will be the strongest. If no indicated (as above) the preferred site will be the Root layer.
To change the preferred site to fix, we can add the at attribute to Suggestion.
from pxr import Usd, Sdf
import omni.asset_validator.core
# We open the stage
stage = Usd.Stage.Open(omni.asset_validator.core.LAYERS_TUTORIAL_PATH)
# We inspect a specific prim
prim = stage.GetPrimAtPath("/Hello/World")
# We create the data model for the issue
def Callable(stage: Usd.Stage, location: Usd.Prim) -> None:
raise NotImplementedError()
issue = omni.asset_validator.core.Issue(
message="Goodbye!",
at=prim,
severity= omni.asset_validator.core.IssueSeverity.FAILURE,
suggestion=omni.asset_validator.core.Suggestion(
message="Avoids saying goodbye!",
callable=Callable,
at=[Sdf.Layer.FindOrOpen(omni.asset_validator.core.BASIC_TUTORIAL_PATH)]
),
)
# Inspect the fixing points for the suggestion
for fix_at in issue.all_fix_sites:
layer_id = fix_at.layer_id
path = fix_at.path
print(layer_id, path)
The output will change the order now, and you should see basic tutorial path first (i.e. BASIC_TUTORIAL_PATH).
The previous tutorial should have helped you to:
Create a custom Rule, generating an error and a suggestion to fix it.
Run ValidationEngine with a specific rule.
Run IssueFixer to fix specific issues and review the response.
### Frequently Asked Questions
Are there any guards to make sure fixes are still relevant / don’t collide?
In our general practice we have noticed:
Fixing an issue may solve another issue. If a consecutive suggestion may fail to be applied, we just keep the
exception in FixResult and continue execution. You will then decide the steps to take with FixResult.
Fixing an issue may generate another issue. For the second case it is recommended to run ValidationEngine again,
to discover those cases. Think of it as an iterative process with help of an automated tool.
Are fixes addressed in the root layer? strongest layer?
Currently, some Issues would perform the suggestion on the strongest layer, while many on the root layer. We are
working into offer flexibility to decide in which layer aim the changes, while also offering a default layer for
automated workflows.
© Copyright 2021-2023, NVIDIA.
Last updated on Jun 20, 2023. |
testing_exts_cplusplus.md | Testing Extensions with C++ — kit-manual 105.1 documentation
kit-manual
»
Testing Extensions with C++
# Testing Extensions with C++
For information on testing extensions with Python, look here
## Doctest
omni.kit.test has a doctest library as a runner for C++ tests.
Further, refer to Carbonite’s Testing.md to learn about using the Doctest testing system.
List of doctest command line arguments
You can also use –help on the command line for test.unit:
test.unit.exe --help
Although Omniverse adds additional options, there is also an online reference for Doctest command-line options.
## Set up testable libraries
To write C++ tests, you first must have created a shared library with tests to be loaded:
project_ext_tests(ext, "omni.appwindow.tests")
add_files("impl", "tests.cpp")
tests.cpp/AppWindowTests.cpp:
#include <carb/BindingsUtils.h>
#include <doctest/doctest.h>
CARB_BINDINGS("omni.appwindow.tests")
TEST_SUITE("some test suite") {
TEST_CASE("test case success") {
CHECK(5 == 5);
}
}
Next specify in the test section to load this library:
[[test]]
cppTests.libraries = [
"bin/${lib_prefix}omni.appwindow.tests${lib_ext}",
]
Run tests the same way with _build\windows-x86_64\release\tests-[extension_name].bat. omni.kit.test this:
loads the library
tests will be registered automatically in doctest
runs doctest
In this setup C++ and python tests will run in the same process. A separate [[test]] entry can be created to run separate processes.
To run only subset of tests -f option can be used:
> _build\windows-x86_64\release\tests-omni.appwindow.bat -f foo
All arguments in the tested process after -- are passed to doctest. But to pass to the tested process, -- must be used. So to pass arguments to doctest, -- must be specified twice, like so:
> _build\windows-x86_64\release\tests-omni.appwindow.bat -- -- -tc=*foo* -s
When using the test.unit.exe workflow instead, check below.
## Running a single test case
In order to run a single test case, use the -tc flag (short for –test-case) with wildcard filters:
_build\windows-x86_64\release\tests-omni.appwindow.bat -- -- -tc="*[rtx]*"
Commas can be used to add multiple filters:
_build\windows-x86_64\release\tests-omni.appwindow.bat -- -- -tc="*[rtx]*,*[graphics]*"
## Unit Tests
Some tests are written using an older approach. Carbonite is used directly without kit and all the required plugins are manually loaded. To run those tests use:
> _build\windows-x86_64\release\test.unit.exe
## Image comparison with a golden image
Some graphics tests allow you to compare visual tests with a golden image. This can be done by creating an instance of ImageComparison class.
Each ImageComparison descriptor requires a unique GUID, and must be accompanied with the equivalent string version in C++ source as a comment for easy lookup.
Defining a test case:
ImageComparisonDesc desc =
{
{ 0x2ae3d60e, 0xbc3b, 0x48b6, { 0xa8, 0x67, 0xe0, 0xa0, 0x7c, 0xaa, 0x9e, 0xd0 } }, // 2AE3D60E-BC3B-48B6-A867-E0A07CAA9ED0
"Depth-stencil-16bit",
ComparisonMetric::eAbsoluteError,
kBackBufferWidth,
kBackBufferHeight
};
// Create Image comparison
imageComparison = new ImageComparison();
// register the test case (only once)
status = imageComparison->registerTestCase(&desc);
REQUIRE(status);
### Regression testing of an executable with a golden image:
This is supported by any executable that uses carb.renderer (e.g. omnivserse-kit or rtx.example), in which it can capture and dump a frame.
NVF is not yet supported.
// 1- run an executable that supports CaptureFrame
std::string execPath;
std::string cmdLine;
ImageComparison::makeCaptureFrameCmdLine(500, // Captures frame number 500
&desc, // ImageComparisonDesc desc
"kit", // Executable's name
execPath, // Returns the executable path needed for executeCommand()
cmdLine); // Returns command line arguments needed for executeCommand()
// 2- Append any command line arguments you need to cmdLine with proper spaces
cmdLine += " --/rtx/debugView='normal'";
// 3- Run the application with a limited time-out
status = executeCommand(execPath, cmdLine, kExecuteTimeoutMs);
REQUIRE(status);
// 4- compare the golden image with the dumped output of the captured frame (located at $Grapehene$/outputs)
float result = 0.0f;
CHECK(m_captureFrame->compareResult(&desc, result) == ImageComparisonStatus::eSuccess);
CHECK(result <= Approx(kMaxMeanSqrError)); // With ComparisonMetric::eMeanErrorSquared
### Regression testing of a rendering test using comparison of backbuffer with a golden image:
// 1- Create an instance of CaptureFrame and initialize it
captureFrame = new CaptureFrame(m_gEnv->graphics, m_gEnv->device);
captureFrame->initializeCaptureFrame(RenderOpTest::kBackBufferWidth, RenderOpTest::kBackBufferHeight);
// 2- Render something
// 3- copy BackBuffer to CaptureFrame
captureFrame->copyBackBufferToHostBuffer(commandList, backBufferTexture);
// 4- Submit commands and wait to finish
// 5- compare the golden image with the BackBuffer (or dump it into the disk $Grapehene$/outputs)
float result = 0.0f;
CHECK(imageComparison->compareResult(&desc, captureFrame->readBufferData(true), captureFrame->getBufferSize(), result) == ImageComparisonStatus::eSuccess);
CHECK(result == Approx(0.0f));
compareResult() also allows you to dump the BackBuffer into outputs folder on the disk. This can be done using the following option of test.unit executable:
test.unit.exe --carb-golden -tc="*[graphics]*,*[visual]*"
The following command allows executables to dump only the golden images of the test that fail our acceptable threshold:
test.unit.exe --carb-golden-failure -tc="*[graphics]*,*[visual]*"
### How to update and upload a new golden image
Run the test in release mode.
// Example: regression testing of OmniverseKit executable
test.unit.exe -tc="*[omniverse-kit][rtx]*"
// Example: regression testing of visual rendering tests
test.unit.exe --carb-golden -tc="*[graphics]*,*[visual]*"
// Example: regression testing of visual rendering tests that fail our acceptable threshold
test.unit.exe --carb-golden-failure -tc="*[graphics]*,*[visual]*"
Verify and view the golden image that is added to outputs folder in Omniverse kit’s repo. It must be exactly what you expect to see.
Name of the golden image is GUID of the test.
Copy the golden image from outputs folder to data\golden. This is a folder for git lfs data.
Open a merge request with git-lfs data changes.
### Troubleshooting
All unit tests crash on textures or shaders:
You must have git lfs installed and initialize it.
Check files in data folder, and open them in a text editor. You should not see any URL or hash as content.
Install the latest driver (refer to readme.md)
executeCommand() fails:
A possible crash or assert in release mode.
A crash or hang during exit.
Time-out reached. Note that any assert dialog box in release mode may cause time-out.
compareResult() fails:
Rendering is broken, or a regression is introduced beyond the threshold.
outputs folder is empty for tests with a tag of [executable]:
A regression caused the app to fail.
### How to use asset folder for storing data
Perform the following command to delete the existing _build\asset.override folder. That folder must be gone before proceeding further.
.\assets.bat clean
Stage assets. It copies data from assets to assets.override.
.\assets.bat stage
Modify any data under asset.override. Do NOT modify assets folder.
Upload and publish a new asset package:
.\assets.bat publish
Rebuild to download the new assets and run the the test to verify:
.\build.bat --rebuild
Open a merge request with new assets.packman.xml changes.
## Skipping Vulkan or Direct3D 12 graphics tests
In order to skip running a specific backend for graphical tests, use --carb-no-vulkan or --carb-no-d3d12.
test.unit.exe --carb-no-vulkan"
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
UsdRender.md | UsdRender module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
UsdRender module
# UsdRender module
Summary: The UsdRender module provides schemas and behaviors for describing renders.
Classes:
DenoisePass
A RenderDenoisePass generates renders via a denoising process.
Pass
A RenderPass prim encapsulates the necessary information to generate multipass renders.
Product
A UsdRenderProduct describes an image or other file-like artifact produced by a render.
Settings
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.
SettingsBase
Abstract base class that defines render settings that can be specified on either a RenderSettings prim or a RenderProduct prim.
Tokens
Var
A UsdRenderVar describes a custom data variable for a render to produce.
class pxr.UsdRender.DenoisePass
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.
As denoising integration varies so widely across pipelines, all
implementation details are left to pipeline-specific prims that
inherit from RenderDenoisePass.
Methods:
Define
classmethod Define(stage, path) -> DenoisePass
Get
classmethod Get(stage, path) -> DenoisePass
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static Define()
classmethod Define(stage, path) -> DenoisePass
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> DenoisePass
Return a UsdRenderDenoisePass holding the prim adhering to this schema
at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdRenderDenoisePass(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdRender.Pass
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.
There are two consumers of RenderPass prims - a runtime executable
that generates images from usdRender prims, and pipeline specific code
that translates between usdRender prims and the pipeline’s resource
scheduling software. We’ll refer to the latter as’job submission
code’.
The name of the prim is used as the pass’s name.
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.
Methods:
CreateCommandAttr(defaultValue, writeSparsely)
See GetCommandAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateDenoiseEnableAttr(defaultValue, ...)
See GetDenoiseEnableAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateDenoisePassRel()
See GetDenoisePassRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateFileNameAttr(defaultValue, writeSparsely)
See GetFileNameAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateInputPassesRel()
See GetInputPassesRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreatePassTypeAttr(defaultValue, writeSparsely)
See GetPassTypeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateRenderSourceRel()
See GetRenderSourceRel() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> Pass
Get
classmethod Get(stage, path) -> Pass
GetCommandAttr()
The command to run in order to generate renders for this pass.
GetDenoiseEnableAttr()
When True, this Pass pass should be denoised.
GetDenoisePassRel()
The The UsdRenderDenoisePass prim from which to source denoise settings.
GetFileNameAttr()
The asset that contains the rendering prims or other information needed to render this pass.
GetInputPassesRel()
The set of other Passes that this Pass depends on in order to be constructed properly.
GetPassTypeAttr()
A string used to categorize differently structured or executed types of passes within a customized pipeline.
GetRenderSourceRel()
The source prim to render from.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
CreateCommandAttr(defaultValue, writeSparsely) → Attribute
See GetCommandAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateDenoiseEnableAttr(defaultValue, writeSparsely) → Attribute
See GetDenoiseEnableAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateDenoisePassRel() → Relationship
See GetDenoisePassRel() , and also Create vs Get Property Methods for
when to use Get vs Create.
CreateFileNameAttr(defaultValue, writeSparsely) → Attribute
See GetFileNameAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateInputPassesRel() → Relationship
See GetInputPassesRel() , and also Create vs Get Property Methods for
when to use Get vs Create.
CreatePassTypeAttr(defaultValue, writeSparsely) → Attribute
See GetPassTypeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateRenderSourceRel() → Relationship
See GetRenderSourceRel() , and also Create vs Get Property Methods for
when to use Get vs Create.
static Define()
classmethod Define(stage, path) -> Pass
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Pass
Return a UsdRenderPass holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdRenderPass(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetCommandAttr() → Attribute
The command to run in order to generate renders for this pass.
The job submission code can use this to properly send tasks to the job
scheduling software that will generate products.
The command can contain variables that will be substituted
appropriately during submission, as seen in the example below with
{fileName}.
For example: command[0] =”prman”command[1] =”-progress”command[2]
=”-pixelvariance”command[3] =”-0.15”command[4] =”{fileName}”# the
fileName property will be substituted
Declaration
uniform string[] command
C++ Type
VtArray<std::string>
Usd Type
SdfValueTypeNames->StringArray
Variability
SdfVariabilityUniform
GetDenoiseEnableAttr() → Attribute
When True, this Pass pass should be denoised.
Declaration
uniform bool denoise:enable = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
GetDenoisePassRel() → Relationship
The The UsdRenderDenoisePass prim from which to source denoise
settings.
GetFileNameAttr() → Attribute
The asset that contains the rendering prims or other information
needed to render this pass.
Declaration
uniform asset fileName
C++ Type
SdfAssetPath
Usd Type
SdfValueTypeNames->Asset
Variability
SdfVariabilityUniform
GetInputPassesRel() → Relationship
The set of other Passes that this Pass depends on in order to be
constructed properly.
For example, a Pass A may generate a texture, which is then used as an
input to Pass B.
By default, usdRender makes some assumptions about the relationship
between this prim and the prims listed in inputPasses. Namely, when
per-frame tasks are generated from these pass prims, usdRender will
assume a one-to-one relationship between tasks that share their frame
number. Consider a pass named’composite’whose inputPasses targets a
Pass prim named’beauty`. By default, each frame for’composite’will
depend on the same frame from’beauty’: beauty.1 ->composite.1 beauty.2
->composite.2 etc
The consumer of this RenderPass graph of inputs will need to resolve
the transitive dependencies.
GetPassTypeAttr() → Attribute
A string used to categorize differently structured or executed types
of passes within a customized pipeline.
For example, when multiple DCC’s (e.g. Houdini, Katana, Nuke) each
compute and contribute different Products to a final result, it may be
clearest and most flexible to create a separate RenderPass for each.
Declaration
uniform token passType
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
GetRenderSourceRel() → Relationship
The source prim to render from.
If fileName is not present, the source is assumed to be a
RenderSettings prim present in the current Usd stage. If fileName is
present, the source should be found in the file there. This
relationship might target a string attribute on this or another prim
that identifies the appropriate object in the external container.
For example, for a Usd-backed pass, this would point to a
RenderSettings prim. Houdini passes would point to a Rop. Nuke passes
would point to a write node.
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdRender.Product
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.
Specific renderers may support additional settings, such as a way to
configure compression settings, filetype metadata, and so forth. Such
settings can be encoded using renderer-specific API schemas applied to
the product 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.
Methods:
CreateOrderedVarsRel()
See GetOrderedVarsRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateProductNameAttr(defaultValue, ...)
See GetProductNameAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateProductTypeAttr(defaultValue, ...)
See GetProductTypeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> Product
Get
classmethod Get(stage, path) -> Product
GetOrderedVarsRel()
Specifies the RenderVars that should be consumed and combined into the final product.
GetProductNameAttr()
Specifies the name that the output/display driver should give the product.
GetProductTypeAttr()
The type of output to produce.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
CreateOrderedVarsRel() → Relationship
See GetOrderedVarsRel() , and also Create vs Get Property Methods for
when to use Get vs Create.
CreateProductNameAttr(defaultValue, writeSparsely) → Attribute
See GetProductNameAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateProductTypeAttr(defaultValue, writeSparsely) → Attribute
See GetProductTypeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> Product
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Product
Return a UsdRenderProduct holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdRenderProduct(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetOrderedVarsRel() → Relationship
Specifies the RenderVars that should be consumed and combined into the
final product.
If ordering is relevant to the output driver, then the ordering of
targets in this relationship provides the order to use.
GetProductNameAttr() → Attribute
Specifies the name that the output/display driver should give the
product.
This is provided as-authored to the driver, whose responsibility it is
to situate the product on a filesystem or other storage, in the
desired location.
Declaration
token productName =""
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
GetProductTypeAttr() → Attribute
The type of output to produce.
The default,”raster”, indicates a 2D image.
In the future, UsdRender may define additional product types.
Declaration
uniform token productType ="raster"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdRender.Settings
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. How
settings affect rendering
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.
Methods:
CreateIncludedPurposesAttr(defaultValue, ...)
See GetIncludedPurposesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateMaterialBindingPurposesAttr(...)
See GetMaterialBindingPurposesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateProductsRel()
See GetProductsRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateRenderingColorSpaceAttr(defaultValue, ...)
See GetRenderingColorSpaceAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> Settings
Get
classmethod Get(stage, path) -> Settings
GetIncludedPurposesAttr()
The list of UsdGeomImageable purpose values that should be included in the render.
GetMaterialBindingPurposesAttr()
Ordered list of material purposes to consider when resolving material bindings in the scene.
GetProductsRel()
The set of RenderProducts the render should produce.
GetRenderingColorSpaceAttr()
Describes a renderer's working (linear) colorSpace where all the renderer/shader math is expected to happen.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetStageRenderSettings
classmethod GetStageRenderSettings(stage) -> Settings
CreateIncludedPurposesAttr(defaultValue, writeSparsely) → Attribute
See GetIncludedPurposesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateMaterialBindingPurposesAttr(defaultValue, writeSparsely) → Attribute
See GetMaterialBindingPurposesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateProductsRel() → Relationship
See GetProductsRel() , and also Create vs Get Property Methods for
when to use Get vs Create.
CreateRenderingColorSpaceAttr(defaultValue, writeSparsely) → Attribute
See GetRenderingColorSpaceAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> Settings
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Settings
Return a UsdRenderSettings holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdRenderSettings(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetIncludedPurposesAttr() → Attribute
The list of UsdGeomImageable purpose values that should be included
in the render.
Note this cannot be specified per-RenderProduct because it is a
statement of which geometry is present.
Declaration
uniform token[] includedPurposes = ["default","render"]
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
GetMaterialBindingPurposesAttr() → Attribute
Ordered list of material purposes to consider when resolving material
bindings in the scene.
The empty string indicates the”allPurpose”binding.
Declaration
uniform token[] materialBindingPurposes = ["full",""]
C++ Type
VtArray<TfToken>
Usd Type
SdfValueTypeNames->TokenArray
Variability
SdfVariabilityUniform
Allowed Values
full, preview,””
GetProductsRel() → Relationship
The set of RenderProducts the render should produce.
This relationship should target UsdRenderProduct prims. If no
products are specified, an application should produce an rgb image
according to the RenderSettings configuration, to a default display or
image name.
GetRenderingColorSpaceAttr() → Attribute
Describes a renderer’s working (linear) colorSpace where all the
renderer/shader math is expected to happen.
When no renderingColorSpace is provided, renderer should use its own
default.
Declaration
uniform token renderingColorSpace
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
static GetStageRenderSettings()
classmethod GetStageRenderSettings(stage) -> Settings
Fetch and return stage ‘s render settings, as indicated by root
layer metadata.
If unauthored, or the metadata does not refer to a valid
UsdRenderSettings prim, this will return an invalid UsdRenderSettings
prim.
Parameters
stage (UsdStageWeak) –
class pxr.UsdRender.SettingsBase
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.
Methods:
CreateAspectRatioConformPolicyAttr(...)
See GetAspectRatioConformPolicyAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateCameraRel()
See GetCameraRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateDataWindowNDCAttr(defaultValue, ...)
See GetDataWindowNDCAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateDisableMotionBlurAttr(defaultValue, ...)
See GetDisableMotionBlurAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateInstantaneousShutterAttr(defaultValue, ...)
See GetInstantaneousShutterAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreatePixelAspectRatioAttr(defaultValue, ...)
See GetPixelAspectRatioAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateResolutionAttr(defaultValue, writeSparsely)
See GetResolutionAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> SettingsBase
GetAspectRatioConformPolicyAttr()
Indicates the policy to use to resolve an aspect ratio mismatch between the camera aperture and image settings.
GetCameraRel()
The camera relationship specifies the primary camera to use in a render.
GetDataWindowNDCAttr()
dataWindowNDC specifies the axis-aligned rectangular region in the adjusted aperture window within which the renderer should produce data.
GetDisableMotionBlurAttr()
Disable all motion blur by setting the shutter interval of the targeted camera to [0,0] - that is, take only one sample, namely at the current time code.
GetInstantaneousShutterAttr()
Deprecated - use disableMotionBlur instead.
GetPixelAspectRatioAttr()
The aspect ratio (width/height) of image pixels.
GetResolutionAttr()
The image pixel resolution, corresponding to the camera's screen window.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
CreateAspectRatioConformPolicyAttr(defaultValue, writeSparsely) → Attribute
See GetAspectRatioConformPolicyAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateCameraRel() → Relationship
See GetCameraRel() , and also Create vs Get Property Methods for when
to use Get vs Create.
CreateDataWindowNDCAttr(defaultValue, writeSparsely) → Attribute
See GetDataWindowNDCAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateDisableMotionBlurAttr(defaultValue, writeSparsely) → Attribute
See GetDisableMotionBlurAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateInstantaneousShutterAttr(defaultValue, writeSparsely) → Attribute
See GetInstantaneousShutterAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreatePixelAspectRatioAttr(defaultValue, writeSparsely) → Attribute
See GetPixelAspectRatioAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateResolutionAttr(defaultValue, writeSparsely) → Attribute
See GetResolutionAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> SettingsBase
Return a UsdRenderSettingsBase holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdRenderSettingsBase(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetAspectRatioConformPolicyAttr() → Attribute
Indicates the policy to use to resolve an aspect ratio mismatch
between the camera aperture and image settings.
This policy allows a standard render setting to do something
reasonable given varying camera inputs.
The camera aperture aspect ratio is determined by the aperture
atributes on the UsdGeomCamera.
The image aspect ratio is determined by the resolution and
pixelAspectRatio attributes in the render settings.
“expandAperture”: if necessary, expand the aperture to fit the
image, exposing additional scene content
“cropAperture”: if necessary, crop the aperture to fit the image,
cropping scene content
“adjustApertureWidth”: if necessary, adjust aperture width to
make its aspect ratio match the image
“adjustApertureHeight”: if necessary, adjust aperture height to
make its aspect ratio match the image
“adjustPixelAspectRatio”: compute pixelAspectRatio to make the
image exactly cover the aperture; disregards existing attribute value
of pixelAspectRatio
Declaration
uniform token aspectRatioConformPolicy ="expandAperture"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
expandAperture, cropAperture, adjustApertureWidth,
adjustApertureHeight, adjustPixelAspectRatio
GetCameraRel() → Relationship
The camera relationship specifies the primary camera to use in a
render.
It must target a UsdGeomCamera.
GetDataWindowNDCAttr() → Attribute
dataWindowNDC specifies the axis-aligned rectangular region in the
adjusted aperture window within which the renderer should produce
data.
It is specified as (xmin, ymin, xmax, ymax) in normalized device
coordinates, where the range 0 to 1 corresponds to the aperture. (0,0)
corresponds to the bottom-left corner and (1,1) corresponds to the
upper-right corner.
Specifying a window outside the unit square will produce overscan
data. Specifying a window that does not cover the unit square will
produce a cropped render.
A pixel is included in the rendered result if the pixel center is
contained by the data window. This is consistent with standard rules
used by polygon rasterization engines. UsdRenderRasterization
The data window is expressed in NDC so that cropping and overscan may
be resolution independent. In interactive workflows, incremental
cropping and resolution adjustment may be intermixed to isolate and
examine parts of the scene. In compositing workflows, overscan may be
used to support image post-processing kernels, and reduced-resolution
proxy renders may be used for faster iteration.
The dataWindow:ndc coordinate system references the aperture after any
adjustments required by aspectRatioConformPolicy.
Declaration
uniform float4 dataWindowNDC = (0, 0, 1, 1)
C++ Type
GfVec4f
Usd Type
SdfValueTypeNames->Float4
Variability
SdfVariabilityUniform
GetDisableMotionBlurAttr() → Attribute
Disable all motion blur by setting the shutter interval of the
targeted camera to [0,0] - that is, take only one sample, namely at
the current time code.
Declaration
uniform bool disableMotionBlur = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
GetInstantaneousShutterAttr() → Attribute
Deprecated - use disableMotionBlur instead.
Override the targeted camera ‘s shutterClose to be equal to the
value of its shutterOpen, to produce a zero-width shutter interval.
This gives us a convenient way to disable motion blur.
Declaration
uniform bool instantaneousShutter = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
GetPixelAspectRatioAttr() → Attribute
The aspect ratio (width/height) of image pixels.
The default ratio 1.0 indicates square pixels.
Declaration
uniform float pixelAspectRatio = 1
C++ Type
float
Usd Type
SdfValueTypeNames->Float
Variability
SdfVariabilityUniform
GetResolutionAttr() → Attribute
The image pixel resolution, corresponding to the camera’s screen
window.
Declaration
uniform int2 resolution = (2048, 1080)
C++ Type
GfVec2i
Usd Type
SdfValueTypeNames->Int2
Variability
SdfVariabilityUniform
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdRender.Tokens
Attributes:
adjustApertureHeight
adjustApertureWidth
adjustPixelAspectRatio
aspectRatioConformPolicy
camera
color3f
command
cropAperture
dataType
dataWindowNDC
denoiseEnable
denoisePass
disableMotionBlur
expandAperture
fileName
full
includedPurposes
inputPasses
instantaneousShutter
intrinsic
lpe
materialBindingPurposes
orderedVars
passType
pixelAspectRatio
preview
primvar
productName
productType
products
raster
raw
renderSettingsPrimPath
renderSource
renderingColorSpace
resolution
sourceName
sourceType
adjustApertureHeight = 'adjustApertureHeight'
adjustApertureWidth = 'adjustApertureWidth'
adjustPixelAspectRatio = 'adjustPixelAspectRatio'
aspectRatioConformPolicy = 'aspectRatioConformPolicy'
camera = 'camera'
color3f = 'color3f'
command = 'command'
cropAperture = 'cropAperture'
dataType = 'dataType'
dataWindowNDC = 'dataWindowNDC'
denoiseEnable = 'denoise:enable'
denoisePass = 'denoise:pass'
disableMotionBlur = 'disableMotionBlur'
expandAperture = 'expandAperture'
fileName = 'fileName'
full = 'full'
includedPurposes = 'includedPurposes'
inputPasses = 'inputPasses'
instantaneousShutter = 'instantaneousShutter'
intrinsic = 'intrinsic'
lpe = 'lpe'
materialBindingPurposes = 'materialBindingPurposes'
orderedVars = 'orderedVars'
passType = 'passType'
pixelAspectRatio = 'pixelAspectRatio'
preview = 'preview'
primvar = 'primvar'
productName = 'productName'
productType = 'productType'
products = 'products'
raster = 'raster'
raw = 'raw'
renderSettingsPrimPath = 'renderSettingsPrimPath'
renderSource = 'renderSource'
renderingColorSpace = 'renderingColorSpace'
resolution = 'resolution'
sourceName = 'sourceName'
sourceType = 'sourceType'
class pxr.UsdRender.Var
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.
The name of the RenderVar prim drives the name of the data variable
that the renderer will produce.
In the future, UsdRender may standardize RenderVar representation for
well-known variables under the sourceType intrinsic , such as r,
g, b, a, z, or id. 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.
Methods:
CreateDataTypeAttr(defaultValue, writeSparsely)
See GetDataTypeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateSourceNameAttr(defaultValue, writeSparsely)
See GetSourceNameAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateSourceTypeAttr(defaultValue, writeSparsely)
See GetSourceTypeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> Var
Get
classmethod Get(stage, path) -> Var
GetDataTypeAttr()
The type of this channel, as a USD attribute type.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetSourceNameAttr()
The renderer should look for an output of this name as the computed value for the RenderVar.
GetSourceTypeAttr()
Indicates the type of the source.
CreateDataTypeAttr(defaultValue, writeSparsely) → Attribute
See GetDataTypeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateSourceNameAttr(defaultValue, writeSparsely) → Attribute
See GetSourceNameAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateSourceTypeAttr(defaultValue, writeSparsely) → Attribute
See GetSourceTypeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> Var
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Var
Return a UsdRenderVar holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdRenderVar(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetDataTypeAttr() → Attribute
The type of this channel, as a USD attribute type.
Declaration
uniform token dataType ="color3f"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetSourceNameAttr() → Attribute
The renderer should look for an output of this name as the computed
value for the RenderVar.
Declaration
uniform string sourceName =""
C++ Type
std::string
Usd Type
SdfValueTypeNames->String
Variability
SdfVariabilityUniform
GetSourceTypeAttr() → Attribute
Indicates the type of the source.
“raw”: The name should be passed directly to the renderer. This
is the default behavior.
“primvar”: This source represents the name of a primvar. Some
renderers may use this to ensure that the primvar is provided; other
renderers may require that a suitable material network be provided, in
which case this is simply an advisory setting.
“lpe”: Specifies a Light Path Expression in the OSL Light Path
Expressions language as the source for this RenderVar. Some renderers
may use extensions to that syntax, which will necessarily be non-
portable.
“intrinsic”: This setting is currently unimplemented, but
represents a future namespace for UsdRender to provide portable
baseline RenderVars, such as camera depth, that may have varying
implementations for each renderer.
Declaration
uniform token sourceType ="raw"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
raw, primvar, lpe, intrinsic
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
known-issues.md | Known issues — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
Known issues
# Known issues
## CentOS and Red Hat Enterprise Linux
There is a known issue using CentOS and Red Hat Enterprise Linux using Omniverse Launcher.
Include the --no-sandbox flag when launching from the terminal.
## Launcher (General)
Internet Access is required to use the Workstation Launcher (Internet Access is not required when using the IT Managed Launcher.)
Occasional graphical artifacts and errors in Launcher UI for certain driver OS combinations
Some Connectors may be installed without the associated Application on Linux systems
Launcher may show errors after downloading content on Linux systems
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
omni.ui.Pixel.md | Pixel — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
Pixel
# Pixel
class omni.ui.Pixel
Bases: Length
Pixel length is exact length in pixels.
Methods
__init__(self, value)
Construct Pixel.
Attributes
__init__(self: omni.ui._ui.Pixel, value: float) → None
Construct Pixel.
`kwargsdict`See below
### Keyword Arguments:
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
omni.ui.Style.md | Style — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
Style
# Style
class omni.ui.Style
Bases: pybind11_object
A singleton that controls the global style of the session.
Methods
__init__(*args, **kwargs)
get_instance()
Get the instance of this singleton object.
Attributes
default
Set the default root style.
__init__(*args, **kwargs)
static get_instance() → omni.ui._ui.Style
Get the instance of this singleton object.
property default
Set the default root style. It’s the style that is preselected when no alternative is specified.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
UsdShade.md | UsdShade module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
UsdShade module
# UsdShade module
Summary: The UsdShade module provides schemas and behaviors for creating and binding materials, which encapsulate shading networks.
Classes:
AttributeType
ConnectableAPI
UsdShadeConnectableAPI is an API schema that provides a common interface for creating outputs and making connections between shading parameters and outputs.
ConnectionModification
ConnectionSourceInfo
A compact struct to represent a bundle of information about an upstream source attribute.
CoordSysAPI
UsdShadeCoordSysAPI provides a way to designate, name, and discover coordinate systems.
Input
This class encapsulates a shader or node-graph input, which is a connectable attribute representing a typed value.
Material
A Material provides a container into which multiple"render targets"can add data that defines a"shading material"for a renderer.
MaterialBindingAPI
UsdShadeMaterialBindingAPI is an API schema that provides an interface for binding materials to prims or collections of prims (represented by UsdCollectionAPI objects).
NodeDefAPI
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.
NodeGraph
A node-graph is a container for shading nodes, as well as other node- graphs.
Output
This class encapsulates a shader or node-graph output, which is a connectable attribute representing a typed, externally computed value.
Shader
Base class for all USD shaders.
ShaderDefParserPlugin
Parses shader definitions represented using USD scene description using the schemas provided by UsdShade.
ShaderDefUtils
This class contains a set of utility functions used for populating the shader registry with shaders definitions specified using UsdShade schemas.
Tokens
Utils
This class contains a set of utility functions used when authoring and querying shading networks.
class pxr.UsdShade.AttributeType
Attributes:
Input
Invalid
Output
names
values
Input = pxr.UsdShade.AttributeType.Input
Invalid = pxr.UsdShade.AttributeType.Invalid
Output = pxr.UsdShade.AttributeType.Output
names = {'Input': pxr.UsdShade.AttributeType.Input, 'Invalid': pxr.UsdShade.AttributeType.Invalid, 'Output': pxr.UsdShade.AttributeType.Output}
values = {0: pxr.UsdShade.AttributeType.Invalid, 1: pxr.UsdShade.AttributeType.Input, 2: pxr.UsdShade.AttributeType.Output}
class pxr.UsdShade.ConnectableAPI
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.
One can construct a UsdShadeConnectableAPI directly from a UsdPrim, or
from objects of any of the schema classes listed above. If it seems
onerous to need to construct a secondary schema object to interact
with Inputs and Outputs, keep in mind that any function whose purpose
is either to walk material/shader networks via their connections, or
to create such networks, can typically be written entirely in terms of
UsdShadeConnectableAPI objects, without needing to care what the
underlying prim type is.
Additionally, the most common UsdShadeConnectableAPI behaviors
(creating Inputs and Outputs, and making connections) are wrapped as
convenience methods on the prim schema classes (creation) and
UsdShadeInput and UsdShadeOutput.
Methods:
CanConnect
classmethod CanConnect(input, source) -> bool
ClearSource
classmethod ClearSource(shadingAttr) -> bool
ClearSources
classmethod ClearSources(shadingAttr) -> bool
ConnectToSource
classmethod ConnectToSource(shadingAttr, source, mod) -> bool
CreateInput(name, typeName)
Create an input which can both have a value and be connected.
CreateOutput(name, typeName)
Create an output, which represents and externally computed, typed value.
DisconnectSource
classmethod DisconnectSource(shadingAttr, sourceAttr) -> bool
Get
classmethod Get(stage, path) -> ConnectableAPI
GetConnectedSource
classmethod GetConnectedSource(shadingAttr, source, sourceName, sourceType) -> bool
GetConnectedSources
classmethod GetConnectedSources(shadingAttr, invalidSourcePaths) -> list[UsdShadeSourceInfo]
GetInput(name)
Return the requested input if it exists.
GetInputs(onlyAuthored)
Returns all inputs on the connectable prim (i.e.
GetOutput(name)
Return the requested output if it exists.
GetOutputs(onlyAuthored)
Returns all outputs on the connectable prim (i.e.
GetRawConnectedSourcePaths
classmethod GetRawConnectedSourcePaths(shadingAttr, sourcePaths) -> bool
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
HasConnectableAPI
classmethod HasConnectableAPI(schemaType) -> bool
HasConnectedSource
classmethod HasConnectedSource(shadingAttr) -> bool
IsContainer()
Returns true if the prim is a container.
IsSourceConnectionFromBaseMaterial
classmethod IsSourceConnectionFromBaseMaterial(shadingAttr) -> bool
RequiresEncapsulation()
Returns true if container encapsulation rules should be respected when evaluating connectibility behavior, false otherwise.
SetConnectedSources
classmethod SetConnectedSources(shadingAttr, sourceInfos) -> bool
static CanConnect()
classmethod CanConnect(input, source) -> bool
Determines whether the given input can be connected to the given
source attribute, which can be an input or an output.
The result depends on the”connectability”of the input and the source
attributes. Depending on the prim type, this may require the plugin
that defines connectability behavior for that prim type be loaded.
UsdShadeInput::SetConnectability
UsdShadeInput::GetConnectability
Parameters
input (Input) –
source (Attribute) –
CanConnect(input, sourceInput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
sourceInput (Input) –
CanConnect(input, sourceOutput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
sourceOutput (Output) –
CanConnect(output, source) -> bool
Determines whether the given output can be connected to the given
source attribute, which can be an input or an output.
An output is considered to be connectable only if it belongs to a
node-graph. Shader outputs are not connectable.
source is an optional argument. If a valid UsdAttribute is
supplied for it, this method will return true only if the source
attribute is owned by a descendant of the node-graph owning the
output.
Parameters
output (Output) –
source (Attribute) –
CanConnect(output, sourceInput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
sourceInput (Input) –
CanConnect(output, sourceOutput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
sourceOutput (Output) –
static ClearSource()
classmethod ClearSource(shadingAttr) -> bool
Deprecated
This is the older version that only referenced a single source. Please
use ClearSources instead.
Parameters
shadingAttr (Attribute) –
ClearSource(input) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
ClearSource(output) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
static ClearSources()
classmethod ClearSources(shadingAttr) -> bool
Clears sources for this shading attribute in the current
UsdEditTarget.
Most of the time, what you probably want is DisconnectSource() rather
than this function.
DisconnectSource()
Parameters
shadingAttr (Attribute) –
ClearSources(input) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
ClearSources(output) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
static ConnectToSource()
classmethod ConnectToSource(shadingAttr, source, mod) -> bool
Authors a connection for a given shading attribute shadingAttr .
shadingAttr can represent a parameter, an input or an output.
source is a struct that describes the upstream source attribute
with all the information necessary to make a connection. See the
documentation for UsdShadeConnectionSourceInfo. mod describes the
operation that should be applied to the list of connections. By
default the new connection will replace any existing connections, but
it can add to the list of connections to represent multiple input
connections.
true if a connection was created successfully. false if
shadingAttr or source is invalid.
This method does not verify the connectability of the shading
attribute to the source. Clients must invoke CanConnect() themselves
to ensure compatibility.
The source shading attribute is created if it doesn’t exist already.
Parameters
shadingAttr (Attribute) –
source (ConnectionSourceInfo) –
mod (ConnectionModification) –
ConnectToSource(input, source, mod) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
source (ConnectionSourceInfo) –
mod (ConnectionModification) –
ConnectToSource(output, source, mod) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
source (ConnectionSourceInfo) –
mod (ConnectionModification) –
ConnectToSource(shadingAttr, source, sourceName, sourceType, typeName) -> bool
Deprecated
Please use the versions that take a UsdShadeConnectionSourceInfo to
describe the upstream source This is an overloaded member function,
provided for convenience. It differs from the above function only in
what argument(s) it accepts.
Parameters
shadingAttr (Attribute) –
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
typeName (ValueTypeName) –
ConnectToSource(input, source, sourceName, sourceType, typeName) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
typeName (ValueTypeName) –
ConnectToSource(output, source, sourceName, sourceType, typeName) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
typeName (ValueTypeName) –
ConnectToSource(shadingAttr, sourcePath) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Connect the given shading attribute to the source at path,
sourcePath .
sourcePath should be the fully namespaced property path.
This overload is provided for convenience, for use in contexts where
the prim types are unknown or unavailable.
Parameters
shadingAttr (Attribute) –
sourcePath (Path) –
ConnectToSource(input, sourcePath) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
sourcePath (Path) –
ConnectToSource(output, sourcePath) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
sourcePath (Path) –
ConnectToSource(shadingAttr, sourceInput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Connect the given shading attribute to the given source input.
Parameters
shadingAttr (Attribute) –
sourceInput (Input) –
ConnectToSource(input, sourceInput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
sourceInput (Input) –
ConnectToSource(output, sourceInput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
sourceInput (Input) –
ConnectToSource(shadingAttr, sourceOutput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Connect the given shading attribute to the given source output.
Parameters
shadingAttr (Attribute) –
sourceOutput (Output) –
ConnectToSource(input, sourceOutput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
sourceOutput (Output) –
ConnectToSource(output, sourceOutput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
sourceOutput (Output) –
CreateInput(name, typeName) → Input
Create an input which can both have a value and be connected.
The attribute representing the input is created in
the”inputs:”namespace.
Parameters
name (str) –
typeName (ValueTypeName) –
CreateOutput(name, typeName) → Output
Create an output, which represents and externally computed, typed
value.
Outputs on node-graphs can be connected.
The attribute representing an output is created in
the”outputs:”namespace.
Parameters
name (str) –
typeName (ValueTypeName) –
static DisconnectSource()
classmethod DisconnectSource(shadingAttr, sourceAttr) -> bool
Disconnect source for this shading attribute.
If sourceAttr is valid it will disconnect the connection to this
upstream attribute. Otherwise it will disconnect all connections by
authoring an empty list of connections for the attribute
shadingAttr .
This may author more scene description than you might expect - we
define the behavior of disconnect to be that, even if a shading
attribute becomes connected in a weaker layer than the current
UsdEditTarget, the attribute will still be disconnected in the
composition, therefore we must”block”it in the current UsdEditTarget.
ConnectToSource() .
Parameters
shadingAttr (Attribute) –
sourceAttr (Attribute) –
DisconnectSource(input, sourceAttr) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
sourceAttr (Attribute) –
DisconnectSource(output, sourceAttr) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
sourceAttr (Attribute) –
static Get()
classmethod Get(stage, path) -> ConnectableAPI
Return a UsdShadeConnectableAPI holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdShadeConnectableAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
static GetConnectedSource()
classmethod GetConnectedSource(shadingAttr, source, sourceName, sourceType) -> bool
Deprecated
Shading attributes can have multiple connections and so using
GetConnectedSources is needed in general
Finds the source of a connection for the given shading attribute.
shadingAttr is the shading attribute whose connection we want to
interrogate. source is an output parameter which will be set to
the source connectable prim. sourceName will be set to the name of
the source shading attribute, which may be an input or an output, as
specified by sourceType sourceType will have the type of the
source shading attribute, i.e. whether it is an Input or
Output
true if the shading attribute is connected to a valid, defined
source attribute. false if the shading attribute is not connected
to a single, defined source attribute.
Previously this method would silently return false for multiple
connections. We are changing the behavior of this method to return the
result for the first connection and issue a TfWarn about it. We want
to encourage clients to use GetConnectedSources going forward.
The python wrapping for this method returns a (source, sourceName,
sourceType) tuple if the parameter is connected, else None
Parameters
shadingAttr (Attribute) –
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
GetConnectedSource(input, source, sourceName, sourceType) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
GetConnectedSource(output, source, sourceName, sourceType) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
static GetConnectedSources()
classmethod GetConnectedSources(shadingAttr, invalidSourcePaths) -> list[UsdShadeSourceInfo]
Finds the valid sources of connections for the given shading
attribute.
shadingAttr is the shading attribute whose connections we want to
interrogate. invalidSourcePaths is an optional output parameter to
collect the invalid source paths that have not been reported in the
returned vector.
Returns a vector of UsdShadeConnectionSourceInfo structs with
information about each upsteam attribute. If the vector is empty,
there have been no connections.
A valid connection requires the existence of the source attribute and
also requires that the source prim is UsdShadeConnectableAPI
compatible.
The python wrapping returns a tuple with the valid connections first,
followed by the invalid source paths.
Parameters
shadingAttr (Attribute) –
invalidSourcePaths (list[SdfPath]) –
GetConnectedSources(input, invalidSourcePaths) -> list[UsdShadeSourceInfo]
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
invalidSourcePaths (list[SdfPath]) –
GetConnectedSources(output, invalidSourcePaths) -> list[UsdShadeSourceInfo]
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
invalidSourcePaths (list[SdfPath]) –
GetInput(name) → Input
Return the requested input if it exists.
name is the unnamespaced base name.
Parameters
name (str) –
GetInputs(onlyAuthored) → list[Input]
Returns all inputs on the connectable prim (i.e.
shader or node-graph). Inputs are represented by attributes in
the”inputs:”namespace. If onlyAuthored is true (the default), then
only return authored attributes; otherwise, this also returns un-
authored builtins.
Parameters
onlyAuthored (bool) –
GetOutput(name) → Output
Return the requested output if it exists.
name is the unnamespaced base name.
Parameters
name (str) –
GetOutputs(onlyAuthored) → list[Output]
Returns all outputs on the connectable prim (i.e.
shader or node-graph). Outputs are represented by attributes in
the”outputs:”namespace. If onlyAuthored is true (the default),
then only return authored attributes; otherwise, this also returns un-
authored builtins.
Parameters
onlyAuthored (bool) –
static GetRawConnectedSourcePaths()
classmethod GetRawConnectedSourcePaths(shadingAttr, sourcePaths) -> bool
Deprecated
Please us GetConnectedSources to retrieve multiple connections
Returns the”raw”(authored) connected source paths for the given
shading attribute.
Parameters
shadingAttr (Attribute) –
sourcePaths (list[SdfPath]) –
GetRawConnectedSourcePaths(input, sourcePaths) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
sourcePaths (list[SdfPath]) –
GetRawConnectedSourcePaths(output, sourcePaths) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
sourcePaths (list[SdfPath]) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
static HasConnectableAPI()
classmethod HasConnectableAPI(schemaType) -> bool
Return true if the schemaType has a valid connectableAPIBehavior
registered, false otherwise.
To check if a prim’s connectableAPI has a behavior defined, use
UsdSchemaBase::operator bool() .
Parameters
schemaType (Type) –
HasConnectableAPI() -> bool
Return true if the schema type T has a connectableAPIBehavior
registered, false otherwise.
static HasConnectedSource()
classmethod HasConnectedSource(shadingAttr) -> bool
Returns true if and only if the shading attribute is currently
connected to at least one valid (defined) source.
If you will be calling GetConnectedSources() afterwards anyways, it
will be much faster to instead check if the returned vector is
empty:
UsdShadeSourceInfoVector connections =
UsdShadeConnectableAPI::GetConnectedSources(attribute);
if (!connections.empty()){
// process connected attribute
} else {
// process unconnected attribute
}
Parameters
shadingAttr (Attribute) –
HasConnectedSource(input) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
HasConnectedSource(output) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
IsContainer() → bool
Returns true if the prim is a container.
The underlying prim type may provide runtime behavior that defines
whether it is a container.
static IsSourceConnectionFromBaseMaterial()
classmethod IsSourceConnectionFromBaseMaterial(shadingAttr) -> bool
Returns true if the connection to the given shading attribute’s
source, as returned by UsdShadeConnectableAPI::GetConnectedSource() ,
is authored across a specializes arc, which is used to denote a base
material.
Parameters
shadingAttr (Attribute) –
IsSourceConnectionFromBaseMaterial(input) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
input (Input) –
IsSourceConnectionFromBaseMaterial(output) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
RequiresEncapsulation() → bool
Returns true if container encapsulation rules should be respected when
evaluating connectibility behavior, false otherwise.
The underlying prim type may provide runtime behavior that defines if
encapsulation rules are respected or not.
static SetConnectedSources()
classmethod SetConnectedSources(shadingAttr, sourceInfos) -> bool
Authors a list of connections for a given shading attribute
shadingAttr .
shadingAttr can represent a parameter, an input or an output.
sourceInfos is a vector of structs that describes the upstream
source attributes with all the information necessary to make all the
connections. See the documentation for UsdShadeConnectionSourceInfo.
true if all connection were created successfully. false if the
shadingAttr or one of the sources are invalid.
A valid connection is one that has a valid
UsdShadeConnectionSourceInfo , which requires the existence of the
upstream source prim. It does not require the existence of the source
attribute as it will be create if necessary.
Parameters
shadingAttr (Attribute) –
sourceInfos (list[ConnectionSourceInfo]) –
class pxr.UsdShade.ConnectionModification
Attributes:
Append
Prepend
Replace
names
values
Append = pxr.UsdShade.ConnectionModification.Append
Prepend = pxr.UsdShade.ConnectionModification.Prepend
Replace = pxr.UsdShade.ConnectionModification.Replace
names = {'Append': pxr.UsdShade.ConnectionModification.Append, 'Prepend': pxr.UsdShade.ConnectionModification.Prepend, 'Replace': pxr.UsdShade.ConnectionModification.Replace}
values = {0: pxr.UsdShade.ConnectionModification.Replace, 1: pxr.UsdShade.ConnectionModification.Prepend, 2: pxr.UsdShade.ConnectionModification.Append}
class pxr.UsdShade.ConnectionSourceInfo
A compact struct to represent a bundle of information about an
upstream source attribute.
Methods:
IsValid()
Return true if this source info is valid for setting up a connection.
Attributes:
source
sourceName
sourceType
typeName
IsValid() → bool
Return true if this source info is valid for setting up a connection.
property source
property sourceName
property sourceType
property typeName
class pxr.UsdShade.CoordSysAPI
UsdShadeCoordSysAPI provides a way to designate, name, and discover
coordinate systems.
Coordinate systems are implicitly established by UsdGeomXformable
prims, using their local space. That coordinate system may be bound
(i.e., named) from another prim. The binding is encoded as a single-
target relationship in the”coordSys:”namespace. Coordinate system
bindings apply to descendants of the prim where the binding is
expressed, but names may be re-bound by descendant prims.
Named coordinate systems are useful in shading workflows. An example
is projection paint, which projects a texture from a certain view (the
paint coordinate system). Using the paint coordinate frame avoids the
need to assign a UV set to the object, and can be a concise way to
project paint across a collection of objects with a single shared
paint coordinate system.
This is a non-applied API schema.
Methods:
Bind(name, path)
Bind the name to the given path.
BlockBinding(name)
Block the indicated coordinate system binding on this prim by blocking targets on the underlying relationship.
CanContainPropertyName
classmethod CanContainPropertyName(name) -> bool
ClearBinding(name, removeSpec)
Clear the indicated coordinate system binding on this prim from the current edit target.
FindBindingsWithInheritance()
Find the list of coordinate system bindings that apply to this prim, including inherited bindings.
Get
classmethod Get(stage, path) -> CoordSysAPI
GetCoordSysRelationshipName
classmethod GetCoordSysRelationshipName(coordSysName) -> str
GetLocalBindings()
Get the list of coordinate system bindings local to this prim.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
HasLocalBindings()
Returns true if the prim has local coordinate system binding opinions.
Bind(name, path) → bool
Bind the name to the given path.
The prim at the given path is expected to be UsdGeomXformable, in
order for the binding to be succesfully resolved.
Parameters
name (str) –
path (Path) –
BlockBinding(name) → bool
Block the indicated coordinate system binding on this prim by blocking
targets on the underlying relationship.
Parameters
name (str) –
static CanContainPropertyName()
classmethod CanContainPropertyName(name) -> bool
Test whether a given name contains the”coordSys:”prefix.
Parameters
name (str) –
ClearBinding(name, removeSpec) → bool
Clear the indicated coordinate system binding on this prim from the
current edit target.
Only remove the spec if removeSpec is true (leave the spec to
preserve meta-data we may have intentionally authored on the
relationship)
Parameters
name (str) –
removeSpec (bool) –
FindBindingsWithInheritance() → list[Binding]
Find the list of coordinate system bindings that apply to this prim,
including inherited bindings.
This computation examines this prim and ancestors for the strongest
binding for each name. A binding expressed by a child prim supercedes
bindings on ancestors.
Note that this API does not validate the prims at the target paths;
they may be of incorrect type, or missing entirely.
Binding relationships with no resolved targets are skipped.
static Get()
classmethod Get(stage, path) -> CoordSysAPI
Return a UsdShadeCoordSysAPI holding the prim adhering to this schema
at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdShadeCoordSysAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
static GetCoordSysRelationshipName()
classmethod GetCoordSysRelationshipName(coordSysName) -> str
Returns the fully namespaced coordinate system relationship name,
given the coordinate system name.
Parameters
coordSysName (str) –
GetLocalBindings() → list[Binding]
Get the list of coordinate system bindings local to this prim.
This does not process inherited bindings. It does not validate that a
prim exists at the indicated path. If the binding relationship has
multiple targets, only the first is used.
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
HasLocalBindings() → bool
Returns true if the prim has local coordinate system binding opinions.
Note that the resulting binding list may still be empty.
class pxr.UsdShade.Input
This class encapsulates a shader or node-graph input, which is a
connectable attribute representing a typed value.
Methods:
CanConnect(source)
Determines whether this Input can be connected to the given source attribute, which can be an input or an output.
ClearConnectability()
Clears any authored connectability on the Input.
ClearSdrMetadata()
Clears any"sdrMetadata"value authored on the Input in the current EditTarget.
ClearSdrMetadataByKey(key)
Clears the entry corresponding to the given key in the"sdrMetadata"dictionary authored in the current EditTarget.
ClearSource()
Deprecated
ClearSources()
Clears sources for this Input in the current UsdEditTarget.
ConnectToSource(source, mod)
Authors a connection for this Input.
DisconnectSource(sourceAttr)
Disconnect source for this Input.
Get(value, time)
Convenience wrapper for the templated UsdAttribute::Get() .
GetAttr()
Explicit UsdAttribute extractor.
GetBaseName()
Returns the name of the input.
GetConnectability()
Returns the connectability of the Input.
GetConnectedSource(source, sourceName, ...)
Deprecated
GetConnectedSources(invalidSourcePaths)
Finds the valid sources of connections for the Input.
GetDisplayGroup()
Get the displayGroup metadata for this Input, i.e.
GetDocumentation()
Get documentation string for this Input.
GetFullName()
Get the name of the attribute associated with the Input.
GetPrim()
Get the prim that the input belongs to.
GetRawConnectedSourcePaths(sourcePaths)
Deprecated
GetRenderType()
Return this Input's specialized renderType, or an empty token if none was authored.
GetSdrMetadata()
Returns this Input's composed"sdrMetadata"dictionary as a NdrTokenMap.
GetSdrMetadataByKey(key)
Returns the value corresponding to key in the composed sdrMetadata dictionary.
GetTypeName()
Get the"scene description"value type name of the attribute associated with the Input.
GetValueProducingAttribute(attrType)
Deprecated
GetValueProducingAttributes(shaderOutputsOnly)
Find what is connected to this Input recursively.
HasConnectedSource()
Returns true if and only if this Input is currently connected to a valid (defined) source.
HasRenderType()
Return true if a renderType has been specified for this Input.
HasSdrMetadata()
Returns true if the Input has a non-empty composed"sdrMetadata"dictionary value.
HasSdrMetadataByKey(key)
Returns true if there is a value corresponding to the given key in the composed"sdrMetadata"dictionary.
IsInput
classmethod IsInput(attr) -> bool
IsInterfaceInputName
classmethod IsInterfaceInputName(name) -> bool
IsSourceConnectionFromBaseMaterial()
Returns true if the connection to this Input's source, as returned by GetConnectedSource() , is authored across a specializes arc, which is used to denote a base material.
Set(value, time)
Set a value for the Input at time .
SetConnectability(connectability)
Set the connectability of the Input.
SetConnectedSources(sourceInfos)
Connects this Input to the given sources, sourceInfos .
SetDisplayGroup(displayGroup)
Set the displayGroup metadata for this Input, i.e.
SetDocumentation(docs)
Set documentation string for this Input.
SetRenderType(renderType)
Specify an alternative, renderer-specific type to use when emitting/translating this Input, rather than translating based on its GetTypeName()
SetSdrMetadata(sdrMetadata)
Authors the given sdrMetadata value on this Input at the current EditTarget.
SetSdrMetadataByKey(key, value)
Sets the value corresponding to key to the given string value , in the Input's"sdrMetadata"dictionary at the current EditTarget.
CanConnect(source) → bool
Determines whether this Input can be connected to the given source
attribute, which can be an input or an output.
UsdShadeConnectableAPI::CanConnect
Parameters
source (Attribute) –
CanConnect(sourceInput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
sourceInput (Input) –
CanConnect(sourceOutput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
sourceOutput (Output) –
ClearConnectability() → bool
Clears any authored connectability on the Input.
ClearSdrMetadata() → None
Clears any”sdrMetadata”value authored on the Input in the current
EditTarget.
ClearSdrMetadataByKey(key) → None
Clears the entry corresponding to the given key in
the”sdrMetadata”dictionary authored in the current EditTarget.
Parameters
key (str) –
ClearSource() → bool
Deprecated
ClearSources() → bool
Clears sources for this Input in the current UsdEditTarget.
Most of the time, what you probably want is DisconnectSource() rather
than this function.
UsdShadeConnectableAPI::ClearSources
ConnectToSource(source, mod) → bool
Authors a connection for this Input.
source is a struct that describes the upstream source attribute
with all the information necessary to make a connection. See the
documentation for UsdShadeConnectionSourceInfo. mod describes the
operation that should be applied to the list of connections. By
default the new connection will replace any existing connections, but
it can add to the list of connections to represent multiple input
connections.
true if a connection was created successfully. false if this
input or source is invalid.
This method does not verify the connectability of the shading
attribute to the source. Clients must invoke CanConnect() themselves
to ensure compatibility.
The source shading attribute is created if it doesn’t exist already.
UsdShadeConnectableAPI::ConnectToSource
Parameters
source (ConnectionSourceInfo) –
mod (ConnectionModification) –
ConnectToSource(source, sourceName, sourceType, typeName) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
typeName (ValueTypeName) –
ConnectToSource(sourcePath) -> bool
Authors a connection for this Input to the source at the given path.
UsdShadeConnectableAPI::ConnectToSource
Parameters
sourcePath (Path) –
ConnectToSource(sourceInput) -> bool
Connects this Input to the given input, sourceInput .
UsdShadeConnectableAPI::ConnectToSource
Parameters
sourceInput (Input) –
ConnectToSource(sourceOutput) -> bool
Connects this Input to the given output, sourceOutput .
UsdShadeConnectableAPI::ConnectToSource
Parameters
sourceOutput (Output) –
DisconnectSource(sourceAttr) → bool
Disconnect source for this Input.
If sourceAttr is valid, only a connection to the specified
attribute is disconnected, otherwise all connections are removed.
UsdShadeConnectableAPI::DisconnectSource
Parameters
sourceAttr (Attribute) –
Get(value, time) → bool
Convenience wrapper for the templated UsdAttribute::Get() .
Parameters
value (T) –
time (TimeCode) –
Get(value, time) -> bool
Convenience wrapper for VtValue version of UsdAttribute::Get() .
Parameters
value (VtValue) –
time (TimeCode) –
GetAttr() → Attribute
Explicit UsdAttribute extractor.
GetBaseName() → str
Returns the name of the input.
We call this the base name since it strips off the”inputs:”namespace
prefix from the attribute name, and returns it.
GetConnectability() → str
Returns the connectability of the Input.
SetConnectability()
GetConnectedSource(source, sourceName, sourceType) → bool
Deprecated
Parameters
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
GetConnectedSources(invalidSourcePaths) → list[SourceInfo]
Finds the valid sources of connections for the Input.
invalidSourcePaths is an optional output parameter to collect the
invalid source paths that have not been reported in the returned
vector.
Returns a vector of UsdShadeConnectionSourceInfo structs with
information about each upsteam attribute. If the vector is empty,
there have been no valid connections.
A valid connection requires the existence of the source attribute and
also requires that the source prim is UsdShadeConnectableAPI
compatible.
The python wrapping returns a tuple with the valid connections first,
followed by the invalid source paths.
UsdShadeConnectableAPI::GetConnectedSources
Parameters
invalidSourcePaths (list[SdfPath]) –
GetDisplayGroup() → str
Get the displayGroup metadata for this Input, i.e.
hint for the location and nesting of the attribute.
UsdProperty::GetDisplayGroup() , UsdProperty::GetNestedDisplayGroup()
GetDocumentation() → str
Get documentation string for this Input.
UsdObject::GetDocumentation()
GetFullName() → str
Get the name of the attribute associated with the Input.
GetPrim() → Prim
Get the prim that the input belongs to.
GetRawConnectedSourcePaths(sourcePaths) → bool
Deprecated
Returns the”raw”(authored) connected source paths for this Input.
UsdShadeConnectableAPI::GetRawConnectedSourcePaths
Parameters
sourcePaths (list[SdfPath]) –
GetRenderType() → str
Return this Input’s specialized renderType, or an empty token if none
was authored.
SetRenderType()
GetSdrMetadata() → NdrTokenMap
Returns this Input’s composed”sdrMetadata”dictionary as a NdrTokenMap.
GetSdrMetadataByKey(key) → str
Returns the value corresponding to key in the composed
sdrMetadata dictionary.
Parameters
key (str) –
GetTypeName() → ValueTypeName
Get the”scene description”value type name of the attribute associated
with the Input.
GetValueProducingAttribute(attrType) → Attribute
Deprecated
in favor of calling GetValueProducingAttributes
Parameters
attrType (AttributeType) –
GetValueProducingAttributes(shaderOutputsOnly) → list[UsdShadeAttribute]
Find what is connected to this Input recursively.
UsdShadeUtils::GetValueProducingAttributes
Parameters
shaderOutputsOnly (bool) –
HasConnectedSource() → bool
Returns true if and only if this Input is currently connected to a
valid (defined) source.
UsdShadeConnectableAPI::HasConnectedSource
HasRenderType() → bool
Return true if a renderType has been specified for this Input.
SetRenderType()
HasSdrMetadata() → bool
Returns true if the Input has a non-empty
composed”sdrMetadata”dictionary value.
HasSdrMetadataByKey(key) → bool
Returns true if there is a value corresponding to the given key in
the composed”sdrMetadata”dictionary.
Parameters
key (str) –
static IsInput()
classmethod IsInput(attr) -> bool
Test whether a given UsdAttribute represents a valid Input, which
implies that creating a UsdShadeInput from the attribute will succeed.
Success implies that attr.IsDefined() is true.
Parameters
attr (Attribute) –
static IsInterfaceInputName()
classmethod IsInterfaceInputName(name) -> bool
Test if this name has a namespace that indicates it could be an input.
Parameters
name (str) –
IsSourceConnectionFromBaseMaterial() → bool
Returns true if the connection to this Input’s source, as returned by
GetConnectedSource() , is authored across a specializes arc, which is
used to denote a base material.
UsdShadeConnectableAPI::IsSourceConnectionFromBaseMaterial
Set(value, time) → bool
Set a value for the Input at time .
Parameters
value (VtValue) –
time (TimeCode) –
Set(value, time) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Set a value of the Input at time .
Parameters
value (T) –
time (TimeCode) –
SetConnectability(connectability) → bool
Set the connectability of the Input.
In certain shading data models, there is a need to distinguish which
inputs can vary over a surface from those that must be
uniform. This is accomplished in UsdShade by limiting the
connectability of the input. This is done by setting
the”connectability”metadata on the associated attribute.
Connectability of an Input can be set to UsdShadeTokens->full or
UsdShadeTokens->interfaceOnly.
full implies that the Input can be connected to any other
Input or Output.
interfaceOnly implies that the Input can only be connected to
a NodeGraph Input (which represents an interface override, not a
render-time dataflow connection), or another Input whose
connectability is also”interfaceOnly”.
The default connectability of an input is UsdShadeTokens->full.
SetConnectability()
Parameters
connectability (str) –
SetConnectedSources(sourceInfos) → bool
Connects this Input to the given sources, sourceInfos .
UsdShadeConnectableAPI::SetConnectedSources
Parameters
sourceInfos (list[ConnectionSourceInfo]) –
SetDisplayGroup(displayGroup) → bool
Set the displayGroup metadata for this Input, i.e.
hinting for the location and nesting of the attribute.
Note for an input representing a nested SdrShaderProperty, its
expected to have the scope delimited by a”:”.
UsdProperty::SetDisplayGroup() , UsdProperty::SetNestedDisplayGroup()
SdrShaderProperty::GetPage()
Parameters
displayGroup (str) –
SetDocumentation(docs) → bool
Set documentation string for this Input.
UsdObject::SetDocumentation()
Parameters
docs (str) –
SetRenderType(renderType) → bool
Specify an alternative, renderer-specific type to use when
emitting/translating this Input, rather than translating based on its
GetTypeName()
For example, we set the renderType to”struct”for Inputs that are of
renderman custom struct types.
true on success.
Parameters
renderType (str) –
SetSdrMetadata(sdrMetadata) → None
Authors the given sdrMetadata value on this Input at the current
EditTarget.
Parameters
sdrMetadata (NdrTokenMap) –
SetSdrMetadataByKey(key, value) → None
Sets the value corresponding to key to the given string value
, in the Input’s”sdrMetadata”dictionary at the current EditTarget.
Parameters
key (str) –
value (str) –
class pxr.UsdShade.Material
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>”.
In the UsdShading model, geometry expresses a binding to a single
Material or to a set of Materials partitioned by UsdGeomSubsets
defined beneath the geometry; it is legal to bind a Material at the
root (or other sub-prim) of a model, and then bind a different
Material to individual gprims, but the meaning of inheritance
and”ancestral overriding”of Material bindings is left to each render-
target to determine. Since UsdGeom has no concept of shading, we
provide the API for binding and unbinding geometry on the API schema
UsdShadeMaterialBindingAPI.
The entire power of USD VariantSets and all the other composition
operators can leveraged when encoding shading variation.
UsdShadeMaterial provides facilities for a particular way of
building”Material variants”in which neither the identity of the
Materials themselves nor the geometry Material-bindings need to change
- instead we vary the targeted networks, interface values, and even
parameter values within a single variantSet. See Authoring Material
Variations for more details.
UsdShade requires that all of the shaders that”belong”to the Material
live under the Material in namespace. This supports powerful, easy
reuse of Materials, because it allows us to reference a Material
from one asset (the asset might be a module of Materials) into
another asset: USD references compose all descendant prims of the
reference target into the referencer’s namespace, which means that all
of the referenced Material’s shader networks will come along with the
Material. When referenced in this way, Materials can also be
instanced, for ease of deduplication and compactness. Finally,
Material encapsulation also allows us to specialize child materials
from parent materials.
For any described attribute Fallback Value or Allowed Values
below that are text/tokens, the actual token is published and defined
in UsdShadeTokens. So to set an attribute to the value”rightHanded”,
use UsdShadeTokens->rightHanded as the value.
Methods:
ClearBaseMaterial()
Clear the base Material of this Material.
ComputeDisplacementSource(renderContext, ...)
Deprecated
ComputeSurfaceSource(renderContext, ...)
Deprecated
ComputeVolumeSource(renderContext, ...)
Deprecated
CreateDisplacementAttr(defaultValue, ...)
See GetDisplacementAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateDisplacementOutput(renderContext)
Creates and returns the"displacement"output on this material for the specified renderContext .
CreateMasterMaterialVariant
classmethod CreateMasterMaterialVariant(masterPrim, MaterialPrims, masterVariantSetName) -> bool
CreateSurfaceAttr(defaultValue, writeSparsely)
See GetSurfaceAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateSurfaceOutput(renderContext)
Creates and returns the"surface"output on this material for the specified renderContext .
CreateVolumeAttr(defaultValue, writeSparsely)
See GetVolumeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateVolumeOutput(renderContext)
Creates and returns the"volume"output on this material for the specified renderContext .
Define
classmethod Define(stage, path) -> Material
Get
classmethod Get(stage, path) -> Material
GetBaseMaterial()
Get the path to the base Material of this Material.
GetBaseMaterialPath()
Get the base Material of this Material.
GetDisplacementAttr()
Represents the universal"displacement"output terminal of a material.
GetDisplacementOutput(renderContext)
Returns the"displacement"output of this material for the specified renderContext.
GetDisplacementOutputs()
Returns the"displacement"outputs of this material for all available renderContexts.
GetEditContextForVariant(...)
Helper function for configuring a UsdStage 's UsdEditTarget to author Material variations.
GetMaterialVariant()
Return a UsdVariantSet object for interacting with the Material variant variantSet.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetSurfaceAttr()
Represents the universal"surface"output terminal of a material.
GetSurfaceOutput(renderContext)
Returns the"surface"output of this material for the specified renderContext .
GetSurfaceOutputs()
Returns the"surface"outputs of this material for all available renderContexts.
GetVolumeAttr()
Represents the universal"volume"output terminal of a material.
GetVolumeOutput(renderContext)
Returns the"volume"output of this material for the specified renderContext.
GetVolumeOutputs()
Returns the"volume"outputs of this material for all available renderContexts.
HasBaseMaterial()
SetBaseMaterial(baseMaterial)
Set the base Material of this Material.
SetBaseMaterialPath(baseMaterialPath)
Set the path to the base Material of this Material.
ClearBaseMaterial() → None
Clear the base Material of this Material.
ComputeDisplacementSource(renderContext, sourceName, sourceType) → Shader
Deprecated
Use the form that takes a TfTokenVector or renderContexts
Parameters
renderContext (str) –
sourceName (str) –
sourceType (AttributeType) –
ComputeDisplacementSource(contextVector, sourceName, sourceType) -> Shader
Computes the resolved”displacement”output source for the given
contextVector .
Using the earliest renderContext in the contextVector that produces a
valid Shader object.
If a”displacement”output corresponding to each of the renderContexts
does not exist or is not connected to a valid source, then this
checks the universal displacement output.
Returns an empty Shader object if there is no valid displacement
output source for any of the renderContexts in the contextVector .
The python version of this method returns a tuple containing three
elements (the source displacement shader, sourceName, sourceType).
Parameters
contextVector (list[TfToken]) –
sourceName (str) –
sourceType (AttributeType) –
ComputeSurfaceSource(renderContext, sourceName, sourceType) → Shader
Deprecated
Use the form that takes a TfTokenVector or renderContexts.
Parameters
renderContext (str) –
sourceName (str) –
sourceType (AttributeType) –
ComputeSurfaceSource(contextVector, sourceName, sourceType) -> Shader
Computes the resolved”surface”output source for the given
contextVector .
Using the earliest renderContext in the contextVector that produces a
valid Shader object.
If a”surface”output corresponding to each of the renderContexts does
not exist or is not connected to a valid source, then this checks
the universal surface output.
Returns an empty Shader object if there is no valid surface output
source for any of the renderContexts in the contextVector . The
python version of this method returns a tuple containing three
elements (the source surface shader, sourceName, sourceType).
Parameters
contextVector (list[TfToken]) –
sourceName (str) –
sourceType (AttributeType) –
ComputeVolumeSource(renderContext, sourceName, sourceType) → Shader
Deprecated
Use the form that takes a TfTokenVector or renderContexts
Parameters
renderContext (str) –
sourceName (str) –
sourceType (AttributeType) –
ComputeVolumeSource(contextVector, sourceName, sourceType) -> Shader
Computes the resolved”volume”output source for the given
contextVector .
Using the earliest renderContext in the contextVector that produces a
valid Shader object.
If a”volume”output corresponding to each of the renderContexts does
not exist or is not connected to a valid source, then this checks
the universal volume output.
Returns an empty Shader object if there is no valid volume output
output source for any of the renderContexts in the contextVector .
The python version of this method returns a tuple containing three
elements (the source volume shader, sourceName, sourceType).
Parameters
contextVector (list[TfToken]) –
sourceName (str) –
sourceType (AttributeType) –
CreateDisplacementAttr(defaultValue, writeSparsely) → Attribute
See GetDisplacementAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateDisplacementOutput(renderContext) → Output
Creates and returns the”displacement”output on this material for the
specified renderContext .
If the output already exists on the material, it is returned and no
authoring is performed. The returned output will always have the
requested renderContext.
Parameters
renderContext (str) –
static CreateMasterMaterialVariant()
classmethod CreateMasterMaterialVariant(masterPrim, MaterialPrims, masterVariantSetName) -> bool
Create a variantSet on masterPrim that will set the
MaterialVariant on each of the given MaterialPrims.
The variantSet, whose name can be specified with
masterVariantSetName and defaults to the same MaterialVariant name
created on Materials by GetEditContextForVariant() , will have the
same variants as the Materials, and each Master variant will set every
MaterialPrims' MaterialVariant selection to the same variant as
the master. Thus, it allows all Materials to be switched with a single
variant selection, on masterPrim .
If masterPrim is an ancestor of any given member of
MaterialPrims , then we will author variant selections directly on
the MaterialPrims. However, it is often preferable to create a master
MaterialVariant in a separately rooted tree from the MaterialPrims, so
that it can be layered more strongly on top of the Materials.
Therefore, for any MaterialPrim in a different tree than masterPrim,
we will create”overs”as children of masterPrim that recreate the path
to the MaterialPrim, substituting masterPrim’s full path for the
MaterialPrim’s root path component.
Upon successful completion, the new variantSet we created on
masterPrim will have its variant selection authored to
the”last”variant (determined lexicographically). It is up to the
calling client to either UsdVariantSet::ClearVariantSelection() on
masterPrim , or set the selection to the desired default setting.
Return true on success. It is an error if any of Materials
have a different set of variants for the MaterialVariant than the
others.
Parameters
masterPrim (Prim) –
MaterialPrims (list[Prim]) –
masterVariantSetName (str) –
CreateSurfaceAttr(defaultValue, writeSparsely) → Attribute
See GetSurfaceAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateSurfaceOutput(renderContext) → Output
Creates and returns the”surface”output on this material for the
specified renderContext .
If the output already exists on the material, it is returned and no
authoring is performed. The returned output will always have the
requested renderContext.
Parameters
renderContext (str) –
CreateVolumeAttr(defaultValue, writeSparsely) → Attribute
See GetVolumeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateVolumeOutput(renderContext) → Output
Creates and returns the”volume”output on this material for the
specified renderContext .
If the output already exists on the material, it is returned and no
authoring is performed. The returned output will always have the
requested renderContext.
Parameters
renderContext (str) –
static Define()
classmethod Define(stage, path) -> Material
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Material
Return a UsdShadeMaterial holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdShadeMaterial(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetBaseMaterial() → Material
Get the path to the base Material of this Material.
If there is no base Material, an empty Material is returned
GetBaseMaterialPath() → Path
Get the base Material of this Material.
If there is no base Material, an empty path is returned
GetDisplacementAttr() → Attribute
Represents the universal”displacement”output terminal of a material.
Declaration
token outputs:displacement
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
GetDisplacementOutput(renderContext) → Output
Returns the”displacement”output of this material for the specified
renderContext.
The returned output will always have the requested renderContext.
An invalid output is returned if an output corresponding to the
requested specific-renderContext does not exist.
UsdShadeMaterial::ComputeDisplacementSource()
Parameters
renderContext (str) –
GetDisplacementOutputs() → list[Output]
Returns the”displacement”outputs of this material for all available
renderContexts.
The returned vector will include all authored”displacement”outputs
with the universal renderContext output first, if present. Outputs
are returned regardless of whether they are connected to a valid
source.
GetEditContextForVariant(MaterialVariantName, layer) → tuple[Stage, EditTarget]
Helper function for configuring a UsdStage ‘s UsdEditTarget to author
Material variations.
Takes care of creating the Material variantSet and specified variant,
if necessary.
Let’s assume that we are authoring Materials into the Stage’s current
UsdEditTarget, and that we are iterating over the variations of a
UsdShadeMaterial clothMaterial, and currVariant is the variant we
are processing (e.g.”denim”).
In C++, then, we would use the following pattern:
{
UsdEditContext ctxt(clothMaterial.GetEditContextForVariant(currVariant));
// All USD mutation of the UsdStage on which clothMaterial sits will
// now go "inside" the currVariant of the "MaterialVariant" variantSet
}
In python, the pattern is:
with clothMaterial.GetEditContextForVariant(currVariant):
# Now sending mutations to currVariant
If layer is specified, then we will use it, rather than the
stage’s current UsdEditTarget ‘s layer as the destination layer for
the edit context we are building. If layer does not actually
contribute to the Material prim’s definition, any editing will have no
effect on this Material.
Note: As just stated, using this method involves authoring a
selection for the MaterialVariant in the stage’s current EditTarget.
When client is done authoring variations on this prim, they will
likely want to either UsdVariantSet::SetVariantSelection() to the
appropriate default selection, or possibly
UsdVariantSet::ClearVariantSelection() on the
UsdShadeMaterial::GetMaterialVariant() UsdVariantSet.
UsdVariantSet::GetVariantEditContext()
Parameters
MaterialVariantName (str) –
layer (Layer) –
GetMaterialVariant() → VariantSet
Return a UsdVariantSet object for interacting with the Material
variant variantSet.
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetSurfaceAttr() → Attribute
Represents the universal”surface”output terminal of a material.
Declaration
token outputs:surface
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
GetSurfaceOutput(renderContext) → Output
Returns the”surface”output of this material for the specified
renderContext .
The returned output will always have the requested renderContext.
An invalid output is returned if an output corresponding to the
requested specific-renderContext does not exist.
UsdShadeMaterial::ComputeSurfaceSource()
Parameters
renderContext (str) –
GetSurfaceOutputs() → list[Output]
Returns the”surface”outputs of this material for all available
renderContexts.
The returned vector will include all authored”surface”outputs with the
universal renderContext output first, if present. Outputs are
returned regardless of whether they are connected to a valid source.
GetVolumeAttr() → Attribute
Represents the universal”volume”output terminal of a material.
Declaration
token outputs:volume
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
GetVolumeOutput(renderContext) → Output
Returns the”volume”output of this material for the specified
renderContext.
The returned output will always have the requested renderContext.
An invalid output is returned if an output corresponding to the
requested specific-renderContext does not exist.
UsdShadeMaterial::ComputeVolumeSource()
Parameters
renderContext (str) –
GetVolumeOutputs() → list[Output]
Returns the”volume”outputs of this material for all available
renderContexts.
The returned vector will include all authored”volume”outputs with the
universal renderContext output first, if present. Outputs are
returned regardless of whether they are connected to a valid source.
HasBaseMaterial() → bool
SetBaseMaterial(baseMaterial) → None
Set the base Material of this Material.
An empty Material is equivalent to clearing the base Material.
Parameters
baseMaterial (Material) –
SetBaseMaterialPath(baseMaterialPath) → None
Set the path to the base Material of this Material.
An empty path is equivalent to clearing the base Material.
Parameters
baseMaterialPath (Path) –
class pxr.UsdShade.MaterialBindingAPI
UsdShadeMaterialBindingAPI is an API schema that provides an interface
for binding materials to prims or collections of prims (represented by
UsdCollectionAPI objects).
In the USD shading model, each renderable gprim computes a single
resolved Material that will be used to shade the gprim
(exceptions, of course, for gprims that possess UsdGeomSubsets, as
each subset can be shaded by a different Material). A gprim and each
of its ancestor prims can possess, through the MaterialBindingAPI,
both a direct binding to a Material, and any number of
collection-based bindings to Materials; each binding can be
generic or declared for a particular purpose, and given a specific
binding strength. It is the process of”material resolution”(see
UsdShadeMaterialBindingAPI_MaterialResolution) that examines all of
these bindings, and selects the one Material that best matches the
client’s needs.
The intent of purpose is that each gprim should be able to resolve
a Material for any given purpose, which implies it can have
differently bound materials for different purposes. There are two
special values of purpose defined in UsdShade, although the API
fully supports specifying arbitrary values for it, for the sake of
extensibility:
UsdShadeTokens->full : to be used when the purpose of the
render is entirely to visualize the truest representation of a scene,
considering all lighting and material information, at highest
fidelity.
UsdShadeTokens->preview : to be used when the render is in
service of a goal other than a high fidelity”full”render (such as
scene manipulation, modeling, or realtime playback). Latency and speed
are generally of greater concern for preview renders, therefore
preview materials are generally designed to be”lighterweight”compared
to full materials.
A binding can also have no specific purpose at all, in which case, it
is considered to be the fallback or all-purpose binding (denoted by
the empty-valued token UsdShadeTokens->allPurpose).
The purpose of a material binding is encoded in the name of the
binding relationship.
In the case of a direct binding, the allPurpose binding is
represented by the relationship named “material:binding”. Special-
purpose direct bindings are represented by relationships named
“material:binding: *purpose*. A direct binding relationship must
have a single target path that points to a UsdShadeMaterial.
In the case of a collection-based binding, the allPurpose
binding is represented by a relationship
named”material:binding:collection:<i>bindingName</i>”, where
bindingName establishes an identity for the binding that is unique
on the prim. Attempting to establish two collection bindings of the
same name on the same prim will result in the first binding simply
being overridden. A special-purpose collection-based binding is
represented by a relationship
named”material:binding:collection:<i>purpose:bindingName</i>”. A
collection-based binding relationship must have exacly two targets,
one of which should be a collection-path (see ef
UsdCollectionAPI::GetCollectionPath() ) and the other should point to
a UsdShadeMaterial. In the future, we may allow a single
collection binding to target multiple collections, if we can establish
a reasonable round-tripping pattern for applications that only allow a
single collection to be associated with each Material.
Note: Both bindingName and purpose must be non-namespaced
tokens. This allows us to know the role of a binding relationship
simply from the number of tokens in it.
Two tokens : the fallback,”all purpose”, direct binding,
material:binding
Three tokens : a purpose-restricted, direct, fallback
binding, e.g. material:binding:preview
Four tokens : an all-purpose, collection-based binding, e.g.
material:binding:collection:metalBits
Five tokens : a purpose-restricted, collection-based binding,
e.g. material:binding:collection:full:metalBits
A binding-strength value is used to specify whether a binding
authored on a prim should be weaker or stronger than bindings that
appear lower in namespace. We encode the binding strength with as
token-valued metadata ‘bindMaterialAs’ for future flexibility,
even though for now, there are only two possible values:
UsdShadeTokens->weakerThanDescendants and
UsdShadeTokens->strongerThanDescendants. When binding-strength is
not authored (i.e. empty) on a binding-relationship, the default
behavior matches UsdShadeTokens->weakerThanDescendants.
If a material binding relationship is a built-in property defined as
part of a typed prim’s schema, a fallback value should not be provided
for it. This is because the”material resolution”algorithm only
conisders authored properties.
Classes:
CollectionBinding
DirectBinding
Methods:
AddPrimToBindingCollection(prim, ...)
Adds the specified prim to the collection targeted by the binding relationship corresponding to given bindingName and materialPurpose .
Apply
classmethod Apply(prim) -> MaterialBindingAPI
Bind(material, bindingStrength, materialPurpose)
Authors a direct binding to the given material on this prim.
CanApply
classmethod CanApply(prim, whyNot) -> bool
CanContainPropertyName
classmethod CanContainPropertyName(name) -> bool
ComputeBoundMaterial(bindingsCache, ...)
Computes the resolved bound material for this prim, for the given material purpose.
ComputeBoundMaterials
classmethod ComputeBoundMaterials(prims, materialPurpose, bindingRels) -> list[Material]
CreateMaterialBindSubset(subsetName, ...)
Creates a GeomSubset named subsetName with element type, elementType and familyName materialBind **below this prim.**
Get
classmethod Get(stage, path) -> MaterialBindingAPI
GetCollectionBindingRel(bindingName, ...)
Returns the collection-based material-binding relationship with the given bindingName and materialPurpose on this prim.
GetCollectionBindingRels(materialPurpose)
Returns the list of collection-based material binding relationships on this prim for the given material purpose, materialPurpose .
GetCollectionBindings(materialPurpose)
Returns all the collection-based bindings on this prim for the given material purpose.
GetDirectBinding(materialPurpose)
Computes and returns the direct binding for the given material purpose on this prim.
GetDirectBindingRel(materialPurpose)
Returns the direct material-binding relationship on this prim for the given material purpose.
GetMaterialBindSubsets()
Returns all the existing GeomSubsets with familyName=UsdShadeTokens->materialBind below this prim.
GetMaterialBindSubsetsFamilyType()
Returns the familyType of the family of"materialBind"GeomSubsets on this prim.
GetMaterialBindingStrength
classmethod GetMaterialBindingStrength(bindingRel) -> str
GetMaterialPurposes
classmethod GetMaterialPurposes() -> list[TfToken]
GetResolvedTargetPathFromBindingRel
classmethod GetResolvedTargetPathFromBindingRel(bindingRel) -> Path
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
RemovePrimFromBindingCollection(prim, ...)
Removes the specified prim from the collection targeted by the binding relationship corresponding to given bindingName and materialPurpose .
SetMaterialBindSubsetsFamilyType(familyType)
Author the familyType of the"materialBind"family of GeomSubsets on this prim.
SetMaterialBindingStrength
classmethod SetMaterialBindingStrength(bindingRel, bindingStrength) -> bool
UnbindAllBindings()
Unbinds all direct and collection-based bindings on this prim.
UnbindCollectionBinding(bindingName, ...)
Unbinds the collection-based binding with the given bindingName , for the given materialPurpose on this prim.
UnbindDirectBinding(materialPurpose)
Unbinds the direct binding for the given material purpose ( materialPurpose ) on this prim.
class CollectionBinding
Methods:
GetBindingRel
GetCollection
GetCollectionPath
GetMaterial
GetMaterialPath
IsCollectionBindingRel
IsValid
GetBindingRel()
GetCollection()
GetCollectionPath()
GetMaterial()
GetMaterialPath()
static IsCollectionBindingRel()
IsValid()
class DirectBinding
Methods:
GetBindingRel
GetMaterial
GetMaterialPath
GetMaterialPurpose
GetBindingRel()
GetMaterial()
GetMaterialPath()
GetMaterialPurpose()
AddPrimToBindingCollection(prim, bindingName, materialPurpose) → bool
Adds the specified prim to the collection targeted by the binding
relationship corresponding to given bindingName and
materialPurpose .
If the collection-binding relationship doesn’t exist or if the
targeted collection already includes the prim , then this does
nothing and returns true.
If the targeted collection does not include prim (or excludes it
explicitly), then this modifies the collection by adding the prim to
it (by invoking UsdCollectionAPI::AddPrim()).
Parameters
prim (Prim) –
bindingName (str) –
materialPurpose (str) –
static Apply()
classmethod Apply(prim) -> MaterialBindingAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”MaterialBindingAPI”to the token-
valued, listOp metadata apiSchemas on the prim.
A valid UsdShadeMaterialBindingAPI object is returned upon success. An
invalid (or empty) UsdShadeMaterialBindingAPI object is returned upon
failure. See UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
Bind(material, bindingStrength, materialPurpose) → bool
Authors a direct binding to the given material on this prim.
If bindingStrength is UsdShadeTokens->fallbackStrength, the value
UsdShadeTokens->weakerThanDescendants is authored sparsely. To stamp
out the bindingStrength value explicitly, clients can pass in
UsdShadeTokens->weakerThanDescendants or
UsdShadeTokens->strongerThanDescendants directly.
If materialPurpose is specified and isn’t equal to
UsdShadeTokens->allPurpose, the binding only applies to the specified
material purpose.
Note that UsdShadeMaterialBindingAPI is a SingleAppliedAPI schema
which when applied updates the prim definition accordingly. This
information on the prim definition is helpful in multiple queries and
more performant. Hence its recommended to call
UsdShadeMaterialBindingAPI::Apply() when Binding a material.
Returns true on success, false otherwise.
Parameters
material (Material) –
bindingStrength (str) –
materialPurpose (str) –
Bind(collection, material, bindingName, bindingStrength, materialPurpose) -> bool
Authors a collection-based binding, which binds the given material
to the given collection on this prim.
bindingName establishes an identity for the binding that is unique
on the prim. Attempting to establish two collection bindings of the
same name on the same prim will result in the first binding simply
being overridden. If bindingName is empty, it is set to the base-
name of the collection being bound (which is the collection-name with
any namespaces stripped out). If there are multiple collections with
the same base-name being bound at the same prim, clients should pass
in a unique binding name per binding, in order to preserve all
bindings. The binding name used in constructing the collection-binding
relationship name shoud not contain namespaces. Hence, a coding error
is issued and no binding is authored if the provided value of
bindingName is non-empty and contains namespaces.
If bindingStrength is UsdShadeTokens->fallbackStrength, the
value UsdShadeTokens->weakerThanDescendants is authored sparsely, i.e.
only when there is an existing binding with a different
bindingStrength. To stamp out the bindingStrength value explicitly,
clients can pass in UsdShadeTokens->weakerThanDescendants or
UsdShadeTokens->strongerThanDescendants directly.
If materialPurpose is specified and isn’t equal to
UsdShadeTokens->allPurpose, the binding only applies to the specified
material purpose.
Note that UsdShadeMaterialBindingAPI is a SingleAppliedAPI schema
which when applied updates the prim definition accordingly. This
information on the prim definition is helpful in multiple queries and
more performant. Hence its recommended to call
UsdShadeMaterialBindingAPI::Apply() when Binding a material.
Returns true on success, false otherwise.
Parameters
collection (CollectionAPI) –
material (Material) –
bindingName (str) –
bindingStrength (str) –
materialPurpose (str) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
static CanContainPropertyName()
classmethod CanContainPropertyName(name) -> bool
Test whether a given name contains the”material:binding:”prefix.
Parameters
name (str) –
ComputeBoundMaterial(bindingsCache, collectionQueryCache, materialPurpose, bindingRel) → Material
Computes the resolved bound material for this prim, for the given
material purpose.
This overload of ComputeBoundMaterial makes use of the BindingsCache (
bindingsCache ) and CollectionQueryCache (
collectionQueryCache ) that are passed in, to avoid redundant
binding computations and computations of MembershipQuery objects for
collections. It would be beneficial to make use of these when
resolving bindings for a tree of prims. These caches are populated
lazily as more and more bindings are resolved.
When the goal is to compute the bound material for a range (or list)
of prims, it is recommended to use this version of
ComputeBoundMaterial() . Here’s how you could compute the bindings of
a range of prims efficiently in C++:
std::vector<std::pair<UsdPrim, UsdShadeMaterial> primBindings;
UsdShadeMaterialBindingAPI::BindingsCache bindingsCache;
UsdShadeMaterialBindingAPI::CollectionQueryCache collQueryCache;
for (auto prim : UsdPrimRange(rootPrim)) {
UsdShadeMaterial boundMaterial =
UsdShadeMaterialBindingAPI(prim).ComputeBoundMaterial(
& bindingsCache, & collQueryCache);
if (boundMaterial) {
primBindings.emplace_back({prim, boundMaterial});
}
}
If bindingRel is not null, then it is set to the”winning”binding
relationship.
Note the resolved bound material is considered valid if the target
path of the binding relationship is a valid non-empty prim path. This
makes sure winning binding relationship and the bound material remain
consistent consistent irrespective of the presence/absence of prim at
material path. For ascenario where ComputeBoundMaterial returns a
invalid UsdShadeMaterial with a valid winning bindingRel, clients can
use the static method
UsdShadeMaterialBindingAPI::GetResolvedTargetPathFromBindingRel to get
the path of the resolved target identified by the winning bindingRel.
See Bound Material Resolution for details on the material resolution
process.
The python version of this method returns a tuple containing the bound
material and the”winning”binding relationship.
Parameters
bindingsCache (BindingsCache) –
collectionQueryCache (CollectionQueryCache) –
materialPurpose (str) –
bindingRel (Relationship) –
ComputeBoundMaterial(materialPurpose, bindingRel) -> Material
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Computes the resolved bound material for this prim, for the given
material purpose.
This overload does not utilize cached MembershipQuery object. However,
it only computes the MembershipQuery of every collection that bound in
the ancestor chain at most once.
If bindingRel is not null, then it is set to the winning binding
relationship.
See Bound Material Resolution for details on the material resolution
process.
The python version of this method returns a tuple containing the bound
material and the”winning”binding relationship.
Parameters
materialPurpose (str) –
bindingRel (Relationship) –
static ComputeBoundMaterials()
classmethod ComputeBoundMaterials(prims, materialPurpose, bindingRels) -> list[Material]
Static API for efficiently and concurrently computing the resolved
material bindings for a vector of UsdPrims, prims for the given
materialPurpose .
The size of the returned vector always matches the size of the input
vector, prims . If a prim is not bound to any material, an invalid
or empty UsdShadeMaterial is returned at the index corresponding to
it.
If the pointer bindingRels points to a valid vector, then it is
populated with the set of all”winning”binding relationships.
The python version of this method returns a tuple containing two lists
- the bound materials and the corresponding”winning”binding
relationships.
Parameters
prims (list[Prim]) –
materialPurpose (str) –
bindingRels (list[Relationship]) –
CreateMaterialBindSubset(subsetName, indices, elementType) → Subset
Creates a GeomSubset named subsetName with element type,
elementType and familyName materialBind **below this prim.**
If a GeomSubset named subsetName already exists, then
its”familyName”is updated to be UsdShadeTokens->materialBind and its
indices (at default timeCode) are updated with the provided
indices value before returning.
This method forces the familyType of the”materialBind”family of
subsets to UsdGeomTokens->nonOverlapping if it’s unset or explicitly
set to UsdGeomTokens->unrestricted.
The default value elementType is UsdGeomTokens->face, as we expect
materials to be bound most often to subsets of faces on meshes.
Parameters
subsetName (str) –
indices (IntArray) –
elementType (str) –
static Get()
classmethod Get(stage, path) -> MaterialBindingAPI
Return a UsdShadeMaterialBindingAPI holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdShadeMaterialBindingAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetCollectionBindingRel(bindingName, materialPurpose) → Relationship
Returns the collection-based material-binding relationship with the
given bindingName and materialPurpose on this prim.
For info on bindingName , see UsdShadeMaterialBindingAPI::Bind() .
The material purpose of the relationship that’s returned will match
the specified materialPurpose .
Parameters
bindingName (str) –
materialPurpose (str) –
GetCollectionBindingRels(materialPurpose) → list[Relationship]
Returns the list of collection-based material binding relationships on
this prim for the given material purpose, materialPurpose .
The returned list of binding relationships will be in native property
order. See UsdPrim::GetPropertyOrder() , UsdPrim::SetPropertyOrder() .
Bindings that appear earlier in the property order are considered to
be stronger than the ones that come later. See rule #6 in
UsdShadeMaterialBindingAPI_MaterialResolution.
Parameters
materialPurpose (str) –
GetCollectionBindings(materialPurpose) → list[CollectionBinding]
Returns all the collection-based bindings on this prim for the given
material purpose.
The returned CollectionBinding objects always have the specified
materialPurpose (i.e. the all-purpose binding is not returned if a
special purpose binding is requested).
If one or more collection based bindings are to prims that are not
Materials, this does not generate an error, but the corresponding
Material(s) will be invalid (i.e. evaluate to false).
The python version of this API returns a tuple containing the vector
of CollectionBinding objects and the corresponding vector of binding
relationships.
The returned list of collection-bindings will be in native property
order of the associated binding relationships. See
UsdPrim::GetPropertyOrder() , UsdPrim::SetPropertyOrder() . Binding
relationships that come earlier in the list are considered to be
stronger than the ones that come later. See rule #6 in
UsdShadeMaterialBindingAPI_MaterialResolution.
Parameters
materialPurpose (str) –
GetDirectBinding(materialPurpose) → DirectBinding
Computes and returns the direct binding for the given material purpose
on this prim.
The returned binding always has the specified materialPurpose
(i.e. the all-purpose binding is not returned if a special purpose
binding is requested).
If the direct binding is to a prim that is not a Material, this does
not generate an error, but the returned Material will be invalid (i.e.
evaluate to false).
Parameters
materialPurpose (str) –
GetDirectBindingRel(materialPurpose) → Relationship
Returns the direct material-binding relationship on this prim for the
given material purpose.
The material purpose of the relationship that’s returned will match
the specified materialPurpose .
Parameters
materialPurpose (str) –
GetMaterialBindSubsets() → list[Subset]
Returns all the existing GeomSubsets with
familyName=UsdShadeTokens->materialBind below this prim.
GetMaterialBindSubsetsFamilyType() → str
Returns the familyType of the family of”materialBind”GeomSubsets on
this prim.
By default, materialBind subsets have familyType=”nonOverlapping”, but
they can also be tagged as a”partition”, using
SetMaterialBindFaceSubsetsFamilyType().
UsdGeomSubset::GetFamilyNameAttr
static GetMaterialBindingStrength()
classmethod GetMaterialBindingStrength(bindingRel) -> str
Resolves the’bindMaterialAs’token-valued metadata on the given binding
relationship and returns it.
If the resolved value is empty, this returns the fallback value
UsdShadeTokens->weakerThanDescendants.
UsdShadeMaterialBindingAPI::SetMaterialBindingStrength()
Parameters
bindingRel (Relationship) –
static GetMaterialPurposes()
classmethod GetMaterialPurposes() -> list[TfToken]
Returns a vector of the possible values for the’material purpose’.
static GetResolvedTargetPathFromBindingRel()
classmethod GetResolvedTargetPathFromBindingRel(bindingRel) -> Path
returns the path of the resolved target identified by bindingRel .
Parameters
bindingRel (Relationship) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
RemovePrimFromBindingCollection(prim, bindingName, materialPurpose) → bool
Removes the specified prim from the collection targeted by the
binding relationship corresponding to given bindingName and
materialPurpose .
If the collection-binding relationship doesn’t exist or if the
targeted collection does not include the prim , then this does
nothing and returns true.
If the targeted collection includes prim , then this modifies the
collection by removing the prim from it (by invoking
UsdCollectionAPI::RemovePrim()). This method can be used in
conjunction with the Unbind*() methods (if desired) to guarantee
that a prim has no resolved material binding.
Parameters
prim (Prim) –
bindingName (str) –
materialPurpose (str) –
SetMaterialBindSubsetsFamilyType(familyType) → bool
Author the familyType of the”materialBind”family of GeomSubsets on
this prim.
The default familyType is UsdGeomTokens->nonOverlapping *. It can
be set to *UsdGeomTokens->partition to indicate that the entire
imageable prim is included in the union of all
the”materialBind”subsets. The family type should never be set to
UsdGeomTokens->unrestricted, since it is invalid for a single piece of
geometry (in this case, a subset) to be bound to more than one
material. Hence, a coding error is issued if familyType is
UsdGeomTokens->unrestricted.**
**
UsdGeomSubset::SetFamilyType**
Parameters
familyType (str) –
static SetMaterialBindingStrength()
classmethod SetMaterialBindingStrength(bindingRel, bindingStrength) -> bool
Sets the’bindMaterialAs’token-valued metadata on the given binding
relationship.
If bindingStrength is UsdShadeTokens->fallbackStrength, the
value UsdShadeTokens->weakerThanDescendants is authored sparsely, i.e.
only when there is a different existing bindingStrength value. To
stamp out the bindingStrength value explicitly, clients can pass in
UsdShadeTokens->weakerThanDescendants or
UsdShadeTokens->strongerThanDescendants directly. Returns true on
success, false otherwise.
UsdShadeMaterialBindingAPI::GetMaterialBindingStrength()
Parameters
bindingRel (Relationship) –
bindingStrength (str) –
UnbindAllBindings() → bool
Unbinds all direct and collection-based bindings on this prim.
UnbindCollectionBinding(bindingName, materialPurpose) → bool
Unbinds the collection-based binding with the given bindingName ,
for the given materialPurpose on this prim.
It accomplishes this by blocking the targets of the associated binding
relationship in the current edit target.
If a binding was created without specifying a bindingName , then
the correct bindingName to use for unbinding is the instance name
of the targetted collection.
Parameters
bindingName (str) –
materialPurpose (str) –
UnbindDirectBinding(materialPurpose) → bool
Unbinds the direct binding for the given material purpose (
materialPurpose ) on this prim.
It accomplishes this by blocking the targets of the binding
relationship in the current edit target.
Parameters
materialPurpose (str) –
class pxr.UsdShade.NodeDefAPI
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.
UsdShadeNodeDefAPI is intended to be a pre-applied API schema for any
prim type that wants to refer to the SdrRegistry for further
implementation details about the behavior of that prim. The primary
use in UsdShade itself is as UsdShadeShader, which is a basis for
material shading networks (UsdShadeMaterial), but this is intended to
be used in other domains that also use the Sdr node mechanism.
This schema provides properties that allow a prim to identify an
external node definition, either by a direct identifier key into the
SdrRegistry (info:id), an asset to be parsed by a suitable
NdrParserPlugin (info:sourceAsset), or an inline source code that must
also be parsed (info:sourceCode); as well as a selector attribute to
determine which specifier is active (info:implementationSource).
For any described attribute Fallback Value or Allowed Values
below that are text/tokens, the actual token is published and defined
in UsdShadeTokens. So to set an attribute to the value”rightHanded”,
use UsdShadeTokens->rightHanded as the value.
Methods:
Apply
classmethod Apply(prim) -> NodeDefAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
CreateIdAttr(defaultValue, writeSparsely)
See GetIdAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateImplementationSourceAttr(defaultValue, ...)
See GetImplementationSourceAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> NodeDefAPI
GetIdAttr()
The id is an identifier for the type or purpose of the shader.
GetImplementationSource()
Reads the value of info:implementationSource attribute and returns a token identifying the attribute that must be consulted to identify the shader's source program.
GetImplementationSourceAttr()
Specifies the attribute that should be consulted to get the shader's implementation or its source code.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetShaderId(id)
Fetches the shader's ID value from the info:id attribute, if the shader's info:implementationSource is id.
GetShaderNodeForSourceType(sourceType)
This method attempts to ensure that there is a ShaderNode in the shader registry (i.e.
GetSourceAsset(sourceAsset, sourceType)
Fetches the shader's source asset value for the specified sourceType value from the info: *sourceType*: sourceAsset attribute, if the shader's info:implementationSource is sourceAsset.
GetSourceAssetSubIdentifier(subIdentifier, ...)
Fetches the shader's sub-identifier for the source asset with the specified sourceType value from the info: *sourceType*: sourceAsset:subIdentifier attribute, if the shader's info: implementationSource is sourceAsset.
GetSourceCode(sourceCode, sourceType)
Fetches the shader's source code for the specified sourceType value by reading the info: *sourceType*: sourceCode attribute, if the shader's info:implementationSource is sourceCode.
SetShaderId(id)
Sets the shader's ID value.
SetSourceAsset(sourceAsset, sourceType)
Sets the shader's source-asset path value to sourceAsset for the given source type, sourceType .
SetSourceAssetSubIdentifier(subIdentifier, ...)
Set a sub-identifier to be used with a source asset of the given source type.
SetSourceCode(sourceCode, sourceType)
Sets the shader's source-code value to sourceCode for the given source type, sourceType .
static Apply()
classmethod Apply(prim) -> NodeDefAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”NodeDefAPI”to the token-valued,
listOp metadata apiSchemas on the prim.
A valid UsdShadeNodeDefAPI object is returned upon success. An invalid
(or empty) UsdShadeNodeDefAPI object is returned upon failure. See
UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
CreateIdAttr(defaultValue, writeSparsely) → Attribute
See GetIdAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateImplementationSourceAttr(defaultValue, writeSparsely) → Attribute
See GetImplementationSourceAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> NodeDefAPI
Return a UsdShadeNodeDefAPI holding the prim adhering to this schema
at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdShadeNodeDefAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetIdAttr() → Attribute
The id is an identifier for the type or purpose of the shader.
E.g.: Texture or FractalFloat. The use of this id will depend on the
render target: some will turn it into an actual shader path, some will
use it to generate shader source code dynamically.
SetShaderId()
Declaration
uniform token info:id
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
GetImplementationSource() → str
Reads the value of info:implementationSource attribute and returns a
token identifying the attribute that must be consulted to identify the
shader’s source program.
This returns
id, to indicate that the”info:id”attribute must be consulted.
sourceAsset to indicate that the asset-
valued”info:{sourceType}:sourceAsset”attribute associated with the
desired sourceType should be consulted to locate the asset with
the shader’s source.
sourceCode to indicate that the string-
valued”info:{sourceType}:sourceCode”attribute associated with the
desired sourceType should be read to get shader’s source.
This issues a warning and returns id if the
info:implementationSource attribute has an invalid value.
{sourceType} above is a place holder for a token that identifies the
type of shader source or its implementation. For example: osl, glslfx,
riCpp etc. This allows a shader to specify different sourceAsset (or
sourceCode) values for different sourceTypes. The sourceType tokens
usually correspond to the sourceType value of the NdrParserPlugin
that’s used to parse the shader source (NdrParserPlugin::SourceType).
When sourceType is empty, the corresponding sourceAsset or sourceCode
is considered to be”universal”(or fallback), which is represented by
the empty-valued token UsdShadeTokens->universalSourceType. When the
sourceAsset (or sourceCode) corresponding to a specific, requested
sourceType is unavailable, the universal sourceAsset (or sourceCode)
is returned by GetSourceAsset (and GetSourceCode} API, if present.
GetShaderId()
GetSourceAsset()
GetSourceCode()
GetImplementationSourceAttr() → Attribute
Specifies the attribute that should be consulted to get the shader’s
implementation or its source code.
If set to”id”, the”info:id”attribute’s value is used to determine
the shader source from the shader registry.
If set to”sourceAsset”, the resolved value of
the”info:sourceAsset”attribute corresponding to the desired
implementation (or source-type) is used to locate the shader source. A
source asset file may also specify multiple shader definitions, so
there is an optional attribute”info:sourceAsset:subIdentifier”whose
value should be used to indicate a particular shader definition from a
source asset file.
If set to”sourceCode”, the value of”info:sourceCode”attribute
corresponding to the desired implementation (or source type) is used
as the shader source.
Declaration
uniform token info:implementationSource ="id"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
id, sourceAsset, sourceCode
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetShaderId(id) → bool
Fetches the shader’s ID value from the info:id attribute, if the
shader’s info:implementationSource is id.
Returns true if the shader’s implementation source is id and
the value was fetched properly into id . Returns false otherwise.
GetImplementationSource()
Parameters
id (str) –
GetShaderNodeForSourceType(sourceType) → ShaderNode
This method attempts to ensure that there is a ShaderNode in the
shader registry (i.e.
SdrRegistry) representing this shader for the given sourceType .
It may return a null pointer if none could be found or created.
Parameters
sourceType (str) –
GetSourceAsset(sourceAsset, sourceType) → bool
Fetches the shader’s source asset value for the specified
sourceType value from the info: *sourceType*: sourceAsset
attribute, if the shader’s info:implementationSource is
sourceAsset.
If the sourceAsset attribute corresponding to the requested
sourceType isn’t present on the shader, then the universal
fallback sourceAsset attribute, i.e. info:sourceAsset is
consulted, if present, to get the source asset path.
Returns true if the shader’s implementation source is
sourceAsset and the source asset path value was fetched
successfully into sourceAsset . Returns false otherwise.
GetImplementationSource()
Parameters
sourceAsset (AssetPath) –
sourceType (str) –
GetSourceAssetSubIdentifier(subIdentifier, sourceType) → bool
Fetches the shader’s sub-identifier for the source asset with the
specified sourceType value from the info: *sourceType*:
sourceAsset:subIdentifier attribute, if the shader’s info:
implementationSource is sourceAsset.
If the subIdentifier attribute corresponding to the requested
sourceType isn’t present on the shader, then the universal
fallback sub-identifier attribute, i.e. info:sourceAsset:
subIdentifier is consulted, if present, to get the sub-identifier
name.
Returns true if the shader’s implementation source is
sourceAsset and the sub-identifier for the given source type was
fetched successfully into subIdentifier . Returns false otherwise.
Parameters
subIdentifier (str) –
sourceType (str) –
GetSourceCode(sourceCode, sourceType) → bool
Fetches the shader’s source code for the specified sourceType
value by reading the info: *sourceType*: sourceCode attribute, if
the shader’s info:implementationSource is sourceCode.
If the sourceCode attribute corresponding to the requested
sourceType isn’t present on the shader, then the universal or
fallback sourceCode attribute (i.e. info:sourceCode) is consulted,
if present, to get the source code.
Returns true if the shader’s implementation source is
sourceCode and the source code string was fetched successfully
into sourceCode . Returns false otherwise.
GetImplementationSource()
Parameters
sourceCode (str) –
sourceType (str) –
SetShaderId(id) → bool
Sets the shader’s ID value.
This also sets the info:implementationSource attribute on the shader
to UsdShadeTokens->id, if the existing value is different.
Parameters
id (str) –
SetSourceAsset(sourceAsset, sourceType) → bool
Sets the shader’s source-asset path value to sourceAsset for the
given source type, sourceType .
This also sets the info:implementationSource attribute on the shader
to UsdShadeTokens->sourceAsset.
Parameters
sourceAsset (AssetPath) –
sourceType (str) –
SetSourceAssetSubIdentifier(subIdentifier, sourceType) → bool
Set a sub-identifier to be used with a source asset of the given
source type.
This sets the info: *sourceType*: sourceAsset:subIdentifier.
This also sets the info:implementationSource attribute on the shader
to UsdShadeTokens->sourceAsset
Parameters
subIdentifier (str) –
sourceType (str) –
SetSourceCode(sourceCode, sourceType) → bool
Sets the shader’s source-code value to sourceCode for the given
source type, sourceType .
This also sets the info:implementationSource attribute on the shader
to UsdShadeTokens->sourceCode.
Parameters
sourceCode (str) –
sourceType (str) –
class pxr.UsdShade.NodeGraph
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.
Node Graph Interfaces
One of the most important functions of a node-graph is to host
the”interface”with which clients of already-built shading networks
will interact. Please see Interface Inputs for a detailed explanation
of what the interface provides, and how to construct and use it, to
effectively share/instance shader networks.
Node Graph Outputs
These behave like outputs on a shader and are typically connected to
an output on a shader inside the node-graph.
Methods:
ComputeInterfaceInputConsumersMap(...)
Walks the namespace subtree below the node-graph and computes a map containing the list of all inputs on the node-graph and the associated vector of consumers of their values.
ComputeOutputSource(outputName, sourceName, ...)
Deprecated
ConnectableAPI()
Contructs and returns a UsdShadeConnectableAPI object with this node- graph.
CreateInput(name, typeName)
Create an Input which can either have a value or can be connected.
CreateOutput(name, typeName)
Create an output which can either have a value or can be connected.
Define
classmethod Define(stage, path) -> NodeGraph
Get
classmethod Get(stage, path) -> NodeGraph
GetInput(name)
Return the requested input if it exists.
GetInputs(onlyAuthored)
Returns all inputs present on the node-graph.
GetInterfaceInputs()
Returns all the"Interface Inputs"of the node-graph.
GetOutput(name)
Return the requested output if it exists.
GetOutputs(onlyAuthored)
Outputs are represented by attributes in the"outputs:"namespace.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
ComputeInterfaceInputConsumersMap(computeTransitiveConsumers) → InterfaceInputConsumersMap
Walks the namespace subtree below the node-graph and computes a map
containing the list of all inputs on the node-graph and the associated
vector of consumers of their values.
The consumers can be inputs on shaders within the node-graph or on
nested node-graphs).
If computeTransitiveConsumers is true, then value consumers
belonging to node-graphs are resolved transitively to compute the
transitive mapping from inputs on the node-graph to inputs on shaders
inside the material. Note that inputs on node-graphs that don’t have
value consumers will continue to be included in the result.
This API is provided for use by DCC’s that want to present node-graph
interface / shader connections in the opposite direction than they are
encoded in USD.
Parameters
computeTransitiveConsumers (bool) –
ComputeOutputSource(outputName, sourceName, sourceType) → Shader
Deprecated
in favor of GetValueProducingAttributes on UsdShadeOutput Resolves the
connection source of the requested output, identified by
outputName to a shader output.
sourceName is an output parameter that is set to the name of the
resolved output, if the node-graph output is connected to a valid
shader source.
sourceType is an output parameter that is set to the type of the
resolved output, if the node-graph output is connected to a valid
shader source.
Returns a valid shader object if the specified output exists and is
connected to one. Return an empty shader object otherwise. The python
version of this method returns a tuple containing three elements (the
source shader, sourceName, sourceType).
Parameters
outputName (str) –
sourceName (str) –
sourceType (AttributeType) –
ConnectableAPI() → ConnectableAPI
Contructs and returns a UsdShadeConnectableAPI object with this node-
graph.
Note that most tasks can be accomplished without explicitly
constructing a UsdShadeConnectable API, since connection-related API
such as UsdShadeConnectableAPI::ConnectToSource() are static methods,
and UsdShadeNodeGraph will auto-convert to a UsdShadeConnectableAPI
when passed to functions that want to act generically on a connectable
UsdShadeConnectableAPI object.
CreateInput(name, typeName) → Input
Create an Input which can either have a value or can be connected.
The attribute representing the input is created in
the”inputs:”namespace.
Parameters
name (str) –
typeName (ValueTypeName) –
CreateOutput(name, typeName) → Output
Create an output which can either have a value or can be connected.
The attribute representing the output is created in
the”outputs:”namespace.
Parameters
name (str) –
typeName (ValueTypeName) –
static Define()
classmethod Define(stage, path) -> NodeGraph
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> NodeGraph
Return a UsdShadeNodeGraph holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdShadeNodeGraph(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetInput(name) → Input
Return the requested input if it exists.
Parameters
name (str) –
GetInputs(onlyAuthored) → list[Input]
Returns all inputs present on the node-graph.
These are represented by attributes in the”inputs:”namespace. If
onlyAuthored is true (the default), then only return authored
attributes; otherwise, this also returns un-authored builtins.
Parameters
onlyAuthored (bool) –
GetInterfaceInputs() → list[Input]
Returns all the”Interface Inputs”of the node-graph.
This is the same as GetInputs() , but is provided as a convenience, to
allow clients to distinguish between inputs on shaders vs. interface-
inputs on node-graphs.
GetOutput(name) → Output
Return the requested output if it exists.
Parameters
name (str) –
GetOutputs(onlyAuthored) → list[Output]
Outputs are represented by attributes in the”outputs:”namespace.
If onlyAuthored is true (the default), then only return authored
attributes; otherwise, this also returns un-authored builtins.
Parameters
onlyAuthored (bool) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdShade.Output
This class encapsulates a shader or node-graph output, which is a
connectable attribute representing a typed, externally computed value.
Methods:
CanConnect(source)
Determines whether this Output can be connected to the given source attribute, which can be an input or an output.
ClearSdrMetadata()
Clears any"sdrMetadata"value authored on the Output in the current EditTarget.
ClearSdrMetadataByKey(key)
Clears the entry corresponding to the given key in the"sdrMetadata"dictionary authored in the current EditTarget.
ClearSource()
Deprecated
ClearSources()
Clears sources for this Output in the current UsdEditTarget.
ConnectToSource(source, mod)
Authors a connection for this Output.
DisconnectSource(sourceAttr)
Disconnect source for this Output.
GetAttr()
Explicit UsdAttribute extractor.
GetBaseName()
Returns the name of the output.
GetConnectedSource(source, sourceName, ...)
Deprecated
GetConnectedSources(invalidSourcePaths)
Finds the valid sources of connections for the Output.
GetFullName()
Get the name of the attribute associated with the output.
GetPrim()
Get the prim that the output belongs to.
GetRawConnectedSourcePaths(sourcePaths)
Deprecated
GetRenderType()
Return this output's specialized renderType, or an empty token if none was authored.
GetSdrMetadata()
Returns this Output's composed"sdrMetadata"dictionary as a NdrTokenMap.
GetSdrMetadataByKey(key)
Returns the value corresponding to key in the composed sdrMetadata dictionary.
GetTypeName()
Get the"scene description"value type name of the attribute associated with the output.
GetValueProducingAttributes(shaderOutputsOnly)
Find what is connected to this Output recursively.
HasConnectedSource()
Returns true if and only if this Output is currently connected to a valid (defined) source.
HasRenderType()
Return true if a renderType has been specified for this output.
HasSdrMetadata()
Returns true if the Output has a non-empty composed"sdrMetadata"dictionary value.
HasSdrMetadataByKey(key)
Returns true if there is a value corresponding to the given key in the composed"sdrMetadata"dictionary.
IsOutput
classmethod IsOutput(attr) -> bool
IsSourceConnectionFromBaseMaterial()
Returns true if the connection to this Output's source, as returned by GetConnectedSource() , is authored across a specializes arc, which is used to denote a base material.
Set(value, time)
Set a value for the output.
SetConnectedSources(sourceInfos)
Connects this Output to the given sources, sourceInfos .
SetRenderType(renderType)
Specify an alternative, renderer-specific type to use when emitting/translating this output, rather than translating based on its GetTypeName()
SetSdrMetadata(sdrMetadata)
Authors the given sdrMetadata value on this Output at the current EditTarget.
SetSdrMetadataByKey(key, value)
Sets the value corresponding to key to the given string value , in the Output's"sdrMetadata"dictionary at the current EditTarget.
CanConnect(source) → bool
Determines whether this Output can be connected to the given source
attribute, which can be an input or an output.
An output is considered to be connectable only if it belongs to a
node-graph. Shader outputs are not connectable.
UsdShadeConnectableAPI::CanConnect
Parameters
source (Attribute) –
CanConnect(sourceInput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
sourceInput (Input) –
CanConnect(sourceOutput) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
sourceOutput (Output) –
ClearSdrMetadata() → None
Clears any”sdrMetadata”value authored on the Output in the current
EditTarget.
ClearSdrMetadataByKey(key) → None
Clears the entry corresponding to the given key in
the”sdrMetadata”dictionary authored in the current EditTarget.
Parameters
key (str) –
ClearSource() → bool
Deprecated
ClearSources() → bool
Clears sources for this Output in the current UsdEditTarget.
Most of the time, what you probably want is DisconnectSource() rather
than this function.
UsdShadeConnectableAPI::ClearSources
ConnectToSource(source, mod) → bool
Authors a connection for this Output.
source is a struct that describes the upstream source attribute
with all the information necessary to make a connection. See the
documentation for UsdShadeConnectionSourceInfo. mod describes the
operation that should be applied to the list of connections. By
default the new connection will replace any existing connections, but
it can add to the list of connections to represent multiple input
connections.
true if a connection was created successfully. false if
shadingAttr or source is invalid.
This method does not verify the connectability of the shading
attribute to the source. Clients must invoke CanConnect() themselves
to ensure compatibility.
The source shading attribute is created if it doesn’t exist already.
UsdShadeConnectableAPI::ConnectToSource
Parameters
source (ConnectionSourceInfo) –
mod (ConnectionModification) –
ConnectToSource(source, sourceName, sourceType, typeName) -> bool
Deprecated
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
typeName (ValueTypeName) –
ConnectToSource(sourcePath) -> bool
Authors a connection for this Output to the source at the given path.
UsdShadeConnectableAPI::ConnectToSource
Parameters
sourcePath (Path) –
ConnectToSource(sourceInput) -> bool
Connects this Output to the given input, sourceInput .
UsdShadeConnectableAPI::ConnectToSource
Parameters
sourceInput (Input) –
ConnectToSource(sourceOutput) -> bool
Connects this Output to the given output, sourceOutput .
UsdShadeConnectableAPI::ConnectToSource
Parameters
sourceOutput (Output) –
DisconnectSource(sourceAttr) → bool
Disconnect source for this Output.
If sourceAttr is valid, only a connection to the specified
attribute is disconnected, otherwise all connections are removed.
UsdShadeConnectableAPI::DisconnectSource
Parameters
sourceAttr (Attribute) –
GetAttr() → Attribute
Explicit UsdAttribute extractor.
GetBaseName() → str
Returns the name of the output.
We call this the base name since it strips off the”outputs:”namespace
prefix from the attribute name, and returns it.
GetConnectedSource(source, sourceName, sourceType) → bool
Deprecated
Please use GetConnectedSources instead
Parameters
source (ConnectableAPI) –
sourceName (str) –
sourceType (AttributeType) –
GetConnectedSources(invalidSourcePaths) → list[SourceInfo]
Finds the valid sources of connections for the Output.
invalidSourcePaths is an optional output parameter to collect the
invalid source paths that have not been reported in the returned
vector.
Returns a vector of UsdShadeConnectionSourceInfo structs with
information about each upsteam attribute. If the vector is empty,
there have been no valid connections.
A valid connection requires the existence of the source attribute and
also requires that the source prim is UsdShadeConnectableAPI
compatible.
The python wrapping returns a tuple with the valid connections first,
followed by the invalid source paths.
UsdShadeConnectableAPI::GetConnectedSources
Parameters
invalidSourcePaths (list[SdfPath]) –
GetFullName() → str
Get the name of the attribute associated with the output.
GetPrim() → Prim
Get the prim that the output belongs to.
GetRawConnectedSourcePaths(sourcePaths) → bool
Deprecated
Returns the”raw”(authored) connected source paths for this Output.
UsdShadeConnectableAPI::GetRawConnectedSourcePaths
Parameters
sourcePaths (list[SdfPath]) –
GetRenderType() → str
Return this output’s specialized renderType, or an empty token if none
was authored.
SetRenderType()
GetSdrMetadata() → NdrTokenMap
Returns this Output’s composed”sdrMetadata”dictionary as a
NdrTokenMap.
GetSdrMetadataByKey(key) → str
Returns the value corresponding to key in the composed
sdrMetadata dictionary.
Parameters
key (str) –
GetTypeName() → ValueTypeName
Get the”scene description”value type name of the attribute associated
with the output.
GetValueProducingAttributes(shaderOutputsOnly) → list[UsdShadeAttribute]
Find what is connected to this Output recursively.
UsdShadeUtils::GetValueProducingAttributes
Parameters
shaderOutputsOnly (bool) –
HasConnectedSource() → bool
Returns true if and only if this Output is currently connected to a
valid (defined) source.
UsdShadeConnectableAPI::HasConnectedSource
HasRenderType() → bool
Return true if a renderType has been specified for this output.
SetRenderType()
HasSdrMetadata() → bool
Returns true if the Output has a non-empty
composed”sdrMetadata”dictionary value.
HasSdrMetadataByKey(key) → bool
Returns true if there is a value corresponding to the given key in
the composed”sdrMetadata”dictionary.
Parameters
key (str) –
static IsOutput()
classmethod IsOutput(attr) -> bool
Test whether a given UsdAttribute represents a valid Output, which
implies that creating a UsdShadeOutput from the attribute will
succeed.
Success implies that attr.IsDefined() is true.
Parameters
attr (Attribute) –
IsSourceConnectionFromBaseMaterial() → bool
Returns true if the connection to this Output’s source, as returned by
GetConnectedSource() , is authored across a specializes arc, which is
used to denote a base material.
UsdShadeConnectableAPI::IsSourceConnectionFromBaseMaterial
Set(value, time) → bool
Set a value for the output.
It’s unusual to be setting a value on an output since it represents an
externally computed value. The Set API is provided here just for the
sake of completeness and uniformity with other property schema.
Parameters
value (VtValue) –
time (TimeCode) –
Set(value, time) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Set the attribute value of the Output at time .
Parameters
value (T) –
time (TimeCode) –
SetConnectedSources(sourceInfos) → bool
Connects this Output to the given sources, sourceInfos .
UsdShadeConnectableAPI::SetConnectedSources
Parameters
sourceInfos (list[ConnectionSourceInfo]) –
SetRenderType(renderType) → bool
Specify an alternative, renderer-specific type to use when
emitting/translating this output, rather than translating based on its
GetTypeName()
For example, we set the renderType to”struct”for outputs that are of
renderman custom struct types.
true on success
Parameters
renderType (str) –
SetSdrMetadata(sdrMetadata) → None
Authors the given sdrMetadata value on this Output at the current
EditTarget.
Parameters
sdrMetadata (NdrTokenMap) –
SetSdrMetadataByKey(key, value) → None
Sets the value corresponding to key to the given string value
, in the Output’s”sdrMetadata”dictionary at the current EditTarget.
Parameters
key (str) –
value (str) –
class pxr.UsdShade.Shader
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.
Objects of this class generally represent a single shading object,
whether it exists in the target renderer or not. For example, a
texture, a fractal, or a mix node.
The UsdShadeNodeDefAPI provides attributes to uniquely identify the
type of this node. The id resolution into a renderable shader target
type of this node. The id resolution into a renderable shader target
is deferred to the consuming application.
The purpose of representing them in Usd is two-fold:
To represent, via”connections”the topology of the shading network
that must be reconstructed in the renderer. Facilities for authoring
and manipulating connections are encapsulated in the API schema
UsdShadeConnectableAPI.
To present a (partial or full) interface of typed input
parameters whose values can be set and overridden in Usd, to be
provided later at render-time as parameter values to the actual render
shader objects. Shader input parameters are encapsulated in the
property schema UsdShadeInput.
Methods:
ClearSdrMetadata()
Clears any"sdrMetadata"value authored on the shader in the current EditTarget.
ClearSdrMetadataByKey(key)
Clears the entry corresponding to the given key in the"sdrMetadata"dictionary authored in the current EditTarget.
ConnectableAPI()
Contructs and returns a UsdShadeConnectableAPI object with this shader.
CreateIdAttr(defaultValue, writeSparsely)
Forwards to UsdShadeNodeDefAPI(prim).
CreateImplementationSourceAttr(defaultValue, ...)
Forwards to UsdShadeNodeDefAPI(prim).
CreateInput(name, typeName)
Create an input which can either have a value or can be connected.
CreateOutput(name, typeName)
Create an output which can either have a value or can be connected.
Define
classmethod Define(stage, path) -> Shader
Get
classmethod Get(stage, path) -> Shader
GetIdAttr()
Forwards to UsdShadeNodeDefAPI(prim).
GetImplementationSource()
Forwards to UsdShadeNodeDefAPI(prim).
GetImplementationSourceAttr()
Forwards to UsdShadeNodeDefAPI(prim).
GetInput(name)
Return the requested input if it exists.
GetInputs(onlyAuthored)
Inputs are represented by attributes in the"inputs:"namespace.
GetOutput(name)
Return the requested output if it exists.
GetOutputs(onlyAuthored)
Outputs are represented by attributes in the"outputs:"namespace.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetSdrMetadata()
Returns this shader's composed"sdrMetadata"dictionary as a NdrTokenMap.
GetSdrMetadataByKey(key)
Returns the value corresponding to key in the composed sdrMetadata dictionary.
GetShaderId(id)
Forwards to UsdShadeNodeDefAPI(prim).
GetShaderNodeForSourceType(sourceType)
Forwards to UsdShadeNodeDefAPI(prim).
GetSourceAsset(sourceAsset, sourceType)
Forwards to UsdShadeNodeDefAPI(prim).
GetSourceAssetSubIdentifier(subIdentifier, ...)
Forwards to UsdShadeNodeDefAPI(prim).
GetSourceCode(sourceCode, sourceType)
Forwards to UsdShadeNodeDefAPI(prim).
HasSdrMetadata()
Returns true if the shader has a non-empty composed"sdrMetadata"dictionary value.
HasSdrMetadataByKey(key)
Returns true if there is a value corresponding to the given key in the composed"sdrMetadata"dictionary.
SetSdrMetadata(sdrMetadata)
Authors the given sdrMetadata on this shader at the current EditTarget.
SetSdrMetadataByKey(key, value)
Sets the value corresponding to key to the given string value , in the shader's"sdrMetadata"dictionary at the current EditTarget.
SetShaderId(id)
Forwards to UsdShadeNodeDefAPI(prim).
SetSourceAsset(sourceAsset, sourceType)
Forwards to UsdShadeNodeDefAPI(prim).
SetSourceAssetSubIdentifier(subIdentifier, ...)
Forwards to UsdShadeNodeDefAPI(prim).
SetSourceCode(sourceCode, sourceType)
Forwards to UsdShadeNodeDefAPI(prim).
ClearSdrMetadata() → None
Clears any”sdrMetadata”value authored on the shader in the current
EditTarget.
ClearSdrMetadataByKey(key) → None
Clears the entry corresponding to the given key in
the”sdrMetadata”dictionary authored in the current EditTarget.
Parameters
key (str) –
ConnectableAPI() → ConnectableAPI
Contructs and returns a UsdShadeConnectableAPI object with this
shader.
Note that most tasks can be accomplished without explicitly
constructing a UsdShadeConnectable API, since connection-related API
such as UsdShadeConnectableAPI::ConnectToSource() are static methods,
and UsdShadeShader will auto-convert to a UsdShadeConnectableAPI when
passed to functions that want to act generically on a connectable
UsdShadeConnectableAPI object.
CreateIdAttr(defaultValue, writeSparsely) → Attribute
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateImplementationSourceAttr(defaultValue, writeSparsely) → Attribute
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateInput(name, typeName) → Input
Create an input which can either have a value or can be connected.
The attribute representing the input is created in
the”inputs:”namespace. Inputs on both shaders and node-graphs are
connectable.
Parameters
name (str) –
typeName (ValueTypeName) –
CreateOutput(name, typeName) → Output
Create an output which can either have a value or can be connected.
The attribute representing the output is created in
the”outputs:”namespace. Outputs on a shader cannot be connected, as
their value is assumed to be computed externally.
Parameters
name (str) –
typeName (ValueTypeName) –
static Define()
classmethod Define(stage, path) -> Shader
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Shader
Return a UsdShadeShader holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdShadeShader(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetIdAttr() → Attribute
Forwards to UsdShadeNodeDefAPI(prim).
GetImplementationSource() → str
Forwards to UsdShadeNodeDefAPI(prim).
GetImplementationSourceAttr() → Attribute
Forwards to UsdShadeNodeDefAPI(prim).
GetInput(name) → Input
Return the requested input if it exists.
Parameters
name (str) –
GetInputs(onlyAuthored) → list[Input]
Inputs are represented by attributes in the”inputs:”namespace.
If onlyAuthored is true (the default), then only return authored
attributes; otherwise, this also returns un-authored builtins.
Parameters
onlyAuthored (bool) –
GetOutput(name) → Output
Return the requested output if it exists.
Parameters
name (str) –
GetOutputs(onlyAuthored) → list[Output]
Outputs are represented by attributes in the”outputs:”namespace.
If onlyAuthored is true (the default), then only return authored
attributes; otherwise, this also returns un-authored builtins.
Parameters
onlyAuthored (bool) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetSdrMetadata() → NdrTokenMap
Returns this shader’s composed”sdrMetadata”dictionary as a
NdrTokenMap.
GetSdrMetadataByKey(key) → str
Returns the value corresponding to key in the composed
sdrMetadata dictionary.
Parameters
key (str) –
GetShaderId(id) → bool
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
id (str) –
GetShaderNodeForSourceType(sourceType) → ShaderNode
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
sourceType (str) –
GetSourceAsset(sourceAsset, sourceType) → bool
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
sourceAsset (AssetPath) –
sourceType (str) –
GetSourceAssetSubIdentifier(subIdentifier, sourceType) → bool
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
subIdentifier (str) –
sourceType (str) –
GetSourceCode(sourceCode, sourceType) → bool
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
sourceCode (str) –
sourceType (str) –
HasSdrMetadata() → bool
Returns true if the shader has a non-empty
composed”sdrMetadata”dictionary value.
HasSdrMetadataByKey(key) → bool
Returns true if there is a value corresponding to the given key in
the composed”sdrMetadata”dictionary.
Parameters
key (str) –
SetSdrMetadata(sdrMetadata) → None
Authors the given sdrMetadata on this shader at the current
EditTarget.
Parameters
sdrMetadata (NdrTokenMap) –
SetSdrMetadataByKey(key, value) → None
Sets the value corresponding to key to the given string value
, in the shader’s”sdrMetadata”dictionary at the current EditTarget.
Parameters
key (str) –
value (str) –
SetShaderId(id) → bool
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
id (str) –
SetSourceAsset(sourceAsset, sourceType) → bool
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
sourceAsset (AssetPath) –
sourceType (str) –
SetSourceAssetSubIdentifier(subIdentifier, sourceType) → bool
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
subIdentifier (str) –
sourceType (str) –
SetSourceCode(sourceCode, sourceType) → bool
Forwards to UsdShadeNodeDefAPI(prim).
Parameters
sourceCode (str) –
sourceType (str) –
class pxr.UsdShade.ShaderDefParserPlugin
Parses shader definitions represented using USD scene description
using the schemas provided by UsdShade.
Methods:
GetDiscoveryTypes()
Returns the types of nodes that this plugin can parse.
GetSourceType()
Returns the source type that this parser operates on.
Parse(discoveryResult)
Takes the specified NdrNodeDiscoveryResult instance, which was a result of the discovery process, and generates a new NdrNode .
GetDiscoveryTypes() → NdrTokenVec
Returns the types of nodes that this plugin can parse.
“Type”here is the discovery type (in the case of files, this will
probably be the file extension, but in other systems will be data that
can be determined during discovery). This type should only be used to
match up a NdrNodeDiscoveryResult to its parser plugin; this value
is not exposed in the node’s API.
GetSourceType() → str
Returns the source type that this parser operates on.
A source type is the most general type for a node. The parser plugin
is responsible for parsing all discovery results that have the types
declared under GetDiscoveryTypes() , and those types are
collectively identified as one”source type”.
Parse(discoveryResult) → NdrNodeUnique
Takes the specified NdrNodeDiscoveryResult instance, which was a
result of the discovery process, and generates a new NdrNode .
The node’s name, source type, and family must match.
Parameters
discoveryResult (NodeDiscoveryResult) –
class pxr.UsdShade.ShaderDefUtils
This class contains a set of utility functions used for populating the
shader registry with shaders definitions specified using UsdShade
schemas.
Methods:
GetNodeDiscoveryResults
classmethod GetNodeDiscoveryResults(shaderDef, sourceUri) -> NdrNodeDiscoveryResultVec
GetPrimvarNamesMetadataString
classmethod GetPrimvarNamesMetadataString(metadata, shaderDef) -> str
GetShaderProperties
classmethod GetShaderProperties(shaderDef) -> NdrPropertyUniquePtrVec
static GetNodeDiscoveryResults()
classmethod GetNodeDiscoveryResults(shaderDef, sourceUri) -> NdrNodeDiscoveryResultVec
Returns the list of NdrNodeDiscoveryResult objects that must be added
to the shader registry for the given shader shaderDef , assuming
it is found in a shader definition file found by an Ndr discovery
plugin.
To enable the shaderDef parser to find and parse this shader,
sourceUri should have the resolved path to the usd file containing
this shader prim.
Parameters
shaderDef (Shader) –
sourceUri (str) –
static GetPrimvarNamesMetadataString()
classmethod GetPrimvarNamesMetadataString(metadata, shaderDef) -> str
Collects all the names of valid primvar inputs of the given
metadata and the given shaderDef and returns the string used
to represent them in SdrShaderNode metadata.
Parameters
metadata (NdrTokenMap) –
shaderDef (ConnectableAPI) –
static GetShaderProperties()
classmethod GetShaderProperties(shaderDef) -> NdrPropertyUniquePtrVec
Gets all input and output properties of the given shaderDef and
translates them into NdrProperties that can be used as the properties
for an SdrShaderNode.
Parameters
shaderDef (ConnectableAPI) –
class pxr.UsdShade.Tokens
Attributes:
allPurpose
bindMaterialAs
coordSys
displacement
fallbackStrength
full
id
infoId
infoImplementationSource
inputs
interfaceOnly
materialBind
materialBinding
materialBindingCollection
materialVariant
outputs
outputsDisplacement
outputsSurface
outputsVolume
preview
sdrMetadata
sourceAsset
sourceCode
strongerThanDescendants
subIdentifier
surface
universalRenderContext
universalSourceType
volume
weakerThanDescendants
allPurpose = ''
bindMaterialAs = 'bindMaterialAs'
coordSys = 'coordSys:'
displacement = 'displacement'
fallbackStrength = 'fallbackStrength'
full = 'full'
id = 'id'
infoId = 'info:id'
infoImplementationSource = 'info:implementationSource'
inputs = 'inputs:'
interfaceOnly = 'interfaceOnly'
materialBind = 'materialBind'
materialBinding = 'material:binding'
materialBindingCollection = 'material:binding:collection'
materialVariant = 'materialVariant'
outputs = 'outputs:'
outputsDisplacement = 'outputs:displacement'
outputsSurface = 'outputs:surface'
outputsVolume = 'outputs:volume'
preview = 'preview'
sdrMetadata = 'sdrMetadata'
sourceAsset = 'sourceAsset'
sourceCode = 'sourceCode'
strongerThanDescendants = 'strongerThanDescendants'
subIdentifier = 'subIdentifier'
surface = 'surface'
universalRenderContext = ''
universalSourceType = ''
volume = 'volume'
weakerThanDescendants = 'weakerThanDescendants'
class pxr.UsdShade.Utils
This class contains a set of utility functions used when authoring and
querying shading networks.
Methods:
GetBaseNameAndType
classmethod GetBaseNameAndType(fullName) -> tuple[str, AttributeType]
GetConnectedSourcePath
classmethod GetConnectedSourcePath(srcInfo) -> Path
GetFullName
classmethod GetFullName(baseName, type) -> str
GetPrefixForAttributeType
classmethod GetPrefixForAttributeType(sourceType) -> str
GetType
classmethod GetType(fullName) -> AttributeType
GetValueProducingAttributes
classmethod GetValueProducingAttributes(input, shaderOutputsOnly) -> list[UsdShadeAttribute]
static GetBaseNameAndType()
classmethod GetBaseNameAndType(fullName) -> tuple[str, AttributeType]
Given the full name of a shading attribute, returns it’s base name and
shading attribute type.
Parameters
fullName (str) –
static GetConnectedSourcePath()
classmethod GetConnectedSourcePath(srcInfo) -> Path
For a valid UsdShadeConnectionSourceInfo, return the complete path to
the source property; otherwise the empty path.
Parameters
srcInfo (ConnectionSourceInfo) –
static GetFullName()
classmethod GetFullName(baseName, type) -> str
Returns the full shading attribute name given the basename and the
shading attribute type.
baseName is the name of the input or output on the shading node.
type is the UsdShadeAttributeType of the shading attribute.
Parameters
baseName (str) –
type (AttributeType) –
static GetPrefixForAttributeType()
classmethod GetPrefixForAttributeType(sourceType) -> str
Returns the namespace prefix of the USD attribute associated with the
given shading attribute type.
Parameters
sourceType (AttributeType) –
static GetType()
classmethod GetType(fullName) -> AttributeType
Given the full name of a shading attribute, returns its shading
attribute type.
Parameters
fullName (str) –
static GetValueProducingAttributes()
classmethod GetValueProducingAttributes(input, shaderOutputsOnly) -> list[UsdShadeAttribute]
Find what is connected to an Input or Output recursively.
GetValueProducingAttributes implements the UsdShade connectivity rules
described in Connection Resolution Utilities.
When tracing connections within networks that contain containers like
UsdShadeNodeGraph nodes, the actual output(s) or value(s) at the end
of an input or output might be multiple connections removed. The
methods below resolves this across multiple physical connections.
An UsdShadeInput is getting its value from one of these sources:
If the input is not connected the UsdAttribute for this input is
returned, but only if it has an authored value. The input attribute
itself carries the value for this input.
If the input is connected we follow the connection(s) until we
reach a valid output of a UsdShadeShader node or if we reach a valid
UsdShadeInput attribute of a UsdShadeNodeGraph or UsdShadeMaterial
that has an authored value.
An UsdShadeOutput on a container can get its value from the same type
of sources as a UsdShadeInput on either a UsdShadeShader or
UsdShadeNodeGraph. Outputs on non-containers (UsdShadeShaders) cannot
be connected.
This function returns a vector of UsdAttributes. The vector is empty
if no valid attribute was found. The type of each attribute can be
determined with the UsdShadeUtils::GetType function.
If shaderOutputsOnly is true, it will only report attributes that
are outputs of non-containers (UsdShadeShaders). This is a bit faster
and what is need when determining the connections for Material
terminals.
This will return the last attribute along the connection chain that
has an authored value, which might not be the last attribute in the
chain itself.
When the network contains multi-connections, this function can return
multiple attributes for a single input or output. The list of
attributes is build by a depth-first search, following the underlying
connection paths in order. The list can contain both UsdShadeOutput
and UsdShadeInput attributes. It is up to the caller to decide how to
process such a mixture.
Parameters
input (Input) –
shaderOutputsOnly (bool) –
GetValueProducingAttributes(output, shaderOutputsOnly) -> list[UsdShadeAttribute]
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
output (Output) –
shaderOutputsOnly (bool) –
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
omni.ui.MenuItemCollection.md | MenuItemCollection — Omniverse Kit 2.25.9 documentation
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MenuItemCollection
# MenuItemCollection
class omni.ui.MenuItemCollection
Bases: Menu
The MenuItemCollection is the menu that unchecks children when one of them is checked.
Methods
__init__(self[, text])
Construct MenuItemCollection.
Attributes
__init__(self: omni.ui._ui.MenuItemCollection, text: str = '', **kwargs) → None
Construct MenuItemCollection.
`kwargsdict`See below
### Keyword Arguments:
`tearablebool`The ability to tear the window off.
`shown_changed_fn`If the pulldown menu is shown on the screen.
`teared_changed_fn`If the window is teared off.
`on_build_fn`Called to re-create new children.
`textstr`This property holds the menu’s text.
`hotkey_textstr`This property holds the menu’s hotkey text.
`checkablebool`This property holds whether this menu item is checkable. A checkable item is one which has an on/off state.
`hide_on_clickbool`Hide or keep the window when the user clicked this item.
`delegateMenuDelegate`The delegate that generates a widget per menu item.
`triggered_fnvoid`Sets the function that is called when an action is activated by the user; for example, when the user clicks a menu option, or presses an action’s shortcut key combination.
`direction`This type is used to determine the direction of the layout. If the Stack’s orientation is eLeftToRight the widgets are placed in a horizontal row, from left to right. If the Stack’s orientation is eRightToLeft the widgets are placed in a horizontal row, from right to left. If the Stack’s orientation is eTopToBottom, the widgets are placed in a vertical column, from top to bottom. If the Stack’s orientation is eBottomToTop, the widgets are placed in a vertical column, from bottom to top. If the Stack’s orientation is eBackToFront, the widgets are placed sorted in a Z-order in top right corner. If the Stack’s orientation is eFrontToBack, the widgets are placed sorted in a Z-order in top right corner, the first widget goes to front.
`content_clipping`Determines if the child widgets should be clipped by the rectangle of this Stack.
`spacing`Sets a non-stretchable space in pixels between child items of this layout.
`send_mouse_events_to_back`When children of a Z-based stack overlap mouse events are normally sent to the topmost one. Setting this property true will invert that behavior, sending mouse events to the bottom-most child.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
enterprise-install.md | Enterprise Install Guide — Omniverse Install Guide latest documentation
Omniverse Install Guide
»
Omniverse Install Guide »
Enterprise Install Guide
# Enterprise Install Guide
Omniverse Enterprise accommodates and supports both on-premises and scalable virtual and cloud deployments.
## Licensing
Need walkthrough steps on setting up your Omniverse Enterprise account and getting your licenses in order? Review the Omniverse Enterprise Licensing Quick Start Guide for more information.
## Enterprise Nucleus Server
The following documentation is available to help you properly plan, deploy, and configure an Enterprise Nucleus Server:
Hardware Sizing Guide - Information on server sizing for your environment
Planning Your Installation - Best practices, requirements, and prerequisites
Installing an Enterprise Nucleus Server - An easy step-by-step guide for successful installation
## Launcher Deployment Options
The Omniverse Launcher is available in two versions: the Workstation Launcher and the IT Managed Launcher. Omniverse Enterprise customers may choose either version depending on their deployment preference.
The Workstation Launcher offers a complete experience and does not require IT management for application installation or updates. The Omniverse Workstation Launcher requires network connectivity and an NVIDIA account.
The IT Managed Launcher is designed to be used in an air-gapped or tightly controlled environment, and does not require network connectivity or an NVIDIA account. Installation and updates of Omniverse applications are managed by the IT administrator for end users.
Both the Workstation Launcher and the IT Managed Launcher are available from the NVIDIA Licensing Portal.
## Virtual Workstation Deployments
Kit based apps (including USD Composer, USD Presenter, etc.) can be run in a virtualized environment using NVIDIA’s vGPU products.
The Virtual Deployment Guide provides an overview of how to set up a vGPU environment capable of hosting Omniverse.
Additionally, Omniverse Virtual Workstations can be run in a Cloud Service Provider (CSP) using the how-to guides here.
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
kit_overview.md | Overview — kit-manual 105.1 documentation
kit-manual
»
Overview
# Overview
## Omniverse Kit
Omniverse Kit is the SDK for building Omniverse applications like Create and View. It can also be used to develop your own Omniverse applications.
It brings together a few major components:
USD/Hydra (see also omni.usd)
Omniverse (via Omniverse client library)
Carbonite
Omniverse RTX Renderer
Scripting
A UI Toolkit (omni.ui)
As a developer you can use any combination of those to build your own application or just extend or modify what’s already there.
### USD/Hydra
USD is the primary Scene Description used by Kit, both for in-memory/authoring/runtime use, and as the serialisation format.
USD can be accessed directly via an external shared library. If your plugin uses USD through C++ it must link to this library. You can also use USD from python using USD’s own python bindings, which cover the whole USD API (but not all of it’s dependencies like Tf, SDF etc). We generated reference documentation for it, see the Modules.
Hydra allows USD to stream it’s content to any Renderer which has a Hydra Scene Delegate - these include Pixar’s HDStorm (currently shipped with the USD package shipped as part of Kit) as well as the Omniverse RTX Renderer and IRay (both of which ship with Kit)
### Omni.USD
Omni.USD (See the omni.usd module for API docs) is an API written in C++ which sits on top of USD, Kit’s core, and the OmniClient library, and provides application-related services such as:
Events/Listeners
Selection handling
Access to the Omniverse USD Audio subsystem
Access to the Omniverse Client Library, and handling of Omniverse Assets/URIs
USD Layer handling
A USDContext which provides convenient access to the main USDStage and its layers, as well as various Hydra, Renderer and Viewport related services
MDL support
Python bindings to all of the above, using the Python-3 async API in most cases
### Omniverse Client Library
This is the library that Omniverse clients such as Kit use to communicate with both Omniverse servers and with local filesystems when loading and saving Assets (such as USD, MDL and textures).
It contains:
a USD AssetResolver for parsing omniverse:// URIs
some SDF FileFormat plugins to support specialised use cases, including Omniverse’s Live Edit mode
an API to read/write/copy data/files and filesystem-like queries on Omniverse Nucleus servers
Support for managing connections with Omniverse servers
Python bindings to all of the above, using Python-3 async API in most cases
### Carbonite
The Carbonite SDK provides the core functionality of all Omniverse apps. This is a C++ based SDK that provides features such as:
Plugin management
Input handling
File access
Persistent settings management
Audio
Asset loading and management
Thread and task management
Image loading
Localization
Synchronization
Basic windowing
All of this is provided with a single platform independent API.
#### Plugins
Carbonite Plugins are basically shared libraries with C-style interfaces, which can be dynamically loaded and unloaded. Interfaces are semantically versioned and backward compatibility is supported.
Most plugin interfaces have python bindings, i.e they are accessible from python. The pybind11 library is used.
For your own plugins you can also write python bindings and make them directly accessible from python.
### Omniverse RTX Renderer
As mentioned above, Pixar’s Hydra is used to interface between USD and RTX. This is an area of high architectural complexity, as Kit is required to support a large number of Renderers, multiple custom Scene delegates, multiple Hydra Engines (to support GL, Vulkan, DX12) and a host of other requirements, providing a Viewport inside Kit Applications with Gizmos and other controls, all rendering asynchronously at high frame rates
### Scripting
Kit comes with a version of python (currently 3.7) . You can run arbitrary python scripts in Kit based apps which can:
Access all plugins that are exposed via python bindings
Access the USD python API
Access Kit python-only modules
Load and access your C++ Carbonite plugins
Currently there are 3 ways to run scripts:
At app startup time by passing cmd arguments. E.g.: kit.exe --exec "some_script.py"
Using the Console window
Using the Script Editor Window
### Kit Extensions
Building on top of scripting and Carbonite Plugins there is the highest-level and probably most crucial building block: Kit Extensions. You can think of Extensions as versioned packages with a runtime enabled/disabled state. These extensions can depend on other extensions.
### omni.ui
Omni.ui, our UI framework, is built on top of Dear Imgui. and written in C++, but exposes only a Python API.
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
Ndr.md | Ndr module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
Ndr module
# Ndr module
Summary: The Ndr (Node Definition Registry) provides a node-domain-agmostic framework for registering and querying information about nodes.
Python bindings for libNdr
Classes:
DiscoveryPlugin
Interface for discovery plugins.
DiscoveryPluginContext
A context for discovery.
DiscoveryPluginList
DiscoveryUri
Struct for holding a URI and its resolved URI for a file discovered by NdrFsHelpersDiscoverFiles.
Node
Represents an abstract node.
NodeDiscoveryResult
Represents the raw data of a node, and some other bits of metadata, that were determined via a NdrDiscoveryPlugin .
NodeList
Property
Represents a property (input or output) that is part of a NdrNode instance.
Registry
The registry provides access to node information."Discovery Plugins"are responsible for finding the nodes that should be included in the registry.
Version
VersionFilter
class pxr.Ndr.DiscoveryPlugin
Interface for discovery plugins.
Discovery plugins, like the name implies, find nodes. Where the plugin
searches is up to the plugin that implements this interface. Examples
of discovery plugins could include plugins that look for nodes on the
filesystem, another that finds nodes in a cloud service, and another
that searches a local database. Multiple discovery plugins that search
the filesystem in specific locations/ways could also be created. All
discovery plugins are executed as soon as the registry is
instantiated.
These plugins simply report back to the registry what nodes they found
in a generic way. The registry doesn’t know much about the innards of
the nodes yet, just that the nodes exist. Understanding the nodes is
the responsibility of another set of plugins defined by the
NdrParserPlugin interface.
Discovery plugins report back to the registry via
NdrNodeDiscoveryResult s. These are small, lightweight classes
that contain the information for a single node that was found during
discovery. The discovery result only includes node information that
can be gleaned pre-parse, so the data is fairly limited; to see
exactly what’s included, and what is expected to be populated, see the
documentation for NdrNodeDiscoveryResult .
## How to Create a Discovery Plugin
There are three steps to creating a discovery plugin:
Implement the discovery plugin interface, NdrDiscoveryPlugin
Register your new plugin with the registry. The registration
macro must be called in your plugin’s implementation file:
NDR_REGISTER_DISCOVERY_PLUGIN(YOUR_DISCOVERY_PLUGIN_CLASS_NAME)
This macro is available in discoveryPlugin.h.
- In the same folder as your plugin, create a ``plugInfo.json``
file. This file must be formatted like so, substituting
``YOUR_LIBRARY_NAME`` , ``YOUR_CLASS_NAME`` , and
``YOUR_DISPLAY_NAME`` :
{
"Plugins": [{
"Type": "module",
"Name": "YOUR_LIBRARY_NAME",
"Root": "@PLUG_INFO_ROOT@",
"LibraryPath": "@PLUG_INFO_LIBRARY_PATH@",
"ResourcePath": "@PLUG_INFO_RESOURCE_PATH@",
"Info": {
"Types": {
"YOUR_CLASS_NAME" : {
"bases": ["NdrDiscoveryPlugin"],
"displayName": "YOUR_DISPLAY_NAME"
}
}
}
}]
}
The NDR ships with one discovery plugin, the
_NdrFilesystemDiscoveryPlugin . Take a look at NDR’s plugInfo.json
file for example values for YOUR_LIBRARY_NAME ,
YOUR_CLASS_NAME , and YOUR_DISPLAY_NAME . If multiple
discovery plugins exist in the same folder, you can continue adding
additional plugins under the Types key in the JSON. More detailed
information about the plugInfo.json format can be found in the
documentation for the plug module (in pxr/base).
Methods:
DiscoverNodes(arg1)
Finds and returns all nodes that the implementing plugin should be aware of.
GetSearchURIs()
Gets the URIs that this plugin is searching for nodes in.
Attributes:
expired
True if this object has expired, False otherwise.
DiscoverNodes(arg1) → NdrNodeDiscoveryResultVec
Finds and returns all nodes that the implementing plugin should be
aware of.
Parameters
arg1 (Context) –
GetSearchURIs() → NdrStringVec
Gets the URIs that this plugin is searching for nodes in.
property expired
True if this object has expired, False otherwise.
class pxr.Ndr.DiscoveryPluginContext
A context for discovery.
Discovery plugins can use this to get a limited set of non-local
information without direct coupling between plugins.
Methods:
GetSourceType(discoveryType)
Returns the source type associated with the discovery type.
Attributes:
expired
True if this object has expired, False otherwise.
GetSourceType(discoveryType) → str
Returns the source type associated with the discovery type.
This may return an empty token if there is no such association.
Parameters
discoveryType (str) –
property expired
True if this object has expired, False otherwise.
class pxr.Ndr.DiscoveryPluginList
Methods:
append
extend
append()
extend()
class pxr.Ndr.DiscoveryUri
Struct for holding a URI and its resolved URI for a file discovered by
NdrFsHelpersDiscoverFiles.
Attributes:
resolvedUri
uri
property resolvedUri
property uri
class pxr.Ndr.Node
Represents an abstract node. Describes information like the name of
the node, what its inputs and outputs are, and any associated
metadata.
In almost all cases, this class will not be used directly. More
specialized nodes can be created that derive from NdrNode ; those
specialized nodes can add their own domain-specific data and methods.
Methods:
GetContext()
Gets the context of the node.
GetFamily()
Gets the name of the family that the node belongs to.
GetIdentifier()
Return the identifier of the node.
GetInfoString()
Gets a string with basic information about this node.
GetInput(inputName)
Get an input property by name.
GetInputNames()
Get an ordered list of all the input names on this node.
GetMetadata()
All metadata that came from the parse process.
GetName()
Gets the name of the node.
GetOutput(outputName)
Get an output property by name.
GetOutputNames()
Get an ordered list of all the output names on this node.
GetResolvedDefinitionURI()
Gets the URI to the resource that provided this node's definition.
GetResolvedImplementationURI()
Gets the URI to the resource that provides this node's implementation.
GetSourceCode()
Returns the source code for this node.
GetSourceType()
Gets the type of source that this node originated from.
GetVersion()
Return the version of the node.
IsValid()
Whether or not this node is valid.
GetContext() → str
Gets the context of the node.
The context is the context that the node declares itself as having
(or, if a particular node does not declare a context, it will be
assigned a default context by the parser).
As a concrete example from the Sdr module, a shader with a
specific source type may perform different duties vs. another shader
with the same source type. For example, one shader with a source type
of SdrArgsParser::SourceType may declare itself as having a
context of’pattern’, while another shader of the same source type may
say it is used for lighting, and thus has a context of’light’.
GetFamily() → str
Gets the name of the family that the node belongs to.
An empty token will be returned if the node does not belong to a
family.
GetIdentifier() → NdrIdentifier
Return the identifier of the node.
GetInfoString() → str
Gets a string with basic information about this node.
Helpful for things like adding this node to a log.
GetInput(inputName) → Property
Get an input property by name.
nullptr is returned if an input with the given name does not
exist.
Parameters
inputName (str) –
GetInputNames() → NdrTokenVec
Get an ordered list of all the input names on this node.
GetMetadata() → NdrTokenMap
All metadata that came from the parse process.
Specialized nodes may isolate values in the metadata (with possible
manipulations and/or additional parsing) and expose those values in
their API.
GetName() → str
Gets the name of the node.
GetOutput(outputName) → Property
Get an output property by name.
nullptr is returned if an output with the given name does not
exist.
Parameters
outputName (str) –
GetOutputNames() → NdrTokenVec
Get an ordered list of all the output names on this node.
GetResolvedDefinitionURI() → str
Gets the URI to the resource that provided this node’s definition.
Could be a path to a file, or some other resource identifier. This URI
should be fully resolved.
NdrNode::GetResolvedImplementationURI()
GetResolvedImplementationURI() → str
Gets the URI to the resource that provides this node’s implementation.
Could be a path to a file, or some other resource identifier. This URI
should be fully resolved.
NdrNode::GetResolvedDefinitionURI()
GetSourceCode() → str
Returns the source code for this node.
This will be empty for most nodes. It will be non-empty only for the
nodes that are constructed using NdrRegistry::GetNodeFromSourceCode()
, in which case, the source code has not been parsed (or even
compiled) yet.
An unparsed node with non-empty source-code but no properties is
considered to be invalid. Once the node is parsed and the relevant
properties and metadata are extracted from the source code, the node
becomes valid.
NdrNode::IsValid
GetSourceType() → str
Gets the type of source that this node originated from.
Note that this is distinct from GetContext() , which is the type
that the node declares itself as having.
As a concrete example from the Sdr module, several shader parsers
exist and operate on different types of shaders. In this scenario,
each distinct type of shader (OSL, Args, etc) is considered a
different source, even though they are all shaders. In addition, the
shaders under each source type may declare themselves as having a
specific context (shaders can serve different roles). See
GetContext() for more information on this.
GetVersion() → Version
Return the version of the node.
IsValid() → bool
Whether or not this node is valid.
A node that is valid indicates that the parser plugin was able to
successfully parse the contents of this node.
Note that if a node is not valid, some data like its name, URI, source
code etc. could still be available (data that was obtained during the
discovery process). However, other data that must be gathered from the
parsing process will NOT be available (eg, inputs and outputs).
class pxr.Ndr.NodeDiscoveryResult
Represents the raw data of a node, and some other bits of metadata,
that were determined via a NdrDiscoveryPlugin .
Attributes:
blindData
discoveryType
family
identifier
metadata
name
resolvedUri
sourceCode
sourceType
subIdentifier
uri
version
property blindData
property discoveryType
property family
property identifier
property metadata
property name
property resolvedUri
property sourceCode
property sourceType
property subIdentifier
property uri
property version
class pxr.Ndr.NodeList
Methods:
append
extend
append()
extend()
class pxr.Ndr.Property
Represents a property (input or output) that is part of a NdrNode
instance.
A property must have a name and type, but may also specify a host of
additional metadata. Instances can also be queried to determine if
another NdrProperty instance can be connected to it.
In almost all cases, this class will not be used directly. More
specialized properties can be created that derive from NdrProperty
; those specialized properties can add their own domain-specific data
and methods.
Methods:
CanConnectTo(other)
Determines if this property can be connected to the specified property.
GetArraySize()
Gets this property's array size.
GetDefaultValue()
Gets this property's default value associated with the type of the property.
GetInfoString()
Gets a string with basic information about this property.
GetMetadata()
All of the metadata that came from the parse process.
GetName()
Gets the name of the property.
GetType()
Gets the type of the property.
GetTypeAsSdfType()
Converts the property's type from GetType() into a SdfValueTypeName .
IsArray()
Whether this property's type is an array type.
IsConnectable()
Whether this property can be connected to other properties.
IsDynamicArray()
Whether this property's array type is dynamically-sized.
IsOutput()
Whether this property is an output.
CanConnectTo(other) → bool
Determines if this property can be connected to the specified
property.
Parameters
other (Property) –
GetArraySize() → int
Gets this property’s array size.
If this property is a fixed-size array type, the array size is
returned. In the case of a dynamically-sized array, this method
returns the array size that the parser reports, and should not be
relied upon to be accurate. A parser may report -1 for the array size,
for example, to indicate a dynamically-sized array. For types that are
not a fixed-size array or dynamic array, this returns 0.
GetDefaultValue() → VtValue
Gets this property’s default value associated with the type of the
property.
GetType()
GetInfoString() → str
Gets a string with basic information about this property.
Helpful for things like adding this property to a log.
GetMetadata() → NdrTokenMap
All of the metadata that came from the parse process.
GetName() → str
Gets the name of the property.
GetType() → str
Gets the type of the property.
GetTypeAsSdfType() → NdrSdfTypeIndicator
Converts the property’s type from GetType() into a
SdfValueTypeName .
Two scenarios can result: an exact mapping from property type to Sdf
type, and an inexact mapping. In the first scenario, the first element
in the pair will be the cleanly-mapped Sdf type, and the second
element, a TfToken, will be empty. In the second scenario, the Sdf
type will be set to Token to indicate an unclean mapping, and the
second element will be set to the original type returned by
GetType() .
GetDefaultValueAsSdfType
IsArray() → bool
Whether this property’s type is an array type.
IsConnectable() → bool
Whether this property can be connected to other properties.
If this returns true , connectability to a specific property can
be tested via CanConnectTo() .
IsDynamicArray() → bool
Whether this property’s array type is dynamically-sized.
IsOutput() → bool
Whether this property is an output.
class pxr.Ndr.Registry
The registry provides access to node information.”Discovery
Plugins”are responsible for finding the nodes that should be included
in the registry.
Discovery plugins are found through the plugin system. If additional
discovery plugins need to be specified, a client can pass them to
SetExtraDiscoveryPlugins() .
When the registry is first told about the discovery plugins, the
plugins will be asked to discover nodes. These plugins will generate
NdrNodeDiscoveryResult instances, which only contain basic
metadata. Once the client asks for information that would require the
node’s contents to be parsed (eg, what its inputs and outputs are),
the registry will begin the parsing process on an as-needed basis. See
NdrNodeDiscoveryResult for the information that can be retrieved
without triggering a parse.
Some methods in this module may allow for a”family”to be provided. A
family is simply a generic grouping which is optional.
Methods:
GetAllNodeSourceTypes()
Get a sorted list of all node source types that may be present on the nodes in the registry.
GetNodeByIdentifier(identifier, ...)
Get the node with the specified identifier , and an optional sourceTypePriority list specifying the set of node SOURCE types (see NdrNode::GetSourceType() ) that should be searched.
GetNodeByIdentifierAndType(identifier, ...)
Get the node with the specified identifier and sourceType .
GetNodeByName(name, sourceTypePriority, filter)
Get the node with the specified name.
GetNodeByNameAndType(name, sourceType, filter)
A convenience wrapper around GetNodeByName() .
GetNodeFromAsset(asset, metadata, ...)
Parses the given asset , constructs a NdrNode from it and adds it to the registry.
GetNodeFromSourceCode(sourceCode, ...)
Parses the given sourceCode string, constructs a NdrNode from it and adds it to the registry.
GetNodeIdentifiers(family, filter)
Get the identifiers of all the nodes that the registry is aware of.
GetNodeNames(family)
Get the names of all the nodes that the registry is aware of.
GetNodesByFamily(family, filter)
Get all nodes from the registry, optionally restricted to the nodes that fall under a specified family and/or the default version.
GetNodesByIdentifier(identifier)
Get all nodes matching the specified identifier (multiple nodes of the same identifier, but different source types, may exist).
GetNodesByName(name, filter)
Get all nodes matching the specified name.
GetSearchURIs()
Get the locations where the registry is searching for nodes.
SetExtraDiscoveryPlugins(plugins)
Allows the client to set any additional discovery plugins that would otherwise NOT be found through the plugin system.
SetExtraParserPlugins(pluginTypes)
Allows the client to set any additional parser plugins that would otherwise NOT be found through the plugin system.
GetAllNodeSourceTypes() → NdrTokenVec
Get a sorted list of all node source types that may be present on the
nodes in the registry.
Source types originate from the discovery process, but there is no
guarantee that the discovered source types will also have a registered
parser plugin. The actual supported source types here depend on the
parsers that are available. Also note that some parser plugins may not
advertise a source type.
See the documentation for NdrParserPlugin and
NdrNode::GetSourceType() for more information.
GetNodeByIdentifier(identifier, sourceTypePriority) → Node
Get the node with the specified identifier , and an optional
sourceTypePriority list specifying the set of node SOURCE types
(see NdrNode::GetSourceType() ) that should be searched.
If no sourceTypePriority is specified, the first encountered node with
the specified identifier will be returned (first is arbitrary) if
found.
If a sourceTypePriority list is specified, then this will iterate
through each source type and try to find a node matching by
identifier. This is equivalent to calling
NdrRegistry::GetNodeByIdentifierAndType for each source type until a
node is found.
Nodes of the same identifier but different source type can exist in
the registry. If a node’Foo’with source types’abc’and’xyz’exist in the
registry, and you want to make sure the’abc’version is fetched before
the’xyz’version, the priority list would be specified as
[‘abc’,’xyz’]. If the’abc’version did not exist in the registry, then
the’xyz’version would be returned.
Returns nullptr if a node matching the arguments can’t be found.
Parameters
identifier (NdrIdentifier) –
sourceTypePriority (NdrTokenVec) –
GetNodeByIdentifierAndType(identifier, sourceType) → Node
Get the node with the specified identifier and sourceType .
If there is no matching node for the sourceType, nullptr is returned.
Parameters
identifier (NdrIdentifier) –
sourceType (str) –
GetNodeByName(name, sourceTypePriority, filter) → Node
Get the node with the specified name.
An optional priority list specifies the set of node SOURCE types (
NdrNode::GetSourceType() ) that should be searched and in what order.
Optionally, a filter can be specified to consider just the default
versions of nodes matching name (the default) or all versions of
the nodes.
GetNodeByIdentifier() .
Parameters
name (str) –
sourceTypePriority (NdrTokenVec) –
filter (VersionFilter) –
GetNodeByNameAndType(name, sourceType, filter) → Node
A convenience wrapper around GetNodeByName() .
Instead of providing a priority list, an exact type is specified, and
nullptr is returned if a node with the exact identifier and type
does not exist.
Optionally, a filter can be specified to consider just the default
versions of nodes matching name (the default) or all versions of
the nodes.
Parameters
name (str) –
sourceType (str) –
filter (VersionFilter) –
GetNodeFromAsset(asset, metadata, subIdentifier, sourceType) → Node
Parses the given asset , constructs a NdrNode from it and adds it
to the registry.
Nodes created from an asset using this API can be looked up by the
unique identifier and sourceType of the returned node, or by URI,
which will be set to the unresolved asset path value.
metadata contains additional metadata needed for parsing and
compiling the source code in the file pointed to by asset
correctly. This metadata supplements the metadata available in the
asset and overrides it in cases where there are key collisions.
subidentifier is optional, and it would be used to indicate a
particular definition in the asset file if the asset contains multiple
node definitions.
sourceType is optional, and it is only needed to indicate a
particular type if the asset file is capable of representing a node
definition of multiple source types.
Returns a valid node if the asset is parsed successfully using one of
the registered parser plugins.
Parameters
asset (AssetPath) –
metadata (NdrTokenMap) –
subIdentifier (str) –
sourceType (str) –
GetNodeFromSourceCode(sourceCode, sourceType, metadata) → Node
Parses the given sourceCode string, constructs a NdrNode from it
and adds it to the registry.
The parser to be used is determined by the specified sourceType .
Nodes created from source code using this API can be looked up by the
unique identifier and sourceType of the returned node.
metadata contains additional metadata needed for parsing and
compiling the source code correctly. This metadata supplements the
metadata available in sourceCode and overrides it cases where
there are key collisions.
Returns a valid node if the given source code is parsed successfully
using the parser plugins that is registered for the specified
sourceType .
Parameters
sourceCode (str) –
sourceType (str) –
metadata (NdrTokenMap) –
GetNodeIdentifiers(family, filter) → NdrIdentifierVec
Get the identifiers of all the nodes that the registry is aware of.
This will not run the parsing plugins on the nodes that have been
discovered, so this method is relatively quick. Optionally,
a”family”name can be specified to only get the identifiers of nodes
that belong to that family and a filter can be specified to get just
the default version (the default) or all versions of the node.
Parameters
family (str) –
filter (VersionFilter) –
GetNodeNames(family) → NdrStringVec
Get the names of all the nodes that the registry is aware of.
This will not run the parsing plugins on the nodes that have been
discovered, so this method is relatively quick. Optionally,
a”family”name can be specified to only get the names of nodes that
belong to that family.
Parameters
family (str) –
GetNodesByFamily(family, filter) → NdrNodeConstPtrVec
Get all nodes from the registry, optionally restricted to the nodes
that fall under a specified family and/or the default version.
Note that this will parse all nodes that the registry is aware of
(unless a family is specified), so this may take some time to run the
first time it is called.
Parameters
family (str) –
filter (VersionFilter) –
GetNodesByIdentifier(identifier) → NdrNodeConstPtrVec
Get all nodes matching the specified identifier (multiple nodes of the
same identifier, but different source types, may exist).
If no nodes match the identifier, an empty vector is returned.
Parameters
identifier (NdrIdentifier) –
GetNodesByName(name, filter) → NdrNodeConstPtrVec
Get all nodes matching the specified name.
Only nodes matching the specified name will be parsed. Optionally, a
filter can be specified to get just the default version (the default)
or all versions of the node. If no nodes match an empty vector is
returned.
Parameters
name (str) –
filter (VersionFilter) –
GetSearchURIs() → NdrStringVec
Get the locations where the registry is searching for nodes.
Depending on which discovery plugins were used, this may include non-
filesystem paths.
SetExtraDiscoveryPlugins(plugins) → None
Allows the client to set any additional discovery plugins that would
otherwise NOT be found through the plugin system.
Runs the discovery process for the specified plugins immediately.
Note that this method cannot be called after any nodes in the registry
have been parsed (eg, through GetNode*()), otherwise an error will
result.
Parameters
plugins (DiscoveryPluginRefPtrVec) –
SetExtraDiscoveryPlugins(pluginTypes) -> None
Allows the client to set any additional discovery plugins that would
otherwise NOT be found through the plugin system.
Runs the discovery process for the specified plugins immediately.
Note that this method cannot be called after any nodes in the registry
have been parsed (eg, through GetNode*()), otherwise an error will
result.
Parameters
pluginTypes (list[Type]) –
SetExtraParserPlugins(pluginTypes) → None
Allows the client to set any additional parser plugins that would
otherwise NOT be found through the plugin system.
Note that this method cannot be called after any nodes in the registry
have been parsed (eg, through GetNode*()), otherwise an error will
result.
Parameters
pluginTypes (list[Type]) –
class pxr.Ndr.Version
Methods:
GetAsDefault()
Return an equal version marked as default.
GetMajor()
Return the major version number or zero for an invalid version.
GetMinor()
Return the minor version number or zero for an invalid version.
GetStringSuffix()
Return the version as a identifier suffix.
IsDefault()
Return true iff this version is marked as default.
GetAsDefault() → Version
Return an equal version marked as default.
It’s permitted to mark an invalid version as the default.
GetMajor() → int
Return the major version number or zero for an invalid version.
GetMinor() → int
Return the minor version number or zero for an invalid version.
GetStringSuffix() → str
Return the version as a identifier suffix.
IsDefault() → bool
Return true iff this version is marked as default.
class pxr.Ndr.VersionFilter
Methods:
GetValueFromName
Attributes:
allValues
static GetValueFromName()
allValues = (Ndr.VersionFilterDefaultOnly, Ndr.VersionFilterAllVersions)
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
Trace.md | Trace module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
Trace module
# Trace module
Summary: The Trace module provides performance tracking utility classes for counting, timing, measuring, recording, and reporting events.
Trace – Utilities for counting and recording events.
Classes:
AggregateNode
A representation of a call tree.
Collector
This is a singleton class that records TraceEvent instances and populates TraceCollection instances.
Reporter
This class converts streams of TraceEvent objects into call trees which can then be used as a data source to a GUI or written out to a file.
Functions:
TraceFunction(obj)
A decorator that enables tracing the function that it decorates.
TraceMethod(obj)
A convenience.
TraceScope(label)
A context manager that calls BeginEvent on the global collector on enter and EndEvent on exit.
class pxr.Trace.AggregateNode
A representation of a call tree. Each node represents one or more
calls that occurred in the trace. Multiple calls to a child node are
aggregated into one node.
Attributes:
children
list[TraceAggregateNodePtr]
count
int
exclusiveCount
int
exclusiveTime
TimeStamp
expanded
bool
expired
True if this object has expired, False otherwise.
id
Id
inclusiveTime
TimeStamp
key
str
property children
list[TraceAggregateNodePtr]
Type
type
property count
int
Returns the call count of this node.
recursive determines if recursive calls are counted.
Type
type
property exclusiveCount
int
Returns the exclusive count.
Type
type
property exclusiveTime
TimeStamp
Returns the time spent in this node but not its children.
Type
type
property expanded
bool
Returns whether this node is expanded in a gui.
type : None
Sets whether or not this node is expanded in a gui.
Type
type
property expired
True if this object has expired, False otherwise.
property id
Id
Returns the node’s id.
Type
type
property inclusiveTime
TimeStamp
Returns the total time of this node ands its children.
Type
type
property key
str
Returns the node’s key.
Type
type
class pxr.Trace.Collector
This is a singleton class that records TraceEvent instances and
populates TraceCollection instances.
All public methods of TraceCollector are safe to call from any thread.
Methods:
BeginEvent(key)
Record a begin event with key if Category is enabled.
BeginEventAtTime(key, ms)
Record a begin event with key at a specified time if Category is enabled.
Clear()
Clear all pending events from the collector.
EndEvent(key)
Record an end event with key if Category is enabled.
EndEventAtTime(key, ms)
Record an end event with key at a specified time if Category is enabled.
GetLabel()
Return the label associated with this collector.
Attributes:
enabled
bool
expired
True if this object has expired, False otherwise.
pythonTracingEnabled
None
BeginEvent(key) → TimeStamp
Record a begin event with key if Category is enabled.
A matching end event is expected some time in the future.
If the key is known at compile time BeginScope and Scope
methods are preferred because they have lower overhead.
The TimeStamp of the TraceEvent or 0 if the collector is disabled.
BeginScope
Scope
Parameters
key (Key) –
BeginEventAtTime(key, ms) → None
Record a begin event with key at a specified time if Category is
enabled.
This version of the method allows the passing of a specific number of
elapsed milliseconds, ms, to use for this event. This method is used
for testing and debugging code.
Parameters
key (Key) –
ms (float) –
Clear() → None
Clear all pending events from the collector.
No TraceCollection will be made for these events.
EndEvent(key) → TimeStamp
Record an end event with key if Category is enabled.
A matching begin event must have preceded this end event.
If the key is known at compile time EndScope and Scope methods are
preferred because they have lower overhead.
The TimeStamp of the TraceEvent or 0 if the collector is disabled.
EndScope
Scope
Parameters
key (Key) –
EndEventAtTime(key, ms) → None
Record an end event with key at a specified time if Category is
enabled.
This version of the method allows the passing of a specific number of
elapsed milliseconds, ms, to use for this event. This method is used
for testing and debugging code.
Parameters
key (Key) –
ms (float) –
GetLabel() → str
Return the label associated with this collector.
property enabled
bool
Returns whether collection of events is enabled for DefaultCategory.
type : None
Enables or disables collection of events for DefaultCategory.
Type
classmethod type
property expired
True if this object has expired, False otherwise.
property pythonTracingEnabled
None
Set whether automatic tracing of all python scopes is enabled.
type : bool
Returns whether automatic tracing of all python scopes is enabled.
Type
type
class pxr.Trace.Reporter
This class converts streams of TraceEvent objects into call trees
which can then be used as a data source to a GUI or written out to a
file.
Methods:
ClearTree()
Clears event tree and counters.
GetLabel()
Return the label associated with this reporter.
Report(s, iterationCount)
Generates a report to the ostream s, dividing all times by iterationCount.
ReportChromeTracing(s)
Generates a timeline trace report suitable for viewing in Chrome's trace viewer.
ReportChromeTracingToFile
ReportTimes(s)
Generates a report of the times to the ostream s.
UpdateTraceTrees()
This fully re-builds the event and aggregate trees from whatever the current collection holds.
Attributes:
aggregateTreeRoot
AggregateNode
expired
True if this object has expired, False otherwise.
foldRecursiveCalls
bool
globalReporter
groupByFunction
bool
shouldAdjustForOverheadAndNoise
None
ClearTree() → None
Clears event tree and counters.
GetLabel() → str
Return the label associated with this reporter.
Report(s, iterationCount) → None
Generates a report to the ostream s, dividing all times by
iterationCount.
Parameters
s (ostream) –
iterationCount (int) –
ReportChromeTracing(s) → None
Generates a timeline trace report suitable for viewing in Chrome’s
trace viewer.
Parameters
s (ostream) –
ReportChromeTracingToFile()
ReportTimes(s) → None
Generates a report of the times to the ostream s.
Parameters
s (ostream) –
UpdateTraceTrees() → None
This fully re-builds the event and aggregate trees from whatever the
current collection holds.
It is ok to call this multiple times in case the collection gets
appended on inbetween.
If we want to have multiple reporters per collector, this will need to
be changed so that all reporters reporting on a collector update their
respective trees.
property aggregateTreeRoot
AggregateNode
Returns the root node of the aggregated call tree.
Type
type
property expired
True if this object has expired, False otherwise.
property foldRecursiveCalls
bool
Returns the current setting for recursion folding for stack trace
event reporting.
type : None
When stack trace event reporting, this sets whether or not recursive
calls are folded in the output.
Recursion folding is useful when the stacks contain deep recursive
structures.
Type
type
globalReporter = <pxr.Trace.Reporter object>
property groupByFunction
bool
Returns the current group-by-function state.
type : None
This affects only stack trace event reporting.
If true then all events in a function are grouped together
otherwise events are split out by address.
Type
type
property shouldAdjustForOverheadAndNoise
None
Set whether or not the reporter should adjust scope times for overhead
and noise.
Type
type
pxr.Trace.TraceFunction(obj)
A decorator that enables tracing the function that it decorates.
If you decorate with ‘TraceFunction’ the function will be traced in the
global collector.
pxr.Trace.TraceMethod(obj)
A convenience. Same as TraceFunction but changes the recorded
label to use the term ‘method’ rather than ‘function’.
pxr.Trace.TraceScope(label)
A context manager that calls BeginEvent on the global collector on enter
and EndEvent on exit.
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
UsdPhysics.md | UsdPhysics module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
UsdPhysics module
# UsdPhysics module
Summary: The UsdPhysics module defines the physics-related prim and property schemas that together form a physics simulation representation.
Classes:
ArticulationRootAPI
PhysicsArticulationRootAPI can be applied to a scene graph node, and marks the subtree rooted here for inclusion in one or more reduced coordinate articulations.
CollisionAPI
Applies collision attributes to a UsdGeomXformable prim.
CollisionGroup
Defines a collision group for coarse filtering.
CollisionGroupTable
DistanceJoint
Predefined distance joint type (Distance between rigid bodies may be limited to given minimum or maximum distance.)
DriveAPI
The PhysicsDriveAPI when applied to any joint primitive will drive the joint towards a given target.
FilteredPairsAPI
API to describe fine-grained filtering.
FixedJoint
Predefined fixed joint type (All degrees of freedom are removed.)
Joint
A joint constrains the movement of rigid bodies.
LimitAPI
The PhysicsLimitAPI can be applied to a PhysicsJoint and will restrict the movement along an axis.
MassAPI
Defines explicit mass properties (mass, density, inertia etc.).
MassUnits
Container class for static double-precision symbols representing common mass units of measure expressed in kilograms.
MaterialAPI
Adds simulation material properties to a Material.
MeshCollisionAPI
Attributes to control how a Mesh is made into a collider.
PrismaticJoint
Predefined prismatic joint type (translation along prismatic joint axis is permitted.)
RevoluteJoint
Predefined revolute joint type (rotation along revolute joint axis is permitted.)
RigidBodyAPI
Applies physics body attributes to any UsdGeomXformable prim and marks that prim to be driven by a simulation.
Scene
General physics simulation properties, required for simulation.
SphericalJoint
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.
Tokens
class pxr.UsdPhysics.ArticulationRootAPI
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..
Methods:
Apply
classmethod Apply(prim) -> ArticulationRootAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
Get
classmethod Get(stage, path) -> ArticulationRootAPI
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static Apply()
classmethod Apply(prim) -> ArticulationRootAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”PhysicsArticulationRootAPI”to the
token-valued, listOp metadata apiSchemas on the prim.
A valid UsdPhysicsArticulationRootAPI object is returned upon success.
An invalid (or empty) UsdPhysicsArticulationRootAPI object is returned
upon failure. See UsdPrim::ApplyAPI() for conditions resulting in
failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
static Get()
classmethod Get(stage, path) -> ArticulationRootAPI
Return a UsdPhysicsArticulationRootAPI holding the prim adhering to
this schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsArticulationRootAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.CollisionAPI
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.
Methods:
Apply
classmethod Apply(prim) -> CollisionAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
CreateCollisionEnabledAttr(defaultValue, ...)
See GetCollisionEnabledAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateSimulationOwnerRel()
See GetSimulationOwnerRel() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> CollisionAPI
GetCollisionEnabledAttr()
Determines if the PhysicsCollisionAPI is enabled.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetSimulationOwnerRel()
Single PhysicsScene that will simulate this collider.
static Apply()
classmethod Apply(prim) -> CollisionAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”PhysicsCollisionAPI”to the token-
valued, listOp metadata apiSchemas on the prim.
A valid UsdPhysicsCollisionAPI object is returned upon success. An
invalid (or empty) UsdPhysicsCollisionAPI object is returned upon
failure. See UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
CreateCollisionEnabledAttr(defaultValue, writeSparsely) → Attribute
See GetCollisionEnabledAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateSimulationOwnerRel() → Relationship
See GetSimulationOwnerRel() , and also Create vs Get Property Methods
for when to use Get vs Create.
static Get()
classmethod Get(stage, path) -> CollisionAPI
Return a UsdPhysicsCollisionAPI holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsCollisionAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetCollisionEnabledAttr() → Attribute
Determines if the PhysicsCollisionAPI is enabled.
Declaration
bool physics:collisionEnabled = 1
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetSimulationOwnerRel() → Relationship
Single PhysicsScene that will simulate this collider.
By default this object belongs to the first PhysicsScene. Note that if
a RigidBodyAPI in the hierarchy above has a different simulationOwner
then it has a precedence over this relationship.
class pxr.UsdPhysics.CollisionGroup
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.
A CollectionAPI:colliders maintains a list of PhysicsCollisionAPI
rel-s that defines the members of this Collisiongroup.
Methods:
ComputeCollisionGroupTable
classmethod ComputeCollisionGroupTable(stage) -> CollisionGroupTable
CreateFilteredGroupsRel()
See GetFilteredGroupsRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateInvertFilteredGroupsAttr(defaultValue, ...)
See GetInvertFilteredGroupsAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateMergeGroupNameAttr(defaultValue, ...)
See GetMergeGroupNameAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> CollisionGroup
Get
classmethod Get(stage, path) -> CollisionGroup
GetCollidersCollectionAPI()
Return the UsdCollectionAPI interface used for defining what colliders belong to the CollisionGroup.
GetFilteredGroupsRel()
References a list of PhysicsCollisionGroups with which collisions should be ignored.
GetInvertFilteredGroupsAttr()
Normally, the filter will disable collisions against the selected filter groups.
GetMergeGroupNameAttr()
If non-empty, any collision groups in a stage with a matching mergeGroup should be considered to refer to the same collection.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static ComputeCollisionGroupTable()
classmethod ComputeCollisionGroupTable(stage) -> CollisionGroupTable
Compute a table encoding all the collision groups filter rules for a
stage.
This can be used as a reference to validate an implementation of the
collision groups filters. The returned table is diagonally symmetric.
Parameters
stage (Stage) –
CreateFilteredGroupsRel() → Relationship
See GetFilteredGroupsRel() , and also Create vs Get Property Methods
for when to use Get vs Create.
CreateInvertFilteredGroupsAttr(defaultValue, writeSparsely) → Attribute
See GetInvertFilteredGroupsAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateMergeGroupNameAttr(defaultValue, writeSparsely) → Attribute
See GetMergeGroupNameAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> CollisionGroup
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> CollisionGroup
Return a UsdPhysicsCollisionGroup holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsCollisionGroup(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetCollidersCollectionAPI() → CollectionAPI
Return the UsdCollectionAPI interface used for defining what colliders
belong to the CollisionGroup.
GetFilteredGroupsRel() → Relationship
References a list of PhysicsCollisionGroups with which collisions
should be ignored.
GetInvertFilteredGroupsAttr() → Attribute
Normally, the filter will disable collisions against the selected
filter groups.
However, if this option is set, the filter will disable collisions
against all colliders except for those in the selected filter groups.
Declaration
bool physics:invertFilteredGroups
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
GetMergeGroupNameAttr() → Attribute
If non-empty, any collision groups in a stage with a matching
mergeGroup should be considered to refer to the same collection.
Matching collision groups should behave as if there were a single
group containing referenced colliders and filter groups from both
collections.
Declaration
string physics:mergeGroup
C++ Type
std::string
Usd Type
SdfValueTypeNames->String
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.CollisionGroupTable
Methods:
GetGroups
IsCollisionEnabled
GetGroups()
IsCollisionEnabled()
class pxr.UsdPhysics.DistanceJoint
Predefined distance joint type (Distance between rigid bodies may be
limited to given minimum or maximum distance.)
Methods:
CreateMaxDistanceAttr(defaultValue, ...)
See GetMaxDistanceAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateMinDistanceAttr(defaultValue, ...)
See GetMinDistanceAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> DistanceJoint
Get
classmethod Get(stage, path) -> DistanceJoint
GetMaxDistanceAttr()
Maximum distance.
GetMinDistanceAttr()
Minimum distance.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
CreateMaxDistanceAttr(defaultValue, writeSparsely) → Attribute
See GetMaxDistanceAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateMinDistanceAttr(defaultValue, writeSparsely) → Attribute
See GetMinDistanceAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> DistanceJoint
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> DistanceJoint
Return a UsdPhysicsDistanceJoint holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsDistanceJoint(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetMaxDistanceAttr() → Attribute
Maximum distance.
If attribute is negative, the joint is not limited. Units: distance.
Declaration
float physics:maxDistance = -1
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetMinDistanceAttr() → Attribute
Minimum distance.
If attribute is negative, the joint is not limited. Units: distance.
Declaration
float physics:minDistance = -1
C++ Type
float
Usd Type
SdfValueTypeNames->Float
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.DriveAPI
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)
damping * (targetVelocity - velocity)
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.
Methods:
Apply
classmethod Apply(prim, name) -> DriveAPI
CanApply
classmethod CanApply(prim, name, whyNot) -> bool
CreateDampingAttr(defaultValue, writeSparsely)
See GetDampingAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateMaxForceAttr(defaultValue, writeSparsely)
See GetMaxForceAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateStiffnessAttr(defaultValue, writeSparsely)
See GetStiffnessAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateTargetPositionAttr(defaultValue, ...)
See GetTargetPositionAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateTargetVelocityAttr(defaultValue, ...)
See GetTargetVelocityAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateTypeAttr(defaultValue, writeSparsely)
See GetTypeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> DriveAPI
GetAll
classmethod GetAll(prim) -> list[DriveAPI]
GetDampingAttr()
Damping of the drive.
GetMaxForceAttr()
Maximum force that can be applied to drive.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetStiffnessAttr()
Stiffness of the drive.
GetTargetPositionAttr()
Target value for position.
GetTargetVelocityAttr()
Target value for velocity.
GetTypeAttr()
Drive spring is for the acceleration at the joint (rather than the force).
IsPhysicsDriveAPIPath
classmethod IsPhysicsDriveAPIPath(path, name) -> bool
static Apply()
classmethod Apply(prim, name) -> DriveAPI
Applies this multiple-apply API schema to the given prim along
with the given instance name, name .
This information is stored by adding”PhysicsDriveAPI:<i>name</i>”to
the token-valued, listOp metadata apiSchemas on the prim. For
example, if name is’instance1’, the
token’PhysicsDriveAPI:instance1’is added to’apiSchemas’.
A valid UsdPhysicsDriveAPI object is returned upon success. An invalid
(or empty) UsdPhysicsDriveAPI object is returned upon failure. See
UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
name (str) –
static CanApply()
classmethod CanApply(prim, name, whyNot) -> bool
Returns true if this multiple-apply API schema can be applied,
with the given instance name, name , to the given prim .
If this schema can not be a applied the prim, this returns false and,
if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
name (str) –
whyNot (str) –
CreateDampingAttr(defaultValue, writeSparsely) → Attribute
See GetDampingAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateMaxForceAttr(defaultValue, writeSparsely) → Attribute
See GetMaxForceAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateStiffnessAttr(defaultValue, writeSparsely) → Attribute
See GetStiffnessAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateTargetPositionAttr(defaultValue, writeSparsely) → Attribute
See GetTargetPositionAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateTargetVelocityAttr(defaultValue, writeSparsely) → Attribute
See GetTargetVelocityAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateTypeAttr(defaultValue, writeSparsely) → Attribute
See GetTypeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> DriveAPI
Return a UsdPhysicsDriveAPI holding the prim adhering to this schema
at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
path must be of the format<path>.drive:name.
This is shorthand for the following:
TfToken name = SdfPath::StripNamespace(path.GetToken());
UsdPhysicsDriveAPI(
stage->GetPrimAtPath(path.GetPrimPath()), name);
Parameters
stage (Stage) –
path (Path) –
Get(prim, name) -> DriveAPI
Return a UsdPhysicsDriveAPI with name name holding the prim
prim .
Shorthand for UsdPhysicsDriveAPI(prim, name);
Parameters
prim (Prim) –
name (str) –
static GetAll()
classmethod GetAll(prim) -> list[DriveAPI]
Return a vector of all named instances of UsdPhysicsDriveAPI on the
given prim .
Parameters
prim (Prim) –
GetDampingAttr() → Attribute
Damping of the drive.
Units: if linear drive: mass/second If angular drive:
mass*DIST_UNITS*DIST_UNITS/second/second/degrees.
Declaration
float physics:damping = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetMaxForceAttr() → Attribute
Maximum force that can be applied to drive.
Units: if linear drive: mass*DIST_UNITS/second/second if angular
drive: mass*DIST_UNITS*DIST_UNITS/second/second inf means not
limited. Must be non-negative.
Declaration
float physics:maxForce = inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetSchemaAttributeNames(includeInherited, instanceName) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes for a given instance name.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved. The names returned will have the
proper namespace prefix.
Parameters
includeInherited (bool) –
instanceName (str) –
GetStiffnessAttr() → Attribute
Stiffness of the drive.
Units: if linear drive: mass/second/second if angular drive:
mass*DIST_UNITS*DIST_UNITS/degree/second/second.
Declaration
float physics:stiffness = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetTargetPositionAttr() → Attribute
Target value for position.
Units: if linear drive: distance if angular drive: degrees.
Declaration
float physics:targetPosition = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetTargetVelocityAttr() → Attribute
Target value for velocity.
Units: if linear drive: distance/second if angular drive:
degrees/second.
Declaration
float physics:targetVelocity = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetTypeAttr() → Attribute
Drive spring is for the acceleration at the joint (rather than the
force).
Declaration
uniform token physics:type ="force"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
force, acceleration
static IsPhysicsDriveAPIPath()
classmethod IsPhysicsDriveAPIPath(path, name) -> bool
Checks if the given path path is of an API schema of type
PhysicsDriveAPI.
If so, it stores the instance name of the schema in name and
returns true. Otherwise, it returns false.
Parameters
path (Path) –
name (str) –
class pxr.UsdPhysics.FilteredPairsAPI
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.
Methods:
Apply
classmethod Apply(prim) -> FilteredPairsAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
CreateFilteredPairsRel()
See GetFilteredPairsRel() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> FilteredPairsAPI
GetFilteredPairsRel()
Relationship to objects that should be filtered.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static Apply()
classmethod Apply(prim) -> FilteredPairsAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”PhysicsFilteredPairsAPI”to the
token-valued, listOp metadata apiSchemas on the prim.
A valid UsdPhysicsFilteredPairsAPI object is returned upon success. An
invalid (or empty) UsdPhysicsFilteredPairsAPI object is returned upon
failure. See UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
CreateFilteredPairsRel() → Relationship
See GetFilteredPairsRel() , and also Create vs Get Property Methods
for when to use Get vs Create.
static Get()
classmethod Get(stage, path) -> FilteredPairsAPI
Return a UsdPhysicsFilteredPairsAPI holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsFilteredPairsAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetFilteredPairsRel() → Relationship
Relationship to objects that should be filtered.
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.FixedJoint
Predefined fixed joint type (All degrees of freedom are removed.)
Methods:
Define
classmethod Define(stage, path) -> FixedJoint
Get
classmethod Get(stage, path) -> FixedJoint
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static Define()
classmethod Define(stage, path) -> FixedJoint
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> FixedJoint
Return a UsdPhysicsFixedJoint holding the prim adhering to this schema
at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsFixedJoint(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.Joint
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.
Methods:
CreateBody0Rel()
See GetBody0Rel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateBody1Rel()
See GetBody1Rel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateBreakForceAttr(defaultValue, writeSparsely)
See GetBreakForceAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateBreakTorqueAttr(defaultValue, ...)
See GetBreakTorqueAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateCollisionEnabledAttr(defaultValue, ...)
See GetCollisionEnabledAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateExcludeFromArticulationAttr(...)
See GetExcludeFromArticulationAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateJointEnabledAttr(defaultValue, ...)
See GetJointEnabledAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateLocalPos0Attr(defaultValue, writeSparsely)
See GetLocalPos0Attr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateLocalPos1Attr(defaultValue, writeSparsely)
See GetLocalPos1Attr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateLocalRot0Attr(defaultValue, writeSparsely)
See GetLocalRot0Attr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateLocalRot1Attr(defaultValue, writeSparsely)
See GetLocalRot1Attr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> Joint
Get
classmethod Get(stage, path) -> Joint
GetBody0Rel()
Relationship to any UsdGeomXformable.
GetBody1Rel()
Relationship to any UsdGeomXformable.
GetBreakForceAttr()
Joint break force.
GetBreakTorqueAttr()
Joint break torque.
GetCollisionEnabledAttr()
Determines if the jointed subtrees should collide or not.
GetExcludeFromArticulationAttr()
Determines if the joint can be included in an Articulation.
GetJointEnabledAttr()
Determines if the joint is enabled.
GetLocalPos0Attr()
Relative position of the joint frame to body0's frame.
GetLocalPos1Attr()
Relative position of the joint frame to body1's frame.
GetLocalRot0Attr()
Relative orientation of the joint frame to body0's frame.
GetLocalRot1Attr()
Relative orientation of the joint frame to body1's frame.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
CreateBody0Rel() → Relationship
See GetBody0Rel() , and also Create vs Get Property Methods for when
to use Get vs Create.
CreateBody1Rel() → Relationship
See GetBody1Rel() , and also Create vs Get Property Methods for when
to use Get vs Create.
CreateBreakForceAttr(defaultValue, writeSparsely) → Attribute
See GetBreakForceAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateBreakTorqueAttr(defaultValue, writeSparsely) → Attribute
See GetBreakTorqueAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateCollisionEnabledAttr(defaultValue, writeSparsely) → Attribute
See GetCollisionEnabledAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateExcludeFromArticulationAttr(defaultValue, writeSparsely) → Attribute
See GetExcludeFromArticulationAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateJointEnabledAttr(defaultValue, writeSparsely) → Attribute
See GetJointEnabledAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateLocalPos0Attr(defaultValue, writeSparsely) → Attribute
See GetLocalPos0Attr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateLocalPos1Attr(defaultValue, writeSparsely) → Attribute
See GetLocalPos1Attr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateLocalRot0Attr(defaultValue, writeSparsely) → Attribute
See GetLocalRot0Attr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateLocalRot1Attr(defaultValue, writeSparsely) → Attribute
See GetLocalRot1Attr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> Joint
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Joint
Return a UsdPhysicsJoint holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsJoint(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetBody0Rel() → Relationship
Relationship to any UsdGeomXformable.
GetBody1Rel() → Relationship
Relationship to any UsdGeomXformable.
GetBreakForceAttr() → Attribute
Joint break force.
If set, joint is to break when this force limit is reached. (Used for
linear DOFs.) Units: mass * distance / second / second
Declaration
float physics:breakForce = inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetBreakTorqueAttr() → Attribute
Joint break torque.
If set, joint is to break when this torque limit is reached. (Used for
angular DOFs.) Units: mass * distance * distance / second / second
Declaration
float physics:breakTorque = inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetCollisionEnabledAttr() → Attribute
Determines if the jointed subtrees should collide or not.
Declaration
bool physics:collisionEnabled = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
GetExcludeFromArticulationAttr() → Attribute
Determines if the joint can be included in an Articulation.
Declaration
uniform bool physics:excludeFromArticulation = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
GetJointEnabledAttr() → Attribute
Determines if the joint is enabled.
Declaration
bool physics:jointEnabled = 1
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
GetLocalPos0Attr() → Attribute
Relative position of the joint frame to body0’s frame.
Declaration
point3f physics:localPos0 = (0, 0, 0)
C++ Type
GfVec3f
Usd Type
SdfValueTypeNames->Point3f
GetLocalPos1Attr() → Attribute
Relative position of the joint frame to body1’s frame.
Declaration
point3f physics:localPos1 = (0, 0, 0)
C++ Type
GfVec3f
Usd Type
SdfValueTypeNames->Point3f
GetLocalRot0Attr() → Attribute
Relative orientation of the joint frame to body0’s frame.
Declaration
quatf physics:localRot0 = (1, 0, 0, 0)
C++ Type
GfQuatf
Usd Type
SdfValueTypeNames->Quatf
GetLocalRot1Attr() → Attribute
Relative orientation of the joint frame to body1’s frame.
Declaration
quatf physics:localRot1 = (1, 0, 0, 0)
C++ Type
GfQuatf
Usd Type
SdfValueTypeNames->Quatf
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.LimitAPI
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.
Methods:
Apply
classmethod Apply(prim, name) -> LimitAPI
CanApply
classmethod CanApply(prim, name, whyNot) -> bool
CreateHighAttr(defaultValue, writeSparsely)
See GetHighAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateLowAttr(defaultValue, writeSparsely)
See GetLowAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> LimitAPI
GetAll
classmethod GetAll(prim) -> list[LimitAPI]
GetHighAttr()
Upper limit.
GetLowAttr()
Lower limit.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
IsPhysicsLimitAPIPath
classmethod IsPhysicsLimitAPIPath(path, name) -> bool
static Apply()
classmethod Apply(prim, name) -> LimitAPI
Applies this multiple-apply API schema to the given prim along
with the given instance name, name .
This information is stored by adding”PhysicsLimitAPI:<i>name</i>”to
the token-valued, listOp metadata apiSchemas on the prim. For
example, if name is’instance1’, the
token’PhysicsLimitAPI:instance1’is added to’apiSchemas’.
A valid UsdPhysicsLimitAPI object is returned upon success. An invalid
(or empty) UsdPhysicsLimitAPI object is returned upon failure. See
UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
name (str) –
static CanApply()
classmethod CanApply(prim, name, whyNot) -> bool
Returns true if this multiple-apply API schema can be applied,
with the given instance name, name , to the given prim .
If this schema can not be a applied the prim, this returns false and,
if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
name (str) –
whyNot (str) –
CreateHighAttr(defaultValue, writeSparsely) → Attribute
See GetHighAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateLowAttr(defaultValue, writeSparsely) → Attribute
See GetLowAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> LimitAPI
Return a UsdPhysicsLimitAPI holding the prim adhering to this schema
at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
path must be of the format<path>.limit:name.
This is shorthand for the following:
TfToken name = SdfPath::StripNamespace(path.GetToken());
UsdPhysicsLimitAPI(
stage->GetPrimAtPath(path.GetPrimPath()), name);
Parameters
stage (Stage) –
path (Path) –
Get(prim, name) -> LimitAPI
Return a UsdPhysicsLimitAPI with name name holding the prim
prim .
Shorthand for UsdPhysicsLimitAPI(prim, name);
Parameters
prim (Prim) –
name (str) –
static GetAll()
classmethod GetAll(prim) -> list[LimitAPI]
Return a vector of all named instances of UsdPhysicsLimitAPI on the
given prim .
Parameters
prim (Prim) –
GetHighAttr() → Attribute
Upper limit.
Units: degrees or distance depending on trans or rot axis applied to.
inf means not limited in positive direction.
Declaration
float physics:high = inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetLowAttr() → Attribute
Lower limit.
Units: degrees or distance depending on trans or rot axis applied to.
-inf means not limited in negative direction.
Declaration
float physics:low = -inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetSchemaAttributeNames(includeInherited, instanceName) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes for a given instance name.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved. The names returned will have the
proper namespace prefix.
Parameters
includeInherited (bool) –
instanceName (str) –
static IsPhysicsLimitAPIPath()
classmethod IsPhysicsLimitAPIPath(path, name) -> bool
Checks if the given path path is of an API schema of type
PhysicsLimitAPI.
If so, it stores the instance name of the schema in name and
returns true. Otherwise, it returns false.
Parameters
path (Path) –
name (str) –
class pxr.UsdPhysics.MassAPI
Defines explicit mass properties (mass, density, inertia etc.).
MassAPI can be applied to any object that has a PhysicsCollisionAPI or
a PhysicsRigidBodyAPI.
Methods:
Apply
classmethod Apply(prim) -> MassAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
CreateCenterOfMassAttr(defaultValue, ...)
See GetCenterOfMassAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateDensityAttr(defaultValue, writeSparsely)
See GetDensityAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateDiagonalInertiaAttr(defaultValue, ...)
See GetDiagonalInertiaAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateMassAttr(defaultValue, writeSparsely)
See GetMassAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreatePrincipalAxesAttr(defaultValue, ...)
See GetPrincipalAxesAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> MassAPI
GetCenterOfMassAttr()
Center of mass in the prim's local space.
GetDensityAttr()
If non-zero, specifies the density of the object.
GetDiagonalInertiaAttr()
If non-zero, specifies diagonalized inertia tensor along the principal axes.
GetMassAttr()
If non-zero, directly specifies the mass of the object.
GetPrincipalAxesAttr()
Orientation of the inertia tensor's principal axes in the prim's local space.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static Apply()
classmethod Apply(prim) -> MassAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”PhysicsMassAPI”to the token-
valued, listOp metadata apiSchemas on the prim.
A valid UsdPhysicsMassAPI object is returned upon success. An invalid
(or empty) UsdPhysicsMassAPI object is returned upon failure. See
UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
CreateCenterOfMassAttr(defaultValue, writeSparsely) → Attribute
See GetCenterOfMassAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateDensityAttr(defaultValue, writeSparsely) → Attribute
See GetDensityAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateDiagonalInertiaAttr(defaultValue, writeSparsely) → Attribute
See GetDiagonalInertiaAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateMassAttr(defaultValue, writeSparsely) → Attribute
See GetMassAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreatePrincipalAxesAttr(defaultValue, writeSparsely) → Attribute
See GetPrincipalAxesAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> MassAPI
Return a UsdPhysicsMassAPI holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsMassAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetCenterOfMassAttr() → Attribute
Center of mass in the prim’s local space.
Units: distance.
Declaration
point3f physics:centerOfMass = (-inf, -inf, -inf)
C++ Type
GfVec3f
Usd Type
SdfValueTypeNames->Point3f
GetDensityAttr() → Attribute
If non-zero, specifies the density of the object.
In the context of rigid body physics, density indirectly results in
setting mass via (mass = density x volume of the object). How the
volume is computed is up to implementation of the physics system. It
is generally computed from the collision approximation rather than the
graphical mesh. In the case where both density and mass are specified
for the same object, mass has precedence over density. Unlike mass,
child’s prim’s density overrides parent prim’s density as it is
accumulative. Note that density of a collisionAPI can be also
alternatively set through a PhysicsMaterialAPI. The material density
has the weakest precedence in density definition. Note if density is
0.0 it is ignored. Units: mass/distance/distance/distance.
Declaration
float physics:density = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetDiagonalInertiaAttr() → Attribute
If non-zero, specifies diagonalized inertia tensor along the principal
axes.
Note if diagonalInertial is (0.0, 0.0, 0.0) it is ignored. Units:
mass*distance*distance.
Declaration
float3 physics:diagonalInertia = (0, 0, 0)
C++ Type
GfVec3f
Usd Type
SdfValueTypeNames->Float3
GetMassAttr() → Attribute
If non-zero, directly specifies the mass of the object.
Note that any child prim can also have a mass when they apply massAPI.
In this case, the precedence rule is’parent mass overrides the
child’s’. This may come as counter-intuitive, but mass is a computed
quantity and in general not accumulative. For example, if a parent has
mass of 10, and one of two children has mass of 20, allowing child’s
mass to override its parent results in a mass of -10 for the other
child. Note if mass is 0.0 it is ignored. Units: mass.
Declaration
float physics:mass = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetPrincipalAxesAttr() → Attribute
Orientation of the inertia tensor’s principal axes in the prim’s local
space.
Declaration
quatf physics:principalAxes = (0, 0, 0, 0)
C++ Type
GfQuatf
Usd Type
SdfValueTypeNames->Quatf
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.MassUnits
Container class for static double-precision symbols representing
common mass units of measure expressed in kilograms.
Attributes:
grams
kilograms
slugs
grams = 0.001
kilograms = 1.0
slugs = 14.5939
class pxr.UsdPhysics.MaterialAPI
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.
Methods:
Apply
classmethod Apply(prim) -> MaterialAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
CreateDensityAttr(defaultValue, writeSparsely)
See GetDensityAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateDynamicFrictionAttr(defaultValue, ...)
See GetDynamicFrictionAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateRestitutionAttr(defaultValue, ...)
See GetRestitutionAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateStaticFrictionAttr(defaultValue, ...)
See GetStaticFrictionAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> MaterialAPI
GetDensityAttr()
If non-zero, defines the density of the material.
GetDynamicFrictionAttr()
Dynamic friction coefficient.
GetRestitutionAttr()
Restitution coefficient.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetStaticFrictionAttr()
Static friction coefficient.
static Apply()
classmethod Apply(prim) -> MaterialAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”PhysicsMaterialAPI”to the token-
valued, listOp metadata apiSchemas on the prim.
A valid UsdPhysicsMaterialAPI object is returned upon success. An
invalid (or empty) UsdPhysicsMaterialAPI object is returned upon
failure. See UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
CreateDensityAttr(defaultValue, writeSparsely) → Attribute
See GetDensityAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateDynamicFrictionAttr(defaultValue, writeSparsely) → Attribute
See GetDynamicFrictionAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateRestitutionAttr(defaultValue, writeSparsely) → Attribute
See GetRestitutionAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateStaticFrictionAttr(defaultValue, writeSparsely) → Attribute
See GetStaticFrictionAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> MaterialAPI
Return a UsdPhysicsMaterialAPI holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsMaterialAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetDensityAttr() → Attribute
If non-zero, defines the density of the material.
This can be used for body mass computation, see PhysicsMassAPI. Note
that if the density is 0.0 it is ignored. Units:
mass/distance/distance/distance.
Declaration
float physics:density = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetDynamicFrictionAttr() → Attribute
Dynamic friction coefficient.
Unitless.
Declaration
float physics:dynamicFriction = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetRestitutionAttr() → Attribute
Restitution coefficient.
Unitless.
Declaration
float physics:restitution = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetStaticFrictionAttr() → Attribute
Static friction coefficient.
Unitless.
Declaration
float physics:staticFriction = 0
C++ Type
float
Usd Type
SdfValueTypeNames->Float
class pxr.UsdPhysics.MeshCollisionAPI
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.
Methods:
Apply
classmethod Apply(prim) -> MeshCollisionAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
CreateApproximationAttr(defaultValue, ...)
See GetApproximationAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> MeshCollisionAPI
GetApproximationAttr()
Determines the mesh's collision approximation:"none"- The mesh geometry is used directly as a collider without any approximation.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
static Apply()
classmethod Apply(prim) -> MeshCollisionAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”PhysicsMeshCollisionAPI”to the
token-valued, listOp metadata apiSchemas on the prim.
A valid UsdPhysicsMeshCollisionAPI object is returned upon success. An
invalid (or empty) UsdPhysicsMeshCollisionAPI object is returned upon
failure. See UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
CreateApproximationAttr(defaultValue, writeSparsely) → Attribute
See GetApproximationAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> MeshCollisionAPI
Return a UsdPhysicsMeshCollisionAPI holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsMeshCollisionAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetApproximationAttr() → Attribute
Determines the mesh’s collision approximation:”none”- The mesh
geometry is used directly as a collider without any approximation.
“convexDecomposition”- A convex mesh decomposition is performed. This
results in a set of convex mesh colliders.”convexHull”- A convex hull
of the mesh is generated and used as the collider.”boundingSphere”- A
bounding sphere is computed around the mesh and used as a
collider.”boundingCube”- An optimally fitting box collider is computed
around the mesh.”meshSimplification”- A mesh simplification step is
performed, resulting in a simplified triangle mesh collider.
Declaration
uniform token physics:approximation ="none"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
none, convexDecomposition, convexHull, boundingSphere, boundingCube,
meshSimplification
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.PrismaticJoint
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.
Methods:
CreateAxisAttr(defaultValue, writeSparsely)
See GetAxisAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateLowerLimitAttr(defaultValue, writeSparsely)
See GetLowerLimitAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateUpperLimitAttr(defaultValue, writeSparsely)
See GetUpperLimitAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> PrismaticJoint
Get
classmethod Get(stage, path) -> PrismaticJoint
GetAxisAttr()
Joint axis.
GetLowerLimitAttr()
Lower limit.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetUpperLimitAttr()
Upper limit.
CreateAxisAttr(defaultValue, writeSparsely) → Attribute
See GetAxisAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateLowerLimitAttr(defaultValue, writeSparsely) → Attribute
See GetLowerLimitAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateUpperLimitAttr(defaultValue, writeSparsely) → Attribute
See GetUpperLimitAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> PrismaticJoint
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> PrismaticJoint
Return a UsdPhysicsPrismaticJoint holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsPrismaticJoint(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetAxisAttr() → Attribute
Joint axis.
Declaration
uniform token physics:axis ="X"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
X, Y, Z
GetLowerLimitAttr() → Attribute
Lower limit.
Units: distance. -inf means not limited in negative direction.
Declaration
float physics:lowerLimit = -inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetUpperLimitAttr() → Attribute
Upper limit.
Units: distance. inf means not limited in positive direction.
Declaration
float physics:upperLimit = inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
class pxr.UsdPhysics.RevoluteJoint
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.
Methods:
CreateAxisAttr(defaultValue, writeSparsely)
See GetAxisAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateLowerLimitAttr(defaultValue, writeSparsely)
See GetLowerLimitAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateUpperLimitAttr(defaultValue, writeSparsely)
See GetUpperLimitAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> RevoluteJoint
Get
classmethod Get(stage, path) -> RevoluteJoint
GetAxisAttr()
Joint axis.
GetLowerLimitAttr()
Lower limit.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetUpperLimitAttr()
Upper limit.
CreateAxisAttr(defaultValue, writeSparsely) → Attribute
See GetAxisAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateLowerLimitAttr(defaultValue, writeSparsely) → Attribute
See GetLowerLimitAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateUpperLimitAttr(defaultValue, writeSparsely) → Attribute
See GetUpperLimitAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> RevoluteJoint
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> RevoluteJoint
Return a UsdPhysicsRevoluteJoint holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsRevoluteJoint(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetAxisAttr() → Attribute
Joint axis.
Declaration
uniform token physics:axis ="X"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
X, Y, Z
GetLowerLimitAttr() → Attribute
Lower limit.
Units: degrees. -inf means not limited in negative direction.
Declaration
float physics:lowerLimit = -inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetUpperLimitAttr() → Attribute
Upper limit.
Units: degrees. inf means not limited in positive direction.
Declaration
float physics:upperLimit = inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
class pxr.UsdPhysics.RigidBodyAPI
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.
Classes:
MassInformation
Methods:
Apply
classmethod Apply(prim) -> RigidBodyAPI
CanApply
classmethod CanApply(prim, whyNot) -> bool
ComputeMassProperties(diagonalInertia, com, ...)
Compute mass properties of the rigid body diagonalInertia Computed diagonal of the inertial tensor for the rigid body.
CreateAngularVelocityAttr(defaultValue, ...)
See GetAngularVelocityAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateKinematicEnabledAttr(defaultValue, ...)
See GetKinematicEnabledAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateRigidBodyEnabledAttr(defaultValue, ...)
See GetRigidBodyEnabledAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateSimulationOwnerRel()
See GetSimulationOwnerRel() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateStartsAsleepAttr(defaultValue, ...)
See GetStartsAsleepAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateVelocityAttr(defaultValue, writeSparsely)
See GetVelocityAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Get
classmethod Get(stage, path) -> RigidBodyAPI
GetAngularVelocityAttr()
Angular velocity in the same space as the node's xform.
GetKinematicEnabledAttr()
Determines whether the body is kinematic or not.
GetRigidBodyEnabledAttr()
Determines if this PhysicsRigidBodyAPI is enabled.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetSimulationOwnerRel()
Single PhysicsScene that will simulate this body.
GetStartsAsleepAttr()
Determines if the body is asleep when the simulation starts.
GetVelocityAttr()
Linear velocity in the same space as the node's xform.
class MassInformation
Attributes:
centerOfMass
inertia
localPos
localRot
volume
property centerOfMass
property inertia
property localPos
property localRot
property volume
static Apply()
classmethod Apply(prim) -> RigidBodyAPI
Applies this single-apply API schema to the given prim .
This information is stored by adding”PhysicsRigidBodyAPI”to the token-
valued, listOp metadata apiSchemas on the prim.
A valid UsdPhysicsRigidBodyAPI object is returned upon success. An
invalid (or empty) UsdPhysicsRigidBodyAPI object is returned upon
failure. See UsdPrim::ApplyAPI() for conditions resulting in failure.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
static CanApply()
classmethod CanApply(prim, whyNot) -> bool
Returns true if this single-apply API schema can be applied to the
given prim .
If this schema can not be a applied to the prim, this returns false
and, if provided, populates whyNot with the reason it can not be
applied.
Note that if CanApply returns false, that does not necessarily imply
that calling Apply will fail. Callers are expected to call CanApply
before calling Apply if they want to ensure that it is valid to apply
a schema.
UsdPrim::GetAppliedSchemas()
UsdPrim::HasAPI()
UsdPrim::CanApplyAPI()
UsdPrim::ApplyAPI()
UsdPrim::RemoveAPI()
Parameters
prim (Prim) –
whyNot (str) –
ComputeMassProperties(diagonalInertia, com, principalAxes, massInfoFn) → float
Compute mass properties of the rigid body diagonalInertia Computed
diagonal of the inertial tensor for the rigid body.
com Computed center of mass for the rigid body. principalAxes
Inertia tensor’s principal axes orienttion for the rigid body.
massInfoFn Callback function to get collision mass information.
Computed mass of the rigid body
Parameters
diagonalInertia (Vec3f) –
com (Vec3f) –
principalAxes (Quatf) –
massInfoFn (MassInformationFn) –
CreateAngularVelocityAttr(defaultValue, writeSparsely) → Attribute
See GetAngularVelocityAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateKinematicEnabledAttr(defaultValue, writeSparsely) → Attribute
See GetKinematicEnabledAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateRigidBodyEnabledAttr(defaultValue, writeSparsely) → Attribute
See GetRigidBodyEnabledAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateSimulationOwnerRel() → Relationship
See GetSimulationOwnerRel() , and also Create vs Get Property Methods
for when to use Get vs Create.
CreateStartsAsleepAttr(defaultValue, writeSparsely) → Attribute
See GetStartsAsleepAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateVelocityAttr(defaultValue, writeSparsely) → Attribute
See GetVelocityAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Get()
classmethod Get(stage, path) -> RigidBodyAPI
Return a UsdPhysicsRigidBodyAPI holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsRigidBodyAPI(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetAngularVelocityAttr() → Attribute
Angular velocity in the same space as the node’s xform.
Units: degrees/second.
Declaration
vector3f physics:angularVelocity = (0, 0, 0)
C++ Type
GfVec3f
Usd Type
SdfValueTypeNames->Vector3f
GetKinematicEnabledAttr() → Attribute
Determines whether the body is kinematic or not.
A kinematic body is a body that is moved through animated poses or
through user defined poses. The simulation derives velocities for the
kinematic body based on the external motion. When a continuous motion
is not desired, this kinematic flag should be set to false.
Declaration
bool physics:kinematicEnabled = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
GetRigidBodyEnabledAttr() → Attribute
Determines if this PhysicsRigidBodyAPI is enabled.
Declaration
bool physics:rigidBodyEnabled = 1
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetSimulationOwnerRel() → Relationship
Single PhysicsScene that will simulate this body.
By default this is the first PhysicsScene found in the stage using
UsdStage::Traverse() .
GetStartsAsleepAttr() → Attribute
Determines if the body is asleep when the simulation starts.
Declaration
uniform bool physics:startsAsleep = 0
C++ Type
bool
Usd Type
SdfValueTypeNames->Bool
Variability
SdfVariabilityUniform
GetVelocityAttr() → Attribute
Linear velocity in the same space as the node’s xform.
Units: distance/second.
Declaration
vector3f physics:velocity = (0, 0, 0)
C++ Type
GfVec3f
Usd Type
SdfValueTypeNames->Vector3f
class pxr.UsdPhysics.Scene
General physics simulation properties, required for simulation.
Methods:
CreateGravityDirectionAttr(defaultValue, ...)
See GetGravityDirectionAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateGravityMagnitudeAttr(defaultValue, ...)
See GetGravityMagnitudeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> Scene
Get
classmethod Get(stage, path) -> Scene
GetGravityDirectionAttr()
Gravity direction vector in simulation world space.
GetGravityMagnitudeAttr()
Gravity acceleration magnitude in simulation world space.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
CreateGravityDirectionAttr(defaultValue, writeSparsely) → Attribute
See GetGravityDirectionAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateGravityMagnitudeAttr(defaultValue, writeSparsely) → Attribute
See GetGravityMagnitudeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> Scene
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> Scene
Return a UsdPhysicsScene holding the prim adhering to this schema at
path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsScene(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetGravityDirectionAttr() → Attribute
Gravity direction vector in simulation world space.
Will be normalized before use. A zero vector is a request to use the
negative upAxis. Unitless.
Declaration
vector3f physics:gravityDirection = (0, 0, 0)
C++ Type
GfVec3f
Usd Type
SdfValueTypeNames->Vector3f
GetGravityMagnitudeAttr() → Attribute
Gravity acceleration magnitude in simulation world space.
A negative value is a request to use a value equivalent to earth
gravity regardless of the metersPerUnit scaling used by this scene.
Units: distance/second/second.
Declaration
float physics:gravityMagnitude = -inf
C++ Type
float
Usd Type
SdfValueTypeNames->Float
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.SphericalJoint
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.
Methods:
CreateAxisAttr(defaultValue, writeSparsely)
See GetAxisAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateConeAngle0LimitAttr(defaultValue, ...)
See GetConeAngle0LimitAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateConeAngle1LimitAttr(defaultValue, ...)
See GetConeAngle1LimitAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> SphericalJoint
Get
classmethod Get(stage, path) -> SphericalJoint
GetAxisAttr()
Cone limit axis.
GetConeAngle0LimitAttr()
Cone limit from the primary joint axis in the local0 frame toward the next axis.
GetConeAngle1LimitAttr()
Cone limit from the primary joint axis in the local0 frame toward the second to next axis.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
CreateAxisAttr(defaultValue, writeSparsely) → Attribute
See GetAxisAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateConeAngle0LimitAttr(defaultValue, writeSparsely) → Attribute
See GetConeAngle0LimitAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateConeAngle1LimitAttr(defaultValue, writeSparsely) → Attribute
See GetConeAngle1LimitAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> SphericalJoint
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> SphericalJoint
Return a UsdPhysicsSphericalJoint holding the prim adhering to this
schema at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdPhysicsSphericalJoint(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetAxisAttr() → Attribute
Cone limit axis.
Declaration
uniform token physics:axis ="X"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
X, Y, Z
GetConeAngle0LimitAttr() → Attribute
Cone limit from the primary joint axis in the local0 frame toward the
next axis.
(Next axis of X is Y, and of Z is X.) A negative value means not
limited. Units: degrees.
Declaration
float physics:coneAngle0Limit = -1
C++ Type
float
Usd Type
SdfValueTypeNames->Float
GetConeAngle1LimitAttr() → Attribute
Cone limit from the primary joint axis in the local0 frame toward the
second to next axis.
A negative value means not limited. Units: degrees.
Declaration
float physics:coneAngle1Limit = -1
C++ Type
float
Usd Type
SdfValueTypeNames->Float
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
class pxr.UsdPhysics.Tokens
Attributes:
acceleration
angular
boundingCube
boundingSphere
colliders
convexDecomposition
convexHull
distance
drive
drive_MultipleApplyTemplate_PhysicsDamping
drive_MultipleApplyTemplate_PhysicsMaxForce
drive_MultipleApplyTemplate_PhysicsStiffness
drive_MultipleApplyTemplate_PhysicsTargetPosition
drive_MultipleApplyTemplate_PhysicsTargetVelocity
drive_MultipleApplyTemplate_PhysicsType
force
kilogramsPerUnit
limit
limit_MultipleApplyTemplate_PhysicsHigh
limit_MultipleApplyTemplate_PhysicsLow
linear
meshSimplification
none
physicsAngularVelocity
physicsApproximation
physicsAxis
physicsBody0
physicsBody1
physicsBreakForce
physicsBreakTorque
physicsCenterOfMass
physicsCollisionEnabled
physicsConeAngle0Limit
physicsConeAngle1Limit
physicsDensity
physicsDiagonalInertia
physicsDynamicFriction
physicsExcludeFromArticulation
physicsFilteredGroups
physicsFilteredPairs
physicsGravityDirection
physicsGravityMagnitude
physicsInvertFilteredGroups
physicsJointEnabled
physicsKinematicEnabled
physicsLocalPos0
physicsLocalPos1
physicsLocalRot0
physicsLocalRot1
physicsLowerLimit
physicsMass
physicsMaxDistance
physicsMergeGroup
physicsMinDistance
physicsPrincipalAxes
physicsRestitution
physicsRigidBodyEnabled
physicsSimulationOwner
physicsStartsAsleep
physicsStaticFriction
physicsUpperLimit
physicsVelocity
rotX
rotY
rotZ
transX
transY
transZ
x
y
z
acceleration = 'acceleration'
angular = 'angular'
boundingCube = 'boundingCube'
boundingSphere = 'boundingSphere'
colliders = 'colliders'
convexDecomposition = 'convexDecomposition'
convexHull = 'convexHull'
distance = 'distance'
drive = 'drive'
drive_MultipleApplyTemplate_PhysicsDamping = 'drive:__INSTANCE_NAME__:physics:damping'
drive_MultipleApplyTemplate_PhysicsMaxForce = 'drive:__INSTANCE_NAME__:physics:maxForce'
drive_MultipleApplyTemplate_PhysicsStiffness = 'drive:__INSTANCE_NAME__:physics:stiffness'
drive_MultipleApplyTemplate_PhysicsTargetPosition = 'drive:__INSTANCE_NAME__:physics:targetPosition'
drive_MultipleApplyTemplate_PhysicsTargetVelocity = 'drive:__INSTANCE_NAME__:physics:targetVelocity'
drive_MultipleApplyTemplate_PhysicsType = 'drive:__INSTANCE_NAME__:physics:type'
force = 'force'
kilogramsPerUnit = 'kilogramsPerUnit'
limit = 'limit'
limit_MultipleApplyTemplate_PhysicsHigh = 'limit:__INSTANCE_NAME__:physics:high'
limit_MultipleApplyTemplate_PhysicsLow = 'limit:__INSTANCE_NAME__:physics:low'
linear = 'linear'
meshSimplification = 'meshSimplification'
none = 'none'
physicsAngularVelocity = 'physics:angularVelocity'
physicsApproximation = 'physics:approximation'
physicsAxis = 'physics:axis'
physicsBody0 = 'physics:body0'
physicsBody1 = 'physics:body1'
physicsBreakForce = 'physics:breakForce'
physicsBreakTorque = 'physics:breakTorque'
physicsCenterOfMass = 'physics:centerOfMass'
physicsCollisionEnabled = 'physics:collisionEnabled'
physicsConeAngle0Limit = 'physics:coneAngle0Limit'
physicsConeAngle1Limit = 'physics:coneAngle1Limit'
physicsDensity = 'physics:density'
physicsDiagonalInertia = 'physics:diagonalInertia'
physicsDynamicFriction = 'physics:dynamicFriction'
physicsExcludeFromArticulation = 'physics:excludeFromArticulation'
physicsFilteredGroups = 'physics:filteredGroups'
physicsFilteredPairs = 'physics:filteredPairs'
physicsGravityDirection = 'physics:gravityDirection'
physicsGravityMagnitude = 'physics:gravityMagnitude'
physicsInvertFilteredGroups = 'physics:invertFilteredGroups'
physicsJointEnabled = 'physics:jointEnabled'
physicsKinematicEnabled = 'physics:kinematicEnabled'
physicsLocalPos0 = 'physics:localPos0'
physicsLocalPos1 = 'physics:localPos1'
physicsLocalRot0 = 'physics:localRot0'
physicsLocalRot1 = 'physics:localRot1'
physicsLowerLimit = 'physics:lowerLimit'
physicsMass = 'physics:mass'
physicsMaxDistance = 'physics:maxDistance'
physicsMergeGroup = 'physics:mergeGroup'
physicsMinDistance = 'physics:minDistance'
physicsPrincipalAxes = 'physics:principalAxes'
physicsRestitution = 'physics:restitution'
physicsRigidBodyEnabled = 'physics:rigidBodyEnabled'
physicsSimulationOwner = 'physics:simulationOwner'
physicsStartsAsleep = 'physics:startsAsleep'
physicsStaticFriction = 'physics:staticFriction'
physicsUpperLimit = 'physics:upperLimit'
physicsVelocity = 'physics:velocity'
rotX = 'rotX'
rotY = 'rotY'
rotZ = 'rotZ'
transX = 'transX'
transY = 'transY'
transZ = 'transZ'
x = 'X'
y = 'Y'
z = 'Z'
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
create.md | Create a Project — Omniverse Developer Guide latest documentation
Omniverse Developer Guide
»
Omniverse Developer Guide »
Create a Project
# Create a Project
Before development can begin, you must first create a new Project. There are many ways to create an Omniverse Project, and the method you choose depends on what you intend to build and how you prefer to work. Projects tend to align within distinct categories, yet there remains remarkable flexibility within each category to help you address the needs of the user.
Here we will give instructions on how to begin the most common types of Projects using the Omniverse platform.
## Extensions
Introduction
Extensions are a common development path within Omniverse and they serve as the fundamental building blocks of Applications and Services. In effect, all user-facing elements in an Omniverse Application are created using Extensions. Extensions such as the Content Browser, Viewport and Stage elements are used by the Omniverse USD Composer and Omniverse USD Presenter Applications among many others. Extensions are persistent within Applications so long as they are configured as an application dependency or they are set to load in the Extension Manager.
In creating Omniverse Extensions, multiple options are available:
One powerful and flexible technique involves cloning our template from Github, which can be discovered under the Automated (Repo Tool) tab above.
For a simpler route, we offer a method via the UI (Extension Manager) tab. This provides a straightforward UI workflow to create your extension in another application, such as Omniverse Code.
Automated (Repo Tool)
Requirements: Git, Command-Line
Optional: VS Code
A template for Omniverse Project development can be accessed via the following GitHub repository:
Advanced Template Repository.
Below we describe the procedure to create an Extension development Project using this template.
Fork and/or Clone the Kit App Template repository link into a local directory using Git. The Windows/Linux command-line might resemble:
From the chosen local directory:
git clone https://github.com/NVIDIA-Omniverse/kit-app-template
This command will generate a subfolder named kit-app-template with multiple files and folders designed to help you customize your Omniverse Project including sample Extension and Application files.
Navigate to the newly created ‘kit-app-template’:
cd kit-app-template
optional If you have VS Code installed, you can now open the Project template in VSCode:
code .
Once completed, you should have a folder structure which looks like this.
From either the integrated terminal in VSCode or from the command line, create a new Extension:
repo template new
This action will trigger a sequence of options. Make the following selections:
What do you want to add : extension
Choose a template : python-extension-window
Enter a name: my_company.my_app.extension_name
Select a version, for instance: 0.1.0
The newly created Extension is located at:
kit-app-template/source/extensions/my_company.my_app.extension_name
You have now created an Extension template and are ready to begin development.
Additional information
The ‘repo’ command is a useful tool within an Omniverse Project. This command is both configurable and customizable to suit your requirements. To review the tools accessible within any Project, enter the following command:
repo -h
More details on this tool can be found in the Repo Tools Documentation.
If you prefer a comprehensive tutorial that guides you through Application and Extension development see the Kit App Template Tutorial.
UI (Extension Manager)
With the Extension Manager UI, you have the ability to quickly create an extension directly within an existing application. Step-by-step instructions on creating an extension this way are available under Getting Started with Extensions in the Kit Manual .
You have now created an Extension template and are ready to begin development.
## Apps
Introduction
Omniverse Applications are simply a collection of Extensions. By configuring these collections, you can create high-performance, custom solutions suited to your organization’s needs without necessarily writing any code. NVIDIA develops and maintains a suite of Omniverse Applications to demonstrate what possible solutions you can create from these collections.
An Omniverse Application is a .kit configuration file that instructs the Kit executable to load a predetermined set of Extensions. Either a .bat file (for Windows) or a .sh file (for Linux) is employed to launch your Application, by passing your Application .kit file to the Kit executable.
Applications serve as an ideal option when you need tailor-made software with a unique layout and features. Omniverse Applications offer the flexibility to select from existing Extensions or create novel ones to add desired functionality.
For inspiration, you can reference additional applications on the Omniverse Launcher. Download those which appeal to you and explore their installation folders and related .kit files.
Application Template
Requirements: Git, Command-Line
Optional: VS Code
A template for Omniverse Project development can be accessed via the following GitHub repository:
Advanced Template Repository.
Below we describe the procedure to create an Extension development Project using this template.
Fork and/or Clone the Kit App Template repository link into a local directory using Git. The Windows/Linux command-line might resemble:
From the chosen local directory:
git clone https://github.com/NVIDIA-Omniverse/kit-app-template
This command will generate a subfolder named kit-app-template with multiple files and folders designed to help you customize your Omniverse Project including sample Extension and Application files.
Navigate to the newly created ‘kit-app-template’:
cd kit-app-template
optional If you have VS Code installed, you can now open the Project template in VSCode:
code .
Once completed, you should have a folder structure which looks like this.
Navigate to /source/apps folder and examine the sample .kit files found there.
You have now created an Application template and are ready to begin development and learn to manipulate your .kit files.
Additional information
If you prefer a comprehensive tutorial that guides you through Application and Extension development see the Kit App Template Tutorial.
## Connectors
Introduction
Omniverse Connectors serve as middleware, enabling communication between Omniverse and various software applications. They allow for the import and export of 3D assets, data, and models between different workflows and tools through the use of Universal Scene Description (OpenUSD) as the interchange format.
Creating a Connector can be beneficial when connecting a third-party application to Omniverse, providing the ability to import, export, and synchronize 3D data via the USD format. A practical use case of this could involve generating a 3D model in Maya, then exporting it to an Omniverse Application like Omniverse USD Composer for rendering with our photo-realistic RTX or Path Tracing renderers.
Connector Resources
To equip you with an understanding of creating Omniverse Connectors, we’ve compiled some beneficial resources below:
Video Overview
Gain insight into Omniverse Connectors with this concise overview. This video helps you understand the basics of Connectors and the unique value they bring.
Omniverse Connectors overview
Documentation
Learn about what you can create with Connectors following our samples using OpenUSD and Omniverse Client Library APIs
Connect Sample
Video Tutorial
Learn how to connect with the Omniverse platform by syncing data to it via OpenUSD. Establish a live sync session and get an OpenUSD 101 overview to get you started.
Making a Connector for Omniverse
## Services
Introduction
Omniverse offers a Services framework based on its foundational Kit SDK. This framework is designed to simplify the construction of Services that can leverage the capabilities of custom Extensions.
Developers can choose to run their Services in various settings, such as local machines, virtual machines, or in the cloud. The framework is flexible, allowing Services to be migrated to different infrastructures easily without changing the Service’s code.
The framework promotes loose coupling, with its components serving as building blocks that foster scalability and resilience. These reusable components help accelerate the development of your tools and features for databases, logging, metrics collection, and progress monitoring.
Creating a Service project employs the same tools used for Extensions, with a similar development process. However, certain aspects, such as configuration and dependencies, are unique to Services. More information is available here
Automated (Repo Tool)
Requirements: Git, Command-Line
Optional: VS Code
A template for Omniverse Project development can be accessed via the following GitHub repository:
Advanced Template Repository.
Below we describe the procedure to create an Extension development Project using this template.
Fork and/or Clone the Kit App Template repository link into a local directory using Git. The Windows/Linux command-line might resemble:
From the chosen local directory:
git clone https://github.com/NVIDIA-Omniverse/kit-app-template
This command will generate a subfolder named kit-app-template with multiple files and folders designed to help you customize your Omniverse Project including sample Extension and Application files.
Navigate to the newly created ‘kit-app-template’:
cd kit-app-template
optional If you have VS Code installed, you can now open the Project template in VSCode:
code .
Once completed, you should have a folder structure which looks like this.
From either integrated terminal in VSCode or from the command line, create a new Extension:
repo template new
This action will trigger a sequence of options. Make the following selections:
What do you want to add : extension
Choose a template : python-extension-main
Enter a name: my_company.my_app.extension_name
Select a version, for instance: 0.1.0
The newly created Extension is located at:
kit-app-template/source/extensions/my_company.my_app.extension_name
You have now created an Extension template and are ready to begin
development of your Service.
Additional information
The ‘repo’ command is a useful tool within an Omniverse Project. This command is both configurable and customizable to suit your requirements. To review the tools accessible within any Project, enter the following command:
repo -h
More details on this tool can be found in the Repo Tools Documentation.
If you prefer a comprehensive tutorial that guides you through Application and Extension development see the Kit App Template Tutorial.
UI (Extension Manager)
With the Extension Manager UI, you have the ability to quickly create an extension directly within an existing application. Step-by-step instructions on creating an extension this way are available under Getting Started with Extensions in the Kit Manual .
You have now created an Extension template and are ready to begin development of your Service.
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
omni.ui.SliderDrawMode.md | SliderDrawMode — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
SliderDrawMode
# SliderDrawMode
class omni.ui.SliderDrawMode
Bases: pybind11_object
Members:
FILLED
HANDLE
DRAG
Methods
__init__(self, value)
Attributes
DRAG
FILLED
HANDLE
name
value
__init__(self: omni.ui._ui.SliderDrawMode, value: int) → None
property name
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
ui.md | Omni Asset Validator (UI) — asset-validator 0.6.2 documentation
asset-validator
»
Omni Asset Validator (UI)
# Omni Asset Validator (UI)
Kit UIs for validating assets against Omniverse specific rules to ensure they run smoothly across Omniverse products.
It includes the following components:
An Asset Validator Window to select rules and run validation on individual USD layer files, recursively search a folder for layer files and validate them all, or validate a live / in-memory Usd.Stage, such as the main stage in OV Create or other USD based applications.
Content Browser context menus to launch the Asset Validator Window preset to the selected file/folder.
Layer Window context menus to launch the Asset Validator Window preset to either the in-memory layer or the selected layer’s file URI.
Stage Window context menus to launch the Asset Validator Window preset to the currently open stage (e.g the main stage of the application).
## Launching the Asset Validator Window
In the main menu of any Kit based application (e.g. Create, View) you will find a Window > Asset Validator submenu. Click this menu item to open or close the Asset Validator Window. The window state will be preserved, so do not worry about losing your settings. For other ways to launch the Asset Validator Window, see Launching from other Windows.
#
Option
Description
1
Asset Mode Selector
Switches between URI Mode and Stage Mode. See Choosing your Asset Mode for more details.
2
Asset Description
Describes the selected Asset. In URI Mode this should be the fully qualified URI. In Stage Mode it will be an automated message.
3
Asset URI Browser Button
Click the button to launch a File Picker and select any USD layer or folder. Only available in URI Mode.
4
Enable/Disable Rules Buttons
These buttons toggle all Rules or the Rules within each category.
5
Rule Checkboxes
These checkboxes will enable/disable individual Rules.
6
Rule Labels
Hover on the labels to reveal a tooltip description for each Rule.
7
Analyze Asset Validation Button
Click this to analyze the current asset with the enabled Rules.
8
Fix errors on Selected
Click this to run the validation using the current Asset & enabled Rules.
9
Clear Results
Clears out the information produced when analyzing or fixing errors.
## Choosing your Asset Mode
The Asset Validator Window operates in 2 distinct modes, called Asset Modes.
URI Mode operates on an Omniverse URI, including files & folders on you local disk, networked drives, nucleus servers, or any other protocol supported by Omniverse (e.g. https).
Stage Mode operates on a live / in-memory Usd.Stage. This can be the main stage of an Omniverse application like Create or View, or any other stage in memory within the application (e.g. a bespoke stage authored in the Script Editor).
Once the window has been launched, you can freely switch between these modes using the dropdown menu at the top left corner. Your asset and rule selections will be preserved when you switch modes, so do not worry about losing your place.
By default, the window opens in URI Mode (1):
To locate an Asset URI, use the Asset URI Browser Button (2) or paste a link into the Asset Description (3). In this mode, the description must be the fully qualified URI of the Asset (e.g. omniverse://localhost/NVIDIA/Samples/Astronaut/Astronaut.usd).
Alternatively, you can switch to Stage Mode (1), which is preset to validate the main stage of the application (2):
Caution
Using Stage Mode on the main stage is a live operation that will temporarily alter the main stage. Any edits will occur on a bespoke session sublayer, which requires switching the authoring layer temporarily. It will not alter your actual layers, so you don’t need to save or lock the layers first, and the authoring layer will be restored when the validation completes.
## Validating the selected Asset
Regardless of which Asset Mode you have chosen, you will be presented with a list of pre-defined validation rules, organized by category, which has been configured based on the extensions you have loaded and the particular app you are running. If you would like to configure this further, see the section below called Configuring Rules with Carbonite Settings.
### Enabling and Disabling Rules
You are free to enable/disable any of the individual rules using the checkboxes (1), or you may use the Enable/Disable Rules Buttons (2) to do this in-bulk or per-category. If you want to reset the rules to their default state, use the Reset Default Rules Button (3).
Tip
While the rule names may seem a bit cryptic, the tooltips help to explain the reasoning behind each rule.
### Running the Validator
When you are ready, press the “Analyze Asset Validation” button at the bottom of the window (1):
Caution
There may be a brief pause while the system contacts the appropriate server, particularly if you have not interacted with this file or folder recently.
The Asset Validator Window will now advance to an in-progress results listing of individual assets. This may initially be a blank page, but as each asset is located by the Omni Client Library, a new section will appear with a grey Waiting status.
Tip
These sections are clickable and will expand to show you more details.
### Reviewing Results
As validation of each asset completes, the relevant section will update to one of the following statuses:
Valid : Assets that pass all rules without issue will be blue with a check-mark icon.
Failure : Assets that failed or errored on any of the validation rules will be marked in red.
Warning : Assets that generated no failures may have still generated warnings and will be marked in yellow.
Regardless of status, you can hover on the section header for a quick summary (1):
Or click the section header for detailed reports of each issue (1). There may be many issues, as some rules run per-prim-per-variant:
#### Copying Issues
To generate a report we have added a simple functionality of Copy Output. Just select the issues or assets you are interested and click on the (1) Copy Output button. This will put in your clipboard the contents of the selected issues in a human readable format. You can also (2) Save Outputto a .csv file.
#### Fixing Issues
Asset validation includes new functionality to fix issues. Issues that have suggestions can make use of Fix errors on Selected.
Just select the issue(s) you are interested to fix and select the corresponding action.
Fix errors on Selected will perform the fix. Once the scene is fixed, you can save your changes by saving the scene.
Some issues may offer multiple locations to fix (ComboBox at At). Asset validation would offer a default option, but you can choose the one that suits you better.
Note
Repeated validation of the same asset will be substantially quicker. Any interaction with servers should be cached and the stage itself may still be in-memory.
## Launching from other Windows
### Using the Content Browser
You may have already located your USD layer file or folder in the Content Browser. For convenience, you can right click on any USD layer file and select “Validate USD” from the context menu:
Doing the same on a folder will provide a context menu entry called “Search for USD files and Validate”:
Clicking either of these will not run a validation directly, it will instead launch the Asset Validator Window, preset to URI Mode and pointing to the file or folder that you just specified in the Content Browser.
### Using the Layer Window
If you want to validate layers that you already have open, begin in the Layer Window. Right clicking on any layer (except session layers) will provide related context menus. Clicking any of the related menu entires will not run a validation directly, but will instead launch the Asset Validator Window, preset to either URI Mode or Stage Mode, and pointing to the asset you requested to validate.
Layers will provide either “Validate Layer (w/unsaved changes)” (1) or “Validate Layer (in-memory)” entires, depending if there are currently unsaved changes to the layer. Both of these “live” options will operate in Stage Mode, on a bespoke stage containing only that layer and its sublayers:
Important
Any edits will occur on a session sublayer, so neither option will save or alter the layer you have selected. You don’t need to lock the layer first.
Layers that are associated with a file (i.e are not anonymous) will also provide an entry called “Validate Layer (from file)”. Use this entry to operate in URI Mode on the file, ignoring any changes you have made in the application:
### Using the Stage Window
If you want to validate the application’s main stage (i.e. the entire layer stack), begin in the Stage Window. Right clicking on the empty space (with no prims selected) will provide a context menu entry called “Validate Stage” (1):
Clicking this will not run a validation directly, it will instead launch the Asset Validator Window, preset to Stage Mode and pointing to the same live Usd.Stage that you are currently authoring:
Caution
This is a live operation that will temporarily alter the main stage. Any edits will occur on a bespoke session sublayer, which requires switching the authoring layer temporarily. It will not alter your actual layers, so you don’t need to save or lock the layers first, and the authoring layer will be restored when the validation completes.
## Configuring Rules with Carbonite Settings
As with many Omniverse tools, the Asset Validator Window is configurable at runtime using Carbonite settings. The following Asset Validator Window settings work in concert with the omni.asset_validator.core settings to hide rules that may not be of use in a particular app, company, or team. Any rules hidden from the UI via these settings will not be used during validation runs initiated from the Asset Validator Window nor the omni.asset_validator.ui Python API.
### Settings
hideDisabledCategories can be used to exclude rules in the UI based on the enabledCategories/disabledCategories settings in omni.asset_validator.core
hideDisabledRules can be used to exclude rules in the UI based on the enabledRules/disabledRules settings in omni.asset_validator.core
## API and Changelog
We provide a public Python API for controlling the Asset Validation Window. Client code is able to:
Show and hide the window.
Change Asset Mode and set the selected URI or Stage (including bespoke in-memory stages authored at runtime by the client).
Enable and disable individual rules (e.g. click the checkboxes).
Initiate validation runs (e.g. click the run button) and await the results.
Results will be both displayed in the UI and returned by the coroutine.
Reset the window back to the selection page (e.g. click the back button) or reset to the default state.
Python API
Changelog
© Copyright 2021-2023, NVIDIA.
Last updated on Jun 20, 2023. |
omni.ui.FreeCircle.md | FreeCircle — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
FreeCircle
# FreeCircle
class omni.ui.FreeCircle
Bases: Circle
The Circle widget provides a colored circle to display.
The free widget is the widget that is independent of the layout. It means it is stuck to other widgets. When initializing, it’s necessary to provide two widgets, and the shape is drawn from one widget position to the another.
Methods
__init__(self, arg0, arg1, **kwargs)
Initialize the shape with bounds limited to the positions of the given widgets.
Attributes
__init__(self: omni.ui._ui.FreeCircle, arg0: omni.ui._ui.Widget, arg1: omni.ui._ui.Widget, **kwargs) → None
Initialize the shape with bounds limited to the positions of the given widgets.
### Arguments:
`start :`The bound corner is in the center of this given widget.
`end :`The bound corner is in the center of this given widget.
`kwargsdict`See below
### Keyword Arguments:
`alignment :`This property holds the alignment of the circle when the fill policy is ePreserveAspectFit or ePreserveAspectCrop. By default, the circle is centered.
`radius :`This property holds the radius of the circle when the fill policy is eFixed or eFixedCrop. By default, the circle radius is 0.
`arc :`This property is the way to draw a half or a quarter of the circle. When it’s eLeft, only left side of the circle is rendered. When it’s eLeftTop, only left top quarter is rendered.
`size_policy :`Define what happens when the source image has a different size than the item.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
linux-troubleshooting.md | Linux Troubleshooting — Omniverse Developer Guide latest documentation
Omniverse Developer Guide
»
Omniverse Developer Guide »
Linux Troubleshooting
# Linux Troubleshooting
Instructions for resolving issues when running Omniverse-kit or
Omniverse-Create on Linux.
## Q1) How to install a driver.
Always install .run executable driver files. e.g. downloaded
from: https://www.nvidia.com/Download/Find.aspx
Do NOT install PPA drivers. PPA drivers are packaged with
Linux distribution, and installed with add-apt or
Software & Updates. These drivers are not easy to uninstall or
clean up. It requires purging them and cleaning up Vulkan ICD files
manually.
Driver installation steps:
Go to TTYs mode (CRL + ALT + F3), or use systemctl
approach.
Uninstall all previous drivers:
sudo nvidia-uninstall
The following clean-up steps are only required if you have leftovers from PPA drivers:
sudo apt-get remove --purge nvidia-*
sudo apt autoremove
sudo apt autoclean
Reboot your machine and then go to TTYs mode from the login
screen:
sudo chmod +x NVIDIA-Linux-x86_64-460.67.run
sudo ./NVIDIA-Linux-x86_64-460.67.run
If the kernel could not be compiled, make sure to download headers
and image files related to your Linux kernel before the driver
installation.
Ignore errors related to missing 32-bit libraries, and build any
missing library if it required a confirmation.
Driver installation over SSH on remote machines:
Stop X, install the driver with NVIDIA driver installer, and
restart X.
On Ubuntu 18.04 to stop X, run the following command, then wait a
bit, and ensure X is not running. e.g.: run ps auxfw and
verify no X or Window manager process is running.
sudo systemctl isolate multi-user.target
To restart X, run:
sudo systemctl isolate graphical.target
Installing a driver on a system with HP Anyware already configured
should work just the same. Installing HP Anyware however requires
following their instructions the first time around, before installing
the NVIDIA driver.
## Q2) Omniverse kit logs only listed one of my GPUs, but nvidia-smi shows multiple GPUs.
How to support enumeration of multiple GPUs in Vulkan
xserver-xorg-core 1.20.7 or newer is required for multi-GPU
systems. Otherwise, Vulkan applications cannot see multiple GPUs.
Ubuntu 20.04 ships with Xorg 1.20.8 by default. Ubuntu 20 is known to work, but not exhaustively tested by Omniverse QA
Ubuntu 16 is not supported.
How to update xorg:
Update Ubuntu 18.04.x LTS through software update to the
latest Ubuntu 18.04.5 LTS.
Install LTS Enablement Stacks to upgrade xorg:
https://wiki.ubuntu.com/Kernel/LTSEnablementStack
## Q3) How to verify a correct Vulkan setup with vulkaninfo or vulkaninfoSDK utility
Download the latest Vulkan SDK tar.gz from
https://vulkan.lunarg.com/sdk/home and unzip it.
Do NOT install Vulkan SDK through apt-install, unless you
know what exact version Omniverse supports and you need validation
layers for debugging (refer to readme.md). Just simply download
the zip file.
Execute the following utility from the unzipped pack.
bin/vulkaninfo
It should enumerate all the GPUs. If it failed, your driver or the
required xorg is not installed properly. Do NOT install
vulkan-utils or other MESA tools to fix your driver, as they
might install old incompatible validation layers.
nvidia-smi GPU table is unrelated to the list of GPUs that Vulkan
driver reports.
## Q4) I have a single GPU, but I see multiple GPUs of the same type reported in Omniverse kit logs.
You likely have leftover components from other PPA drivers in
addition to the one you installed from the .run driver packages.
You can confirm this by checking that vulkaninfo only shows a
single GPU. These extra ICD files should be cleaned up.
These extra files will not affect the output of nvidia-smi, as it
is a Vulkan driver issue.
Steps to clean up duplicate ICD files:
If you see both of the following folders have some json files,
such as nvidia_icd.json, then delete the duplicate icd.d
folder from /usr/share/vulkan/ path.
"/etc/vulkan/icd.d": Location of ICDs installed from non-Linux-distribution-provided packages
"/usr/share/vulkan/icd.d": Location of ICDs installed from Linux-distribution-provided packages
Run vulkaninfo to verify the fix, instead of nvidia-smi.
## Q5) Startup failure with: VkResult: ERROR_DEVICE_LOST
A startup device lost is typically a system setup bug. Potential bugs:
A bad driver installation.
Uninstall and re-install it.
Driver bugs prior to the 460.67 driver when you have different GPU models. e.g. Turing + Ampere GPUs.
Solution: Install driver 460.67 or higher, which has the bug fix.
Workaround on older drivers: Remove non-RTX cards, and re-install the driver after removing any GPU.
This issue has been known to crash other raytracing applications. However, regular raster vulkan applications won’t be affected.
If you have multiple GPUs, --/renderer/activeGpu=1 setting cannot change this behavior.
Old Shader caches are left in the folder
Delete the contents of folder /home/USERNAME/.cache/ov/Kit/101.0/rendering
It is known with omniverse-kit SDK packages that are not built
from the source, or not using the omniverse installer to remove
the caches.
## Q6) Startup failure with: GLFW initialization failed
This is a driver or display issue:
A physical display must be connected to your GPU, unless you are running kit/Create headless with --no-window for streaming. No visual rendering can happen on the X11 window without a display and presentable swapchain.
Test the display setup with the following command.
echo $DISPLAY
If nothing is returned, set the environment.
Set the display environment as following persistently
export DISPLAY=:0.0
Reboot upon completion.
echo $DISPLAY to verify again after the reboot.
Re-install the driver if above steps did not help.
## Q7) Startup failure with: Failed to find a graphics and/or presenting queue.
Your GPU is not connected to a physical display. Required, except
when running Kit/Create headless in --no-windows mode
Your GPU is connected to a physical display, however, it is not set
as the default GPU in xorg for Ubuntu’s GUI rendering:
Choose what GPU to use for both Ubuntu UI and Omniverse rendering to present the output to the screen.
Set its busid as follows and reboot: sudo nvidia-xconfig --busid PCI:103:0:0
busid is in decimal format, taken from NVIDIA X Server Settings
Connect the physical display to that GPU and boot up.
If you have multiple GPUs, --/renderer/activeGpu=1 setting cannot change what GPU to run on. busid must be set in the xorg config, and then activeGpu should be set to the same device if it is not zero.
NVIDIA Colossus involves a lot more work. Refer to Issac setup.
## Q8) Startup failure for carb::glinterop with X Error of failed request: GLXBadFBConfig
OpenGL Interop support is optional for RTX renderer in the latest build,
and is only needed for Storm renderer. However, such failures typically
reveals other system setup issues that might also affect Vulkan
applications.
A few potential issues:
Unsupported driver or hardware. Currently, OpenGL 4.6 is the minimum required.
Uninstall OpenGL utilities such as Mesa-utils and re-install your NVIDIA driver.
## Q9) How to specify what GPUs to run Omniverse apps on
Single-GPU mode: Follow Q8 instructions to set the desired main GPU for presentation, and then set index of that GPU with the following option during launch if it is not zero.
--/renderer/activeGpu=1
Multi-GPU mode: Follow Q8 instructions and then set indices of the desired GPUs with the following option during launch. The first device in the list performs the presentation and should be set in Xorg config.
--/renderer/multiGpu/activeGpus='1,2'
Note
Always verify that your desired GPUs are set as Active with a
“Yes” in the GPU table of omniverse .log file under
[gpu.foundation]. GPU index in above options are from this table
and not from nvidia-smi.
CUDA_VISIBLE_DEVICES and other CUDA commands cannot change
what GPUs to run on for Vulkan applications.
## Q10) Viewport is gray and nothing is rendered.
This means that RTX renderer has failed and the reason of the failure will be printed in the full .log file as errors, such as an unsupported driver, hardware or etc. The log file is typically located at /home/USERNAME/**/logs/**/*.log
## Q11) Getting many failures similar to: Failed to create change watch for xxx: errno=28, No space left on device
This is a file change watcher limitation on Linux which is usually set to 8k. Either close other applications that use watchers, or increase max_user_watches to 512k. Note that this will increase your system RAM usage.
### To view the current watcher limit:
cat /proc/sys/fs/inotify/max_user_watches
### To update the watcher limit:
Edit /etc/sysctl.conf and add
fs.inotify.max_user_watches=524288 line.
Load the new value: sudo sysctl -p
You may follow the full instructions listed for Visual Studio Code Watcher limit
## Q12) How to increase the file descriptor limit on Linux to render on more than 2 GPUs
If you are rendering with multiple GPUs, file descriptor limit is
required to be increased. The default limit is 1024, but we
recommend a higher value, like 65535, for systems with more than 2
GPUs. Without that, Omniverse applications will fail during the creation
of shared resources, such as Vulkan fences, and will lead to crash at
startup.
### To increase the file descriptor limit
Modify /etc/systemd/user.conf and /etc/systemd/system.conf with the following line. This takes care of graphical login:
DefaultLimitNOFILE=65535
Modify /etc/security/limits.conf with the following lines. This takes care of non-GUI console login:
hard nofile 65535
soft nofile 65535
Reboot your computer for changes to take effect.
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
omni.ui.VGrid.md | VGrid — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
VGrid
# VGrid
class omni.ui.VGrid
Bases: Grid
Shortcut for Grid{eTopToBottom}. The grid grows from top to bottom with the widgets placed.
Methods
__init__(self, **kwargs)
Construct a grid that grows from top to bottom with the widgets placed.
Attributes
__init__(self: omni.ui._ui.VGrid, **kwargs) → None
Construct a grid that grows from top to bottom with the widgets placed.
`kwargsdict`See below
### Keyword Arguments:
`column_width`The width of the column. It’s only possible to set it if the grid is vertical. Once it’s set, the column count depends on the size of the widget.
`row_height`The height of the row. It’s only possible to set it if the grid is horizontal. Once it’s set, the row count depends on the size of the widget.
`column_count`The number of columns. It’s only possible to set it if the grid is vertical. Once it’s set, the column width depends on the widget size.
`row_count`The number of rows. It’s only possible to set it if the grid is horizontal. Once it’s set, the row height depends on the widget size.
`direction`This type is used to determine the direction of the layout. If the Stack’s orientation is eLeftToRight the widgets are placed in a horizontal row, from left to right. If the Stack’s orientation is eRightToLeft the widgets are placed in a horizontal row, from right to left. If the Stack’s orientation is eTopToBottom, the widgets are placed in a vertical column, from top to bottom. If the Stack’s orientation is eBottomToTop, the widgets are placed in a vertical column, from bottom to top. If the Stack’s orientation is eBackToFront, the widgets are placed sorted in a Z-order in top right corner. If the Stack’s orientation is eFrontToBack, the widgets are placed sorted in a Z-order in top right corner, the first widget goes to front.
`content_clipping`Determines if the child widgets should be clipped by the rectangle of this Stack.
`spacing`Sets a non-stretchable space in pixels between child items of this layout.
`send_mouse_events_to_back`When children of a Z-based stack overlap mouse events are normally sent to the topmost one. Setting this property true will invert that behavior, sending mouse events to the bottom-most child.
`widthui.Length`This property holds the width of the widget relative to its parent. Do not use this function to find the width of a screen.
`heightui.Length`This property holds the height of the widget relative to its parent. Do not use this function to find the height of a screen.
`namestr`The name of the widget that user can set.
`style_type_name_overridestr`By default, we use typeName to look up the style. But sometimes it’s necessary to use a custom name. For example, when a widget is a part of another widget. (Label is a part of Button) This property can override the name to use in style.
`identifierstr`An optional identifier of the widget we can use to refer to it in queries.
`visiblebool`This property holds whether the widget is visible.
`visibleMinfloat`If the current zoom factor and DPI is less than this value, the widget is not visible.
`visibleMaxfloat`If the current zoom factor and DPI is bigger than this value, the widget is not visible.
`tooltipstr`Set a basic tooltip for the widget, this will simply be a Label, it will follow the Tooltip style
`tooltip_fnCallable`Set dynamic tooltip that will be created dynamiclly the first time it is needed. the function is called inside a ui.Frame scope that the widget will be parented correctly.
`tooltip_offset_xfloat`Set the X tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`tooltip_offset_yfloat`Set the Y tooltip offset in points. In a normal state, the tooltip position is linked to the mouse position. If the tooltip offset is non zero, the top left corner of the tooltip is linked to the top left corner of the widget, and this property defines the relative position the tooltip should be shown.
`enabledbool`This property holds whether the widget is enabled. In general an enabled widget handles keyboard and mouse events; a disabled widget does not. And widgets display themselves differently when they are disabled.
`selectedbool`This property holds a flag that specifies the widget has to use eSelected state of the style.
`checkedbool`This property holds a flag that specifies the widget has to use eChecked state of the style. It’s on the Widget level because the button can have sub-widgets that are also should be checked.
`draggingbool`This property holds if the widget is being dragged.
`opaque_for_mouse_eventsbool`If the widgets has callback functions it will by default not capture the events if it is the top most widget and setup this option to true, so they don’t get routed to the child widgets either
`skip_draw_when_clippedbool`The flag that specifies if it’s necessary to bypass the whole draw cycle if the bounding box is clipped with a scrolling frame. It’s needed to avoid the limitation of 65535 primitives in a single draw list.
`mouse_moved_fnCallable`Sets the function that will be called when the user moves the mouse inside the widget. Mouse move events only occur if a mouse button is pressed while the mouse is being moved. void onMouseMoved(float x, float y, int32_t modifier)
`mouse_pressed_fnCallable`Sets the function that will be called when the user presses the mouse button inside the widget. The function should be like this: void onMousePressed(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier) Where ‘button’ is the number of the mouse button pressed. ‘modifier’ is the flag for the keyboard modifier key.
`mouse_released_fnCallable`Sets the function that will be called when the user releases the mouse button if this button was pressed inside the widget. void onMouseReleased(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_double_clicked_fnCallable`Sets the function that will be called when the user presses the mouse button twice inside the widget. The function specification is the same as in setMousePressedFn. void onMouseDoubleClicked(float x, float y, int32_t button, carb::input::KeyboardModifierFlags modifier)
`mouse_wheel_fnCallable`Sets the function that will be called when the user uses mouse wheel on the focused window. The function specification is the same as in setMousePressedFn. void onMouseWheel(float x, float y, carb::input::KeyboardModifierFlags modifier)
`mouse_hovered_fnCallable`Sets the function that will be called when the user use mouse enter/leave on the focused window. function specification is the same as in setMouseHovedFn. void onMouseHovered(bool hovered)
`drag_fnCallable`Specify that this Widget is draggable, and set the callback that is attached to the drag operation.
`accept_drop_fnCallable`Specify that this Widget can accept specific drops and set the callback that is called to check if the drop can be accepted.
`drop_fnCallable`Specify that this Widget accepts drops and set the callback to the drop operation.
`computed_content_size_changed_fnCallable`Called when the size of the widget is changed.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
omni.ui.SimpleStringModel.md | SimpleStringModel — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
SimpleStringModel
# SimpleStringModel
class omni.ui.SimpleStringModel
Bases: AbstractValueModel
A very simple value model that holds a single string.
Methods
__init__(self[, defaultValue])
Attributes
__init__(self: omni.ui._ui.SimpleStringModel, defaultValue: str = '') → None
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
omni.ui.MenuDelegate.md | MenuDelegate — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
MenuDelegate
# MenuDelegate
class omni.ui.MenuDelegate
Bases: pybind11_object
MenuDelegate is used to generate widgets that represent the menu item.
Methods
__init__(self, **kwargs)
Constructor.
build_item(self, item)
This method must be reimplemented to generate custom item.
build_status(self, item)
This method must be reimplemented to generate custom widgets on the bottom of the window.
build_title(self, item)
This method must be reimplemented to generate custom title.
call_on_build_item_fn(self, arg0)
Called to create a new item.
call_on_build_status_fn(self, arg0)
Called to create a new widget on the bottom of the window.
call_on_build_title_fn(self, arg0)
Called to create a new title.
has_on_build_item_fn(self)
Called to create a new item.
has_on_build_status_fn(self)
Called to create a new widget on the bottom of the window.
has_on_build_title_fn(self)
Called to create a new title.
set_default_delegate(delegate)
Set the default delegate to use it when the item doesn't have a delegate.
set_on_build_item_fn(self, fn, None])
Called to create a new item.
set_on_build_status_fn(self, fn, None])
Called to create a new widget on the bottom of the window.
set_on_build_title_fn(self, fn, None])
Called to create a new title.
Attributes
propagate
__init__(self: omni.ui._ui.MenuDelegate, **kwargs) → None
Constructor.
`kwargsdict`See below
### Keyword Arguments:
`on_build_item`Called to create a new item.
`on_build_title`Called to create a new title.
`on_build_status`Called to create a new widget on the bottom of the window.
`propagate`Determine if Menu children should use this delegate when they don’t have the own one.
build_item(self: omni.ui._ui.MenuDelegate, item: omni::ui::MenuHelper) → None
This method must be reimplemented to generate custom item.
build_status(self: omni.ui._ui.MenuDelegate, item: omni::ui::MenuHelper) → None
This method must be reimplemented to generate custom widgets on the bottom of the window.
build_title(self: omni.ui._ui.MenuDelegate, item: omni::ui::MenuHelper) → None
This method must be reimplemented to generate custom title.
call_on_build_item_fn(self: omni.ui._ui.MenuDelegate, arg0: omni::ui::MenuHelper) → None
Called to create a new item.
call_on_build_status_fn(self: omni.ui._ui.MenuDelegate, arg0: omni::ui::MenuHelper) → None
Called to create a new widget on the bottom of the window.
call_on_build_title_fn(self: omni.ui._ui.MenuDelegate, arg0: omni::ui::MenuHelper) → None
Called to create a new title.
has_on_build_item_fn(self: omni.ui._ui.MenuDelegate) → bool
Called to create a new item.
has_on_build_status_fn(self: omni.ui._ui.MenuDelegate) → bool
Called to create a new widget on the bottom of the window.
has_on_build_title_fn(self: omni.ui._ui.MenuDelegate) → bool
Called to create a new title.
static set_default_delegate(delegate: MenuDelegate) → None
Set the default delegate to use it when the item doesn’t have a delegate.
set_on_build_item_fn(self: omni.ui._ui.MenuDelegate, fn: Callable[[omni::ui::MenuHelper], None]) → None
Called to create a new item.
set_on_build_status_fn(self: omni.ui._ui.MenuDelegate, fn: Callable[[omni::ui::MenuHelper], None]) → None
Called to create a new widget on the bottom of the window.
set_on_build_title_fn(self: omni.ui._ui.MenuDelegate, fn: Callable[[omni::ui::MenuHelper], None]) → None
Called to create a new title.
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
1_9_8.md | 1.9.8 — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
Release Notes »
1.9.8
# 1.9.8
Release Date: Nov 2023
## Added
Featured Collections section added to the Exchange tab.
Collection Side Nav expanded by default in Exchange tab.
Pass proxy settings to launched applications with OMNI_PROXY_SERVER environment variable.
Add custom UI for Omniverse Hub app.
Add window titles for News and Learn tabs.
Block user navigation on the Nucleus tab if Navigator tasks are active.
Support displaying server notifications until a specific date.
Support sending server notifications for specific platforms or Launcher versions.
Add splash notifications displayed as a modal dialog.
## Changed
Update Nucleus Navigator to 3.3.3.
Updated the UI for collection menu on the Exchange tab.
Updated the suggestion for installing the default Omniverse application.
Updated IT Managed Web Launcher Documentation tab to be a link to online omniverse documentation.
Changed the default page to Library for IT Managed Launcher.
Updated the look for featured collections.
Updated the look for the side menu on the Exchange tab (only display categories).
## Fixed
Display an error when user tries to delete version that is not installed.
Fixed an issue that displayed an Update button for installed connectors and apps in IT Managed Launcher.
Fixed an issue where “New” badges were displayed incorrectly for IT Managed Launcher.
Fixed displaying duplicate connectors after installing with IT Managed Launcher.
Fixed displaying a spinner for connectors page in IT Managed Launcher.
Fixed displaying applications and connectors on the Library tab after calling omniverse-launcher://uninstall command.
Fixed an issue when uninstall notification was not shown if triggered by omniverse-launcher://uninstall command.
Fixed an issue where filtering content by collections that do not exist could crash the application.
Fixed an issue where tags were not displayed for components on the Exchange tab.
Fixed displaying regular notifications instead of errors if installer returned an empty error message.
Fixed displaying Cache installation suggestion in IT Managed Launcher.
Fixed an issue with webview links not opening in a browser window.
Fixed an issue where IT Managed Launcher didn’t work without internet connection.
Fixed an issue where custom protocol commands args were persisted to Linux .desktop files.
Fixed an issue where Collaboration packages were not displayed on the Enterprise portal.
Disable bringing IT Managed Launcher in front of other apps when custom protocol commands are used.
Fixed issues with focusing input elements inside modal dialogs.
Fixed an issue where login result page opened Launcher or brought it in front of other applications.
Fixed opening Nucleus settings from the menu on the Nucleus tab.
Fixed incorrect coloring for the beta banner.
Fixed an issue where buttons and pagination controls could be scrolled in the version dialog.
Fixed an issue where autostart registry keys were kept after uninstall.
Fixed the color for the name displayed in the channel dropdown.
Fixed an issue where Launcher API wasn’t hosted on 127.0.0.1.
Fixed an issue where users could not close modal dialogs.
Fixed an issue where the beta overlay was displayed compressed sometimes.
Fixed an issue where UI and Navigator logs were not being saved to a log file.
Fixed an issue blocking custom protocol commands on Ubuntu.
Use 127.0.0.1 address for registering new account during Nucleus installation.
## Security
Fix for CVE-2023-5217
Fix for CVE-2023-4863
Fix for CVE-2023-44270
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
Ar.md | Ar module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
Ar module
# Ar module
Summary: The Ar (Asset Resolution) library is responsible for querying, reading, and writing asset data.
Classes:
DefaultResolver
Default asset resolution implementation used when no plugin implementation is provided.
DefaultResolverContext
Resolver context object that specifies a search path to use during asset resolution.
Notice
ResolvedPath
Represents a resolved asset path.
Resolver
Interface for the asset resolution system.
ResolverContext
An asset resolver context allows clients to provide additional data to the resolver for use during resolution.
ResolverContextBinder
Helper object for managing the binding and unbinding of ArResolverContext objects with the asset resolver.
ResolverScopedCache
Helper object for managing asset resolver cache scopes.
Timestamp
Represents a timestamp for an asset.
class pxr.Ar.DefaultResolver
Default asset resolution implementation used when no plugin
implementation is provided.
In order to resolve assets specified by relative paths, this resolver
implements a simple”search path”scheme. The resolver will anchor the
relative path to a series of directories and return the first absolute
path where the asset exists.
The first directory will always be the current working directory. The
resolver will then examine the directories specified via the following
mechanisms (in order):
The currently-bound ArDefaultResolverContext for the calling
thread
ArDefaultResolver::SetDefaultSearchPath
The environment variable PXR_AR_DEFAULT_SEARCH_PATH. This is
expected to be a list of directories delimited by the platform’s
standard path separator.
ArDefaultResolver supports creating an ArDefaultResolverContext via
ArResolver::CreateContextFromString by passing a list of directories
delimited by the platform’s standard path separator.
Methods:
SetDefaultSearchPath
classmethod SetDefaultSearchPath(searchPath) -> None
static SetDefaultSearchPath()
classmethod SetDefaultSearchPath(searchPath) -> None
Set the default search path that will be used during asset resolution.
This must be called before the first call to ArGetResolver. The
specified paths will be searched in addition to, and before paths
specified via the environment variable PXR_AR_DEFAULT_SEARCH_PATH
Parameters
searchPath (list[str]) –
class pxr.Ar.DefaultResolverContext
Resolver context object that specifies a search path to use during
asset resolution. This object is intended for use with the default
ArDefaultResolver asset resolution implementation; see documentation
for that class for more details on the search path resolution
algorithm.
Example usage:
ArDefaultResolverContext ctx({"/Local/Models", "/Installed/Models"});
{
// Bind the context object:
ArResolverContextBinder binder(ctx);
// While the context is bound, all calls to ArResolver::Resolve
// (assuming ArDefaultResolver is the underlying implementation being
// used) will include the specified paths during resolution.
std::string resolvedPath = resolver.Resolve("ModelName/File.txt")
}
// Once the context is no longer bound (due to the ArResolverContextBinder
// going out of scope), its search path no longer factors into asset
// resolution.
Methods:
GetSearchPath()
Return this context's search path.
GetSearchPath() → list[str]
Return this context’s search path.
class pxr.Ar.Notice
Classes:
ResolverChanged
ResolverNotice
class ResolverChanged
Methods:
AffectsContext
AffectsContext()
class ResolverNotice
class pxr.Ar.ResolvedPath
Represents a resolved asset path.
Methods:
GetPathString()
Return the resolved path held by this object as a string.
GetPathString() → str
Return the resolved path held by this object as a string.
class pxr.Ar.Resolver
Interface for the asset resolution system. An asset resolver is
responsible for resolving asset information (including the asset’s
physical path) from a logical path.
See ar_implementing_resolver for information on how to customize asset
resolution behavior by implementing a subclass of ArResolver. Clients
may use ArGetResolver to access the configured asset resolver.
Methods:
CanWriteAssetToPath(resolvedPath, whyNot)
Returns true if an asset may be written to the given resolvedPath , false otherwise.
CreateContextFromString(contextStr)
Return an ArResolverContext created from the primary ArResolver implementation using the given contextStr .
CreateContextFromStrings(contextStrs)
Return an ArResolverContext created by combining the ArResolverContext objects created from the given contextStrs .
CreateDefaultContext()
Return an ArResolverContext that may be bound to this resolver to resolve assets when no other context is explicitly specified.
CreateDefaultContextForAsset(assetPath)
Return an ArResolverContext that may be bound to this resolver to resolve the asset located at assetPath or referenced by that asset when no other context is explicitly specified.
CreateIdentifier(assetPath, anchorAssetPath)
Returns an identifier for the asset specified by assetPath .
CreateIdentifierForNewAsset(assetPath, ...)
Returns an identifier for a new asset specified by assetPath .
GetAssetInfo(assetPath, resolvedPath)
Returns an ArAssetInfo populated with additional metadata (if any) about the asset at the given assetPath .
GetCurrentContext()
Returns the asset resolver context currently bound in this thread.
GetExtension(assetPath)
Returns the file extension for the given assetPath .
GetModificationTimestamp(assetPath, resolvedPath)
Returns an ArTimestamp representing the last time the asset at assetPath was modified.
IsContextDependentPath(assetPath)
Returns true if assetPath is a context-dependent path, false otherwise.
RefreshContext(context)
Refresh any caches associated with the given context.
Resolve(assetPath)
Returns the resolved path for the asset identified by the given assetPath if it exists.
ResolveForNewAsset(assetPath)
Returns the resolved path for the given assetPath that may be used to create a new asset.
CanWriteAssetToPath(resolvedPath, whyNot) → bool
Returns true if an asset may be written to the given resolvedPath
, false otherwise.
If this function returns false and whyNot is not nullptr , it
may be filled with an explanation.
Parameters
resolvedPath (ResolvedPath) –
whyNot (str) –
CreateContextFromString(contextStr) → ResolverContext
Return an ArResolverContext created from the primary ArResolver
implementation using the given contextStr .
Parameters
contextStr (str) –
CreateContextFromString(uriScheme, contextStr) -> ResolverContext
Return an ArResolverContext created from the ArResolver registered for
the given uriScheme using the given contextStr .
An empty uriScheme indicates the primary resolver and is
equivalent to CreateContextFromString(string).
If no resolver is registered for uriScheme , returns an empty
ArResolverContext.
Parameters
uriScheme (str) –
contextStr (str) –
CreateContextFromStrings(contextStrs) → ResolverContext
Return an ArResolverContext created by combining the ArResolverContext
objects created from the given contextStrs .
contextStrs is a list of pairs of strings. The first element in
the pair is the URI scheme for the ArResolver that will be used to
create the ArResolverContext from the second element in the pair. An
empty URI scheme indicates the primary resolver.
For example:
ArResolverContext ctx = ArGetResolver().CreateContextFromStrings(
{ {"", "context str 1"},
{"my_scheme", "context str 2"} });
This will use the primary resolver to create an ArResolverContext
using the string”context str 1”and use the resolver registered for
the”my_scheme”URI scheme to create an ArResolverContext using”context
str 2”. These contexts will be combined into a single
ArResolverContext and returned.
If no resolver is registered for a URI scheme in an entry in
contextStrs , that entry will be ignored.
Parameters
contextStrs (list[tuple[str, str]]) –
CreateDefaultContext() → ResolverContext
Return an ArResolverContext that may be bound to this resolver to
resolve assets when no other context is explicitly specified.
The returned ArResolverContext will contain the default context
returned by the primary resolver and all URI resolvers.
CreateDefaultContextForAsset(assetPath) → ResolverContext
Return an ArResolverContext that may be bound to this resolver to
resolve the asset located at assetPath or referenced by that asset
when no other context is explicitly specified.
The returned ArResolverContext will contain the default context for
assetPath returned by the primary resolver and all URI resolvers.
Parameters
assetPath (str) –
CreateIdentifier(assetPath, anchorAssetPath) → str
Returns an identifier for the asset specified by assetPath .
If anchorAssetPath is not empty, it is the resolved asset path
that assetPath should be anchored to if it is a relative path.
Parameters
assetPath (str) –
anchorAssetPath (ResolvedPath) –
CreateIdentifierForNewAsset(assetPath, anchorAssetPath) → str
Returns an identifier for a new asset specified by assetPath .
If anchorAssetPath is not empty, it is the resolved asset path
that assetPath should be anchored to if it is a relative path.
Parameters
assetPath (str) –
anchorAssetPath (ResolvedPath) –
GetAssetInfo(assetPath, resolvedPath) → ArAssetInfo
Returns an ArAssetInfo populated with additional metadata (if any)
about the asset at the given assetPath .
resolvedPath is the resolved path computed for the given
assetPath .
Parameters
assetPath (str) –
resolvedPath (ResolvedPath) –
GetCurrentContext() → ResolverContext
Returns the asset resolver context currently bound in this thread.
ArResolver::BindContext, ArResolver::UnbindContext
GetExtension(assetPath) → str
Returns the file extension for the given assetPath .
The returned extension does not include a”.”at the beginning.
Parameters
assetPath (str) –
GetModificationTimestamp(assetPath, resolvedPath) → Timestamp
Returns an ArTimestamp representing the last time the asset at
assetPath was modified.
resolvedPath is the resolved path computed for the given
assetPath . If a timestamp cannot be retrieved, return an invalid
ArTimestamp.
Parameters
assetPath (str) –
resolvedPath (ResolvedPath) –
IsContextDependentPath(assetPath) → bool
Returns true if assetPath is a context-dependent path, false
otherwise.
A context-dependent path may result in different resolved paths
depending on what asset resolver context is bound when Resolve is
called. Assets located at the same context-dependent path may not be
the same since those assets may have been loaded from different
resolved paths. In this case, the assets’resolved paths must be
consulted to determine if they are the same.
Parameters
assetPath (str) –
RefreshContext(context) → None
Refresh any caches associated with the given context.
If doing so would invalidate asset paths that had previously been
resolved, an ArNotice::ResolverChanged notice will be sent to inform
clients of this.
Parameters
context (ResolverContext) –
Resolve(assetPath) → ResolvedPath
Returns the resolved path for the asset identified by the given
assetPath if it exists.
If the asset does not exist, returns an empty ArResolvedPath.
Parameters
assetPath (str) –
ResolveForNewAsset(assetPath) → ResolvedPath
Returns the resolved path for the given assetPath that may be used
to create a new asset.
If such a path cannot be computed for assetPath , returns an empty
ArResolvedPath.
Note that an asset might or might not already exist at the returned
resolved path.
Parameters
assetPath (str) –
class pxr.Ar.ResolverContext
An asset resolver context allows clients to provide additional data to
the resolver for use during resolution. Clients may provide this data
via context objects of their own (subject to restrictions below). An
ArResolverContext is simply a wrapper around these objects that allows
it to be treated as a single type. Note that an ArResolverContext may
not hold multiple context objects with the same type.
A client-defined context object must provide the following:
Default and copy constructors
operator<
operator==
An overload for size_t hash_value(const T&)
Note that the user may define a free function:
std::string ArGetDebugString(const Context & ctx); (Where Context is
the type of the user’s path resolver context.)
This is optional; a default generic implementation has been
predefined. This function should return a string representation of the
context to be utilized for debugging purposes(such as in TF_DEBUG
statements).
The ArIsContextObject template must also be specialized for this
object to declare that it can be used as a context object. This is to
avoid accidental use of an unexpected object as a context object. The
AR_DECLARE_RESOLVER_CONTEXT macro can be used to do this as a
convenience.
AR_DECLARE_RESOLVER_CONTEXT
ArResolver::BindContext
ArResolver::UnbindContext
ArResolverContextBinder
Methods:
Get()
Returns pointer to the context object of the given type held in this resolver context.
GetDebugString()
Returns a debug string representing the contained context objects.
IsEmpty()
Returns whether this resolver context is empty.
Get() → ContextObj
Returns pointer to the context object of the given type held in this
resolver context.
Returns None if this resolver context is not holding an object of the
requested type.
GetDebugString() → str
Returns a debug string representing the contained context objects.
IsEmpty() → bool
Returns whether this resolver context is empty.
class pxr.Ar.ResolverContextBinder
Helper object for managing the binding and unbinding of
ArResolverContext objects with the asset resolver.
Asset Resolver Context Operations
class pxr.Ar.ResolverScopedCache
Helper object for managing asset resolver cache scopes.
A scoped resolution cache indicates to the resolver that results of
calls to Resolve should be cached for a certain scope. This is
important for performance and also for consistency it ensures that
repeated calls to Resolve with the same parameters will return the
same result.
Scoped Resolution Cache
class pxr.Ar.Timestamp
Represents a timestamp for an asset. Timestamps are represented by
Unix time, the number of seconds elapsed since 00:00:00 UTC 1/1/1970.
Methods:
GetTime()
Return the time represented by this timestamp as a double.
IsValid()
Return true if this timestamp is valid, false otherwise.
GetTime() → float
Return the time represented by this timestamp as a double.
If this timestamp is invalid, issue a coding error and return a quiet
NaN value.
IsValid() → bool
Return true if this timestamp is valid, false otherwise.
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
omni.ui.AbstractField.md | AbstractField — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
AbstractField
# AbstractField
class omni.ui.AbstractField
Bases: Widget, ValueModelHelper
The abstract widget that is base for any field, which is a one-line text editor.
A field allows the user to enter and edit a single line of plain text. It’s implemented using the model-view pattern and uses AbstractValueModel as the central component of the system.
Methods
__init__(*args, **kwargs)
focus_keyboard(self[, focus])
Puts cursor to this field or removes focus if focus
Attributes
__init__(*args, **kwargs)
focus_keyboard(self: omni.ui._ui.AbstractField, focus: bool = True) → None
Puts cursor to this field or removes focus if
focus
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
omni.ui.Axis.md | Axis — Omniverse Kit 2.25.9 documentation
Omniverse Kit
»
API (python) »
Modules »
omni.ui »
omni.ui Classes »
Axis
# Axis
class omni.ui.Axis
Bases: pybind11_object
Members:
None
X
Y
XY
Methods
__init__(self, value)
Attributes
None
X
XY
Y
name
value
__init__(self: omni.ui._ui.Axis, value: int) → None
property name
© Copyright 2019-2024, NVIDIA.
Last updated on Mar 25, 2024. |
UsdMedia.md | UsdMedia module — pxr-usd-api 105.1 documentation
pxr-usd-api
»
Modules »
UsdMedia module
# UsdMedia module
Summary: The UsdMedia module provides a representation for including other media, such as audio, in the context of a stage. UsdMedia currently contains one media type, UsdMediaSpatialAudio, which allows the playback of audio files both spatially and non-spatially.
Classes:
SpatialAudio
The SpatialAudio primitive defines basic properties for encoding playback of an audio file or stream within a USD Stage.
Tokens
class pxr.UsdMedia.SpatialAudio
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.
## Timecode Attributes and Time Scaling
startTime and endTime are timecode valued attributes which gives
them the special behavior that layer offsets affecting the layer in
which one of these values is authored are applied to the attribute’s
value itself during value resolution. This allows audio playback to be
kept in sync with time sampled animation as the animation is affected
by layer offsets in the composition. But this behavior brings with it
some interesting edge cases and caveats when it comes to layer offsets
that include scale.
Although authored layer offsets may have a time scale which can scale
the duration between an authored startTime and endTime, we make no
attempt to infer any playback dilation of the actual audio media
itself. Given that startTime and endTime can be independently
authored in different layers with differing time scales, it is not
possible, in general, to define an”original timeframe”from which we
can compute a dilation to composed stage-time. Even if we could
compute a composed dilation this way, it would still be impossible to
flatten a stage or layer stack into a single layer and still retain
the composed audio dilation using this schema.
Although we do not expect it to be common, it is possible to apply a
negative time scale to USD layers, which mostly has the effect of
reversing animation in the affected composition. If a negative scale
is applied to a composition that contains authored startTime and
endTime, it will reverse their relative ordering in time. Therefore,
we stipulate when playbackMode
is”onceFromStartToEnd”or”loopFromStartToEnd”, if endTime is less
than startTime, then begin playback at endTime, and continue until
startTime. When startTime and endTime are inverted, we do not,
however, stipulate that playback of the audio media itself be
inverted, since doing so”successfully”would require perfect knowledge
of when, within the audio clip, relevant audio ends (so that we know
how to offset the reversed audio to align it so that we reach
the”beginning”at startTime), and sounds played in reverse are not
likely to produce desirable results.
For any described attribute Fallback Value or Allowed Values
below that are text/tokens, the actual token is published and defined
in UsdMediaTokens. So to set an attribute to the value”rightHanded”,
use UsdMediaTokens->rightHanded as the value.
Methods:
CreateAuralModeAttr(defaultValue, writeSparsely)
See GetAuralModeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateEndTimeAttr(defaultValue, writeSparsely)
See GetEndTimeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateFilePathAttr(defaultValue, writeSparsely)
See GetFilePathAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateGainAttr(defaultValue, writeSparsely)
See GetGainAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateMediaOffsetAttr(defaultValue, ...)
See GetMediaOffsetAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreatePlaybackModeAttr(defaultValue, ...)
See GetPlaybackModeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
CreateStartTimeAttr(defaultValue, writeSparsely)
See GetStartTimeAttr() , and also Create vs Get Property Methods for when to use Get vs Create.
Define
classmethod Define(stage, path) -> SpatialAudio
Get
classmethod Get(stage, path) -> SpatialAudio
GetAuralModeAttr()
Determines how audio should be played.
GetEndTimeAttr()
Expressed in the timeCodesPerSecond of the containing stage, endTime specifies when the audio stream will cease playing during animation playback if the length of the referenced audio clip is longer than desired.
GetFilePathAttr()
Path to the audio file.
GetGainAttr()
Multiplier on the incoming audio signal.
GetMediaOffsetAttr()
Expressed in seconds, mediaOffset specifies the offset from the referenced audio file's beginning at which we should begin playback when stage playback reaches the time that prim's audio should start.
GetPlaybackModeAttr()
Along with startTime and endTime, determines when the audio playback should start and stop during the stage's animation playback and whether the audio should loop during its duration.
GetSchemaAttributeNames
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
GetStartTimeAttr()
Expressed in the timeCodesPerSecond of the containing stage, startTime specifies when the audio stream will start playing during animation playback.
CreateAuralModeAttr(defaultValue, writeSparsely) → Attribute
See GetAuralModeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateEndTimeAttr(defaultValue, writeSparsely) → Attribute
See GetEndTimeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateFilePathAttr(defaultValue, writeSparsely) → Attribute
See GetFilePathAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateGainAttr(defaultValue, writeSparsely) → Attribute
See GetGainAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateMediaOffsetAttr(defaultValue, writeSparsely) → Attribute
See GetMediaOffsetAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreatePlaybackModeAttr(defaultValue, writeSparsely) → Attribute
See GetPlaybackModeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
CreateStartTimeAttr(defaultValue, writeSparsely) → Attribute
See GetStartTimeAttr() , 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 .
Parameters
defaultValue (VtValue) –
writeSparsely (bool) –
static Define()
classmethod Define(stage, path) -> SpatialAudio
Attempt to ensure a UsdPrim adhering to this schema at path is
defined (according to UsdPrim::IsDefined() ) on this stage.
If a prim adhering to this schema at path is already defined on
this stage, return that prim. Otherwise author an SdfPrimSpec with
specifier == SdfSpecifierDef and this schema’s prim type name for
the prim at path at the current EditTarget. Author SdfPrimSpec s
with specifier == SdfSpecifierDef and empty typeName at the
current EditTarget for any nonexistent, or existing but not Defined
ancestors.
The given path must be an absolute prim path that does not contain
any variant selections.
If it is impossible to author any of the necessary PrimSpecs, (for
example, in case path cannot map to the current UsdEditTarget ‘s
namespace) issue an error and return an invalid UsdPrim.
Note that this method may return a defined prim whose typeName does
not specify this schema class, in case a stronger typeName opinion
overrides the opinion at the current EditTarget.
Parameters
stage (Stage) –
path (Path) –
static Get()
classmethod Get(stage, path) -> SpatialAudio
Return a UsdMediaSpatialAudio holding the prim adhering to this schema
at path on stage .
If no prim exists at path on stage , or if the prim at that
path does not adhere to this schema, return an invalid schema object.
This is shorthand for the following:
UsdMediaSpatialAudio(stage->GetPrimAtPath(path));
Parameters
stage (Stage) –
path (Path) –
GetAuralModeAttr() → Attribute
Determines how audio should be played.
Valid values are:
spatial: Play the audio in 3D space if the device can support
spatial audio. if not, fall back to mono.
nonSpatial: Play the audio without regard to the SpatialAudio
prim’s position. If the audio media contains any form of stereo or
other multi-channel sound, it is left to the application to determine
whether the listener’s position should be taken into account. We
expect nonSpatial to be the choice for ambient sounds and music sound-
tracks.
Declaration
uniform token auralMode ="spatial"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
spatial, nonSpatial
GetEndTimeAttr() → Attribute
Expressed in the timeCodesPerSecond of the containing stage, endTime
specifies when the audio stream will cease playing during animation
playback if the length of the referenced audio clip is longer than
desired.
This only applies if playbackMode is set to onceFromStartToEnd or
loopFromStartToEnd, otherwise the endTimeCode of the stage is used
instead of endTime. If endTime is less than startTime, it is
expected that the audio will instead be played from endTime to
startTime. Note that endTime is expressed as a timecode so that
the stage can properly apply layer offsets when resolving its value.
See Timecode Attributes and Time Scaling for more details and caveats.
Declaration
uniform timecode endTime = 0
C++ Type
SdfTimeCode
Usd Type
SdfValueTypeNames->TimeCode
Variability
SdfVariabilityUniform
GetFilePathAttr() → Attribute
Path to the audio file.
In general, the formats allowed for audio files is no more constrained
by USD than is image-type. As with images, however, usdz has stricter
requirements based on DMA and format support in browsers and consumer
devices. The allowed audio filetypes for usdz are M4A, MP3, WAV (in
order of preference).
Usdz Specification
Declaration
uniform asset filePath = @@
C++ Type
SdfAssetPath
Usd Type
SdfValueTypeNames->Asset
Variability
SdfVariabilityUniform
GetGainAttr() → Attribute
Multiplier on the incoming audio signal.
A value of 0”mutes”the signal. Negative values will be clamped to 0.
Declaration
double gain = 1
C++ Type
double
Usd Type
SdfValueTypeNames->Double
GetMediaOffsetAttr() → Attribute
Expressed in seconds, mediaOffset specifies the offset from the
referenced audio file’s beginning at which we should begin playback
when stage playback reaches the time that prim’s audio should start.
If the prim’s playbackMode is a looping mode, mediaOffset is
applied only to the first run-through of the audio clip; the second
and all other loops begin from the start of the audio clip.
Declaration
uniform double mediaOffset = 0
C++ Type
double
Usd Type
SdfValueTypeNames->Double
Variability
SdfVariabilityUniform
GetPlaybackModeAttr() → Attribute
Along with startTime and endTime, determines when the audio
playback should start and stop during the stage’s animation playback
and whether the audio should loop during its duration.
Valid values are:
onceFromStart: Play the audio once, starting at startTime,
continuing until the audio completes.
onceFromStartToEnd: Play the audio once beginning at startTime,
continuing until endTime or until the audio completes, whichever
comes first.
loopFromStart: Start playing the audio at startTime and
continue looping through to the stage’s authored endTimeCode.
loopFromStartToEnd: Start playing the audio at startTime and
continue looping through, stopping the audio at endTime.
loopFromStage: Start playing the audio at the stage’s authored
startTimeCode and continue looping through to the stage’s authored
endTimeCode. This can be useful for ambient sounds that should
always be active.
Declaration
uniform token playbackMode ="onceFromStart"
C++ Type
TfToken
Usd Type
SdfValueTypeNames->Token
Variability
SdfVariabilityUniform
Allowed Values
onceFromStart, onceFromStartToEnd, loopFromStart, loopFromStartToEnd,
loopFromStage
static GetSchemaAttributeNames()
classmethod GetSchemaAttributeNames(includeInherited) -> list[TfToken]
Return a vector of names of all pre-declared attributes for this
schema class and all its ancestor classes.
Does not include attributes that may be authored by custom/extended
methods of the schemas involved.
Parameters
includeInherited (bool) –
GetStartTimeAttr() → Attribute
Expressed in the timeCodesPerSecond of the containing stage,
startTime specifies when the audio stream will start playing during
animation playback.
This value is ignored when playbackMode is set to loopFromStage as,
in this mode, the audio will always start at the stage’s authored
startTimeCode. Note that startTime is expressed as a timecode so
that the stage can properly apply layer offsets when resolving its
value. See Timecode Attributes and Time Scaling for more details and
caveats.
Declaration
uniform timecode startTime = 0
C++ Type
SdfTimeCode
Usd Type
SdfValueTypeNames->TimeCode
Variability
SdfVariabilityUniform
class pxr.UsdMedia.Tokens
Attributes:
auralMode
endTime
filePath
gain
loopFromStage
loopFromStart
loopFromStartToEnd
mediaOffset
nonSpatial
onceFromStart
onceFromStartToEnd
playbackMode
spatial
startTime
auralMode = 'auralMode'
endTime = 'endTime'
filePath = 'filePath'
gain = 'gain'
loopFromStage = 'loopFromStage'
loopFromStart = 'loopFromStart'
loopFromStartToEnd = 'loopFromStartToEnd'
mediaOffset = 'mediaOffset'
nonSpatial = 'nonSpatial'
onceFromStart = 'onceFromStart'
onceFromStartToEnd = 'onceFromStartToEnd'
playbackMode = 'playbackMode'
spatial = 'spatial'
startTime = 'startTime'
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
overview_external.md | Launcher Overview — Omniverse Launcher latest documentation
Omniverse Launcher
»
Omniverse Launcher »
Launcher Overview
# Launcher Overview
The NVIDIA Omniverse™ Launcher is your first step into the Omniverse. Giving you immediate access to all the apps, connectors and other downloads the Omniverse Launcher is your gateway to the Omniverse. You can download the launcher here.
Click here for Launcher installation instructions.
## Features
### Quick Access to Omniverse Apps
With an intuitive Interface, Launcher allows a lightning quick experience for opening Omniverse Apps.
### Updating Made Easy
Staying current is easy with Omniverse Apps and Connectors. The Launcher provides all you need to download, install, and update Omniverse Apps and Connectors through an elegant user interface.
When you see a green bell icon next to an app, that means a new version is available. Click the hamburger icon next to “Launch” to open the version dropdown, then click the green “Install/bell icon” to install the latest version.
### Learning Content
With quick easy access links, the Launcher puts all the help you need front and center. Learn via video tutorials, documentation or other Omniverse users on the Omniverse Forums. Whatever way you wish to learn, Launcher makes available.
### Get Connected
Entering the Omniverse is much easier when you do so through tools you are already familiar with. Launcher offers quick access to download and install Omniverse Connectors. These Connectors allow applications like Maya, 3Ds-Max, Revit and many other DCC Applications to contribute to an Omniverse project.
Interested in learning more?
Open the Omniverse Launcher documentation portal
© Copyright 2023-2024, NVIDIA.
Last updated on Apr 15, 2024. |
kit_architecture.md | Architecture — kit-manual 105.1 documentation
kit-manual
»
Architecture
# Architecture
Kit is a platform for building applications and experiences. They may or may not have much in common. Some of these may use RTX, omni.ui or other libraries to create rich applications, others may be cut-down windowless services (e.g one to process USD files offline for example). To achieve this goal, Kit aims to be extremely modular: everything is an extension.
## Extensions
An Extension is a uniquely named and versioned package loaded at runtime. It can have any or all of the following properties:
Contain python code.
Contain shared libraries and/or Carbonite plugins.
Provide a C++ API.
Provide a python API.
Depend on other extensions.
Be reloadable (can be unloaded, changed and loaded again at runtime).
It is the basic building block of Kit-based Applications like Create. More info in the Extensions part of the guide.
## Kit Kernel (kit.exe/IApp)
Is a minimal core required to run an extension. It is an entry point for any Kit-based Application. It includes extension manager and basic interface. It is the core which holds everything together.
## omni.kit.app (omni::kit::IApp)
omni.kit.app is the basic interface that can be used by any extension, and provides a minimal set of Carbonite plugins to load and set up extensions. It is the main front part of Kit Kernel.
C++: omni::kit::IApp
python: omni.kit.app
It contains:
Carbonite framework startup
Extension manager
Event system
Update loop
Settings
Python context / runtime (edited)
It can run from either a Kit executable (kit.exe / kit) or from python.
## Bundled Extensions
The Kit SDK comes with a lot of included extensions. Even more extensions are developed outside of Kit SDK and delivered using Extension Registry.
Note
Try kit.exe --list-exts and then enable one of them, e.g. kit.exe --enable omni.usd
## Different Modes Example
### CLI utility
graph RL
usd[omni.kit.usd] -.- app(omni.kit.app)
con[omni.kit.connection] -.- app
user[user.tool] --> usd
usd --> con
user --> con
user -.- app
Note
Arrows are extension dependencies.
User writes an extension user.tool, which depends only on omni.kit.usd and omni.kit.app.
User runs Kit kit.exe --enable user.tool
Notice that only one extension is specified. omni.kit.app will automatically figure out which extensions are required by resolving dependencies and will load and start them up in the correct order.
user.tool can for instance parse command-line args, do some processing and then exit.
### GUI CLI utility
graph RL
ren[omni.kit.rendering] --> win[omni.kit.window]
ui[omni.kit.ui] --> ren
user[user.tool] --> usd
usd[omni.kit.usd] --> con[omni.kit.connection]
user --> con
userui[user.tool.ui] --> ui
userui --> user
user -.- app(omni.kit.app)
userui -.- app
con -.- app
ren -.- app
usd -.- app
win -.- app
The dependency on the UI unrolls the whole tree of required extensions.
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
Pcp.md | Pcp module — pxr-usd-api 105.1 documentation
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Modules »
Pcp module
# Pcp module
Summary: The PrimCache Population module implements core scenegraph composition semantics - behaviors informally referred to as Layering & Referencing.
Classes:
ArcType
Cache
PcpCache is the context required to make requests of the Pcp composition algorithm and cache the results.
Dependency
Description of a dependency.
DependencyType
DynamicFileFormatDependencyData
Contains the necessary information for storing a prim index's dependency on dynamic file format arguments and determining if a field change affects the prim index.
ErrorArcCycle
Arcs between PcpNodes that form a cycle.
ErrorArcPermissionDenied
Arcs that were not made between PcpNodes because of permission restrictions.
ErrorBase
Base class for all error types.
ErrorCapacityExceeded
Exceeded the capacity for composition arcs at a single site.
ErrorInconsistentAttributeType
Attributes that have specs with conflicting definitions.
ErrorInconsistentAttributeVariability
Attributes that have specs with conflicting variability.
ErrorInconsistentPropertyType
Properties that have specs with conflicting definitions.
ErrorInvalidAssetPath
Invalid asset paths used by references or payloads.
ErrorInvalidAssetPathBase
ErrorInvalidExternalTargetPath
Invalid target or connection path in some scope that points to an object outside of that scope.
ErrorInvalidInstanceTargetPath
Invalid target or connection path authored in an inherited class that points to an instance of that class.
ErrorInvalidPrimPath
Invalid prim paths used by references or payloads.
ErrorInvalidReferenceOffset
References or payloads that use invalid layer offsets.
ErrorInvalidSublayerOffset
Sublayers that use invalid layer offsets.
ErrorInvalidSublayerOwnership
Sibling layers that have the same owner.
ErrorInvalidSublayerPath
Asset paths that could not be both resolved and loaded.
ErrorInvalidTargetPath
Invalid target or connection path.
ErrorMutedAssetPath
Muted asset paths used by references or payloads.
ErrorOpinionAtRelocationSource
Opinions were found at a relocation source path.
ErrorPrimPermissionDenied
Layers with illegal opinions about private prims.
ErrorPropertyPermissionDenied
Layers with illegal opinions about private properties.
ErrorSublayerCycle
Layers that recursively sublayer themselves.
ErrorTargetPathBase
Base class for composition errors related to target or connection paths.
ErrorTargetPermissionDenied
Paths with illegal opinions about private targets.
ErrorType
ErrorUnresolvedPrimPath
Asset paths that could not be both resolved and loaded.
InstanceKey
A PcpInstanceKey identifies instanceable prim indexes that share the same set of opinions.
LayerStack
Represents a stack of layers that contribute opinions to composition.
LayerStackIdentifier
Arguments used to identify a layer stack.
LayerStackSite
A site specifies a path in a layer stack of scene description.
MapExpression
An expression that yields a PcpMapFunction value.
MapFunction
A function that maps values from one namespace (and time domain) to another.
NodeRef
PcpNode represents a node in an expression tree for compositing scene description.
PrimIndex
PcpPrimIndex is an index of the all sites of scene description that contribute opinions to a specific prim, under composition semantics.
PropertyIndex
PcpPropertyIndex is an index of all sites in scene description that contribute opinions to a specific property, under composition semantics.
Site
A site specifies a path in a layer stack of scene description.
class pxr.Pcp.ArcType
Methods:
GetValueFromName
Attributes:
allValues
static GetValueFromName()
allValues = (Pcp.ArcTypeRoot, Pcp.ArcTypeInherit, Pcp.ArcTypeRelocate, Pcp.ArcTypeVariant, Pcp.ArcTypeReference, Pcp.ArcTypePayload, Pcp.ArcTypeSpecialize)
class pxr.Pcp.Cache
PcpCache is the context required to make requests of the Pcp
composition algorithm and cache the results.
Because the algorithms are recursive making a request typically makes
other internal requests to solve subproblems caching subproblem
results is required for reasonable performance, and so this cache is
the only entrypoint to the algorithms.
There is a set of parameters that affect the composition results:
variant fallbacks: per named variant set, an ordered list of
fallback values to use when composing a prim that defines a variant
set but does not specify a selection
payload inclusion set: an SdfPath set used to identify which
prims should have their payloads included during composition; this is
the basis for explicit control over the”working set”of composition
file format target: the file format target that Pcp will request
when opening scene description layers
“USD mode”configures the Pcp composition algorithm to provide
only a custom, lighter subset of the full feature set, as needed by
the Universal Scene Description system
There are a number of different computations that can be requested.
These include computing a layer stack from a PcpLayerStackIdentifier,
computing a prim index or prim stack, and computing a property index.
Methods:
ComputeAttributeConnectionPaths(...)
Compute the attribute connection paths for the attribute at attributePath into paths .
ComputeLayerStack(identifier, allErrors)
Returns the layer stack for identifier if it exists, otherwise creates a new layer stack for identifier .
ComputePrimIndex(primPath, allErrors)
Compute and return a reference to the cached result for the prim index for the given path.
ComputePropertyIndex(propPath, allErrors)
Compute and return a reference to the cached result for the property index for the given path.
ComputeRelationshipTargetPaths(...)
Compute the relationship target paths for the relationship at relationshipPath into paths .
FindAllLayerStacksUsingLayer(layer)
Returns every computed & cached layer stack that includes layer .
FindPrimIndex(primPath)
Returns a pointer to the cached computed prim index for the given path, or None if it has not been computed.
FindPropertyIndex(propPath)
Returns a pointer to the cached computed property index for the given path, or None if it has not been computed.
FindSiteDependencies(siteLayerStack, ...)
Returns dependencies on the given site of scene description, as discovered by the cached index computations.
GetDynamicFileFormatArgumentDependencyData(...)
Returns the dynamic file format dependency data object for the prim index with the given primIndexPath .
GetLayerStackIdentifier()
Get the identifier of the layerStack used for composition.
GetMutedLayers()
Returns the list of canonical identifiers for muted layers in this cache.
GetUsedLayers()
Returns set of all layers used by this cache.
GetUsedLayersRevision()
Return a number that can be used to determine whether or not the set of layers used by this cache may have changed or not.
GetVariantFallbacks()
Get the list of fallbacks to attempt to use when evaluating variant sets that lack an authored selection.
HasAnyDynamicFileFormatArgumentDependencies()
Returns true if any prim index in this cache has a dependency on a dynamic file format argument field.
HasRootLayerStack(layerStack)
Return true if this cache's root layer stack is layerStack , false otherwise.
IsInvalidAssetPath(resolvedAssetPath)
Returns true if resolvedAssetPath was used by a prim (e.g.
IsInvalidSublayerIdentifier(identifier)
Returns true if identifier was used as a sublayer path in a layer stack but did not identify a valid layer.
IsLayerMuted(layerIdentifier)
Returns true if the layer specified by layerIdentifier is muted in this cache, false otherwise.
IsPayloadIncluded(path)
Return true if the payload is included for the given path.
IsPossibleDynamicFileFormatArgumentField(field)
Returns true if the given field is the name of a field that was composed while generating dynamic file format arguments for any prim index in this cache.
PrintStatistics()
Prints various statistics about the data stored in this cache.
Reload(changes)
Reload the layers of the layer stack, except session layers and sublayers of session layers.
RequestLayerMuting(layersToMute, ...)
Request layers to be muted or unmuted in this cache.
RequestPayloads(pathsToInclude, ...)
Request payloads to be included or excluded from composition.
SetVariantFallbacks(map, changes)
Set the list of fallbacks to attempt to use when evaluating variant sets that lack an authored selection.
UsesLayerStack(layerStack)
Return true if layerStack is used by this cache in its composition, false otherwise.
Attributes:
fileFormatTarget
str
layerStack
LayerStack
ComputeAttributeConnectionPaths(attributePath, paths, localOnly, stopProperty, includeStopProperty, deletedPaths, allErrors) → None
Compute the attribute connection paths for the attribute at
attributePath into paths .
If localOnly is true then this will compose attribute
connections from local nodes only. If stopProperty is not None
then this will stop composing attribute connections at
stopProperty , including stopProperty iff
includeStopProperty is true . If not None ,
deletedPaths will be populated with connection paths whose
deletion contributed to the computed result. allErrors will
contain any errors encountered while performing this operation.
Parameters
attributePath (Path) –
paths (list[SdfPath]) –
localOnly (bool) –
stopProperty (Spec) –
includeStopProperty (bool) –
deletedPaths (list[SdfPath]) –
allErrors (list[PcpError]) –
ComputeLayerStack(identifier, allErrors) → LayerStack
Returns the layer stack for identifier if it exists, otherwise
creates a new layer stack for identifier .
This returns None if identifier is invalid (i.e. its root
layer is None ). allErrors will contain any errors encountered
while creating a new layer stack. It’ll be unchanged if the layer
stack already existed.
Parameters
identifier (LayerStackIdentifier) –
allErrors (list[PcpError]) –
ComputePrimIndex(primPath, allErrors) → PrimIndex
Compute and return a reference to the cached result for the prim index
for the given path.
allErrors will contain any errors encountered while performing
this operation.
Parameters
primPath (Path) –
allErrors (list[PcpError]) –
ComputePropertyIndex(propPath, allErrors) → PropertyIndex
Compute and return a reference to the cached result for the property
index for the given path.
allErrors will contain any errors encountered while performing
this operation.
Parameters
propPath (Path) –
allErrors (list[PcpError]) –
ComputeRelationshipTargetPaths(relationshipPath, paths, localOnly, stopProperty, includeStopProperty, deletedPaths, allErrors) → None
Compute the relationship target paths for the relationship at
relationshipPath into paths .
If localOnly is true then this will compose relationship
targets from local nodes only. If stopProperty is not None
then this will stop composing relationship targets at stopProperty
, including stopProperty iff includeStopProperty is true .
If not None , deletedPaths will be populated with target paths
whose deletion contributed to the computed result. allErrors will
contain any errors encountered while performing this operation.
Parameters
relationshipPath (Path) –
paths (list[SdfPath]) –
localOnly (bool) –
stopProperty (Spec) –
includeStopProperty (bool) –
deletedPaths (list[SdfPath]) –
allErrors (list[PcpError]) –
FindAllLayerStacksUsingLayer(layer) → list[PcpLayerStackPtr]
Returns every computed & cached layer stack that includes layer .
Parameters
layer (Layer) –
FindPrimIndex(primPath) → PrimIndex
Returns a pointer to the cached computed prim index for the given
path, or None if it has not been computed.
Parameters
primPath (Path) –
FindPropertyIndex(propPath) → PropertyIndex
Returns a pointer to the cached computed property index for the given
path, or None if it has not been computed.
Parameters
propPath (Path) –
FindSiteDependencies(siteLayerStack, sitePath, depMask, recurseOnSite, recurseOnIndex, filterForExistingCachesOnly) → list[PcpDependency]
Returns dependencies on the given site of scene description, as
discovered by the cached index computations.
depMask
specifies what classes of dependency to include; see
PcpDependencyFlags for details recurseOnSite
includes incoming dependencies on children of sitePath recurseOnIndex
extends the result to include all PcpCache child indexes below
discovered results filterForExistingCachesOnly
filters the results to only paths representing computed prim and
property index caches; otherwise a recursively-expanded result can
include un-computed paths that are expected to depend on the site
Parameters
siteLayerStack (LayerStack) –
sitePath (Path) –
depMask (PcpDependencyFlags) –
recurseOnSite (bool) –
recurseOnIndex (bool) –
filterForExistingCachesOnly (bool) –
FindSiteDependencies(siteLayer, sitePath, depMask, recurseOnSite, recurseOnIndex, filterForExistingCachesOnly) -> list[PcpDependency]
Returns dependencies on the given site of scene description, as
discovered by the cached index computations.
This method overload takes a site layer rather than a layer stack. It
will check every layer stack using that layer, and apply any relevant
sublayer offsets to the map functions in the returned
PcpDependencyVector.
See the other method for parameter details.
Parameters
siteLayer (Layer) –
sitePath (Path) –
depMask (PcpDependencyFlags) –
recurseOnSite (bool) –
recurseOnIndex (bool) –
filterForExistingCachesOnly (bool) –
GetDynamicFileFormatArgumentDependencyData(primIndexPath) → DynamicFileFormatDependencyData
Returns the dynamic file format dependency data object for the prim
index with the given primIndexPath .
This will return an empty dependency data if either there is no cache
prim index for the path or if the prim index has no dynamic file
formats that it depends on.
Parameters
primIndexPath (Path) –
GetLayerStackIdentifier() → LayerStackIdentifier
Get the identifier of the layerStack used for composition.
GetMutedLayers() → list[str]
Returns the list of canonical identifiers for muted layers in this
cache.
See documentation on RequestLayerMuting for more details.
GetUsedLayers() → SdfLayerHandleSet
Returns set of all layers used by this cache.
GetUsedLayersRevision() → int
Return a number that can be used to determine whether or not the set
of layers used by this cache may have changed or not.
For example, if one calls GetUsedLayers() and saves the
GetUsedLayersRevision() , and then later calls GetUsedLayersRevision()
again, if the number is unchanged, then GetUsedLayers() is guaranteed
to be unchanged as well.
GetVariantFallbacks() → PcpVariantFallbackMap
Get the list of fallbacks to attempt to use when evaluating variant
sets that lack an authored selection.
HasAnyDynamicFileFormatArgumentDependencies() → bool
Returns true if any prim index in this cache has a dependency on a
dynamic file format argument field.
HasRootLayerStack(layerStack) → bool
Return true if this cache’s root layer stack is layerStack , false
otherwise.
This is functionally equivalent to comparing against the result of
GetLayerStack() , but does not require constructing a TfWeakPtr or any
refcount operations.
Parameters
layerStack (LayerStack) –
HasRootLayerStack(layerStack) -> bool
This is an overloaded member function, provided for convenience. It
differs from the above function only in what argument(s) it accepts.
Parameters
layerStack (LayerStack) –
IsInvalidAssetPath(resolvedAssetPath) → bool
Returns true if resolvedAssetPath was used by a prim (e.g.
in a reference) but did not resolve to a valid asset. This is
functionally equivalent to examining the values in the map returned by
GetInvalidAssetPaths, but more efficient.
Parameters
resolvedAssetPath (str) –
IsInvalidSublayerIdentifier(identifier) → bool
Returns true if identifier was used as a sublayer path in a layer
stack but did not identify a valid layer.
This is functionally equivalent to examining the values in the vector
returned by GetInvalidSublayerIdentifiers, but more efficient.
Parameters
identifier (str) –
IsLayerMuted(layerIdentifier) → bool
Returns true if the layer specified by layerIdentifier is muted in
this cache, false otherwise.
If layerIdentifier is relative, it is assumed to be relative to
this cache’s root layer. See documentation on RequestLayerMuting for
more details.
Parameters
layerIdentifier (str) –
IsLayerMuted(anchorLayer, layerIdentifier, canonicalMutedLayerIdentifier) -> bool
Returns true if the layer specified by layerIdentifier is muted in
this cache, false otherwise.
If layerIdentifier is relative, it is assumed to be relative to
anchorLayer . If canonicalMutedLayerIdentifier is supplied, it
will be populated with the canonical identifier of the muted layer if
this function returns true. See documentation on RequestLayerMuting
for more details.
Parameters
anchorLayer (Layer) –
layerIdentifier (str) –
canonicalMutedLayerIdentifier (str) –
IsPayloadIncluded(path) → bool
Return true if the payload is included for the given path.
Parameters
path (Path) –
IsPossibleDynamicFileFormatArgumentField(field) → bool
Returns true if the given field is the name of a field that was
composed while generating dynamic file format arguments for any prim
index in this cache.
Parameters
field (str) –
PrintStatistics() → None
Prints various statistics about the data stored in this cache.
Reload(changes) → None
Reload the layers of the layer stack, except session layers and
sublayers of session layers.
This will also try to load sublayers in this cache’s layer stack that
could not be loaded previously. It will also try to load any
referenced or payloaded layer that could not be loaded previously.
Clients should subsequently Apply() changes to use any now-
valid layers.
Parameters
changes (PcpChanges) –
RequestLayerMuting(layersToMute, layersToUnmute, changes, newLayersMuted, newLayersUnmuted) → None
Request layers to be muted or unmuted in this cache.
Muted layers are ignored during composition and do not appear in any
layer stacks. The root layer of this stage may not be muted;
attempting to do so will generate a coding error. If the root layer of
a reference or payload layer stack is muted, the behavior is as if the
muted layer did not exist, which means a composition error will be
generated.
A canonical identifier for each layer in layersToMute will be
computed using ArResolver::CreateIdentifier using the cache’s root
layer as the anchoring asset. Any layer encountered during composition
with the same identifier will be considered muted and ignored.
Note that muting a layer will cause this cache to release all
references to that layer. If no other client is holding on to
references to that layer, it will be unloaded. In this case, if there
are unsaved edits to the muted layer, those edits are lost. Since
anonymous layers are not serialized, muting an anonymous layer will
cause that layer and its contents to be lost in this case.
If changes is not nullptr , it is adjusted to reflect the
changes necessary to see the change in muted layers. Otherwise, those
changes are applied immediately.
newLayersMuted and newLayersUnmuted contains the pruned vector
of layers which are muted or unmuted by this call to
RequestLayerMuting.
Parameters
layersToMute (list[str]) –
layersToUnmute (list[str]) –
changes (PcpChanges) –
newLayersMuted (list[str]) –
newLayersUnmuted (list[str]) –
RequestPayloads(pathsToInclude, pathsToExclude, changes) → None
Request payloads to be included or excluded from composition.
pathsToInclude
is a set of paths to add to the set for payload inclusion.
pathsToExclude
is a set of paths to remove from the set for payload inclusion.
changes
if not None , is adjusted to reflect the changes necessary to see
the change in payloads; otherwise those changes are applied
immediately.
If a path is listed in both pathsToInclude and pathsToExclude, it will
be treated as an inclusion only.
Parameters
pathsToInclude (SdfPathSet) –
pathsToExclude (SdfPathSet) –
changes (PcpChanges) –
SetVariantFallbacks(map, changes) → None
Set the list of fallbacks to attempt to use when evaluating variant
sets that lack an authored selection.
If changes is not None then it’s adjusted to reflect the
changes necessary to see the change in standin preferences, otherwise
those changes are applied immediately.
Parameters
map (PcpVariantFallbackMap) –
changes (PcpChanges) –
UsesLayerStack(layerStack) → bool
Return true if layerStack is used by this cache in its
composition, false otherwise.
Parameters
layerStack (LayerStack) –
property fileFormatTarget
str
Returns the file format target this cache is configured for.
Type
type
property layerStack
LayerStack
Get the layer stack for GetLayerStackIdentifier() .
Note that this will neither compute the layer stack nor report errors.
So if the layer stack has not been computed yet this will return
None . Use ComputeLayerStack() if you need to compute the layer
stack if it hasn’t been computed already and/or get errors caused by
computing the layer stack.
Type
type
class pxr.Pcp.Dependency
Description of a dependency.
Attributes:
indexPath
mapFunc
sitePath
property indexPath
property mapFunc
property sitePath
class pxr.Pcp.DependencyType
Methods:
GetValueFromName
Attributes:
allValues
static GetValueFromName()
allValues = (Pcp.DependencyTypeNone, Pcp.DependencyTypeRoot, Pcp.DependencyTypePurelyDirect, Pcp.DependencyTypePartlyDirect, Pcp.DependencyTypeDirect, Pcp.DependencyTypeAncestral, Pcp.DependencyTypeVirtual, Pcp.DependencyTypeNonVirtual, Pcp.DependencyTypeAnyNonVirtual, Pcp.DependencyTypeAnyIncludingVirtual)
class pxr.Pcp.DynamicFileFormatDependencyData
Contains the necessary information for storing a prim index’s
dependency on dynamic file format arguments and determining if a field
change affects the prim index. This data structure does not store the
prim index or its path itself and is expected to be the data in some
other data structure that maps prim indexes to its dependencies.
Methods:
CanFieldChangeAffectFileFormatArguments(...)
Given a field name and the changed field values in oldAndNewValues this return whether this change can affect any of the file format arguments generated by any of the contexts stored in this dependency.
GetRelevantFieldNames()
Returns a list of field names that were composed for any of the dependency contexts that were added to this dependency.
IsEmpty()
Returns whether this dependency data is empty.
CanFieldChangeAffectFileFormatArguments(fieldName, oldValue, newValue) → bool
Given a field name and the changed field values in
oldAndNewValues this return whether this change can affect any of
the file format arguments generated by any of the contexts stored in
this dependency.
Parameters
fieldName (str) –
oldValue (VtValue) –
newValue (VtValue) –
GetRelevantFieldNames() → str.Set
Returns a list of field names that were composed for any of the
dependency contexts that were added to this dependency.
IsEmpty() → bool
Returns whether this dependency data is empty.
class pxr.Pcp.ErrorArcCycle
Arcs between PcpNodes that form a cycle.
class pxr.Pcp.ErrorArcPermissionDenied
Arcs that were not made between PcpNodes because of permission
restrictions.
class pxr.Pcp.ErrorBase
Base class for all error types.
Attributes:
errorType
property errorType
class pxr.Pcp.ErrorCapacityExceeded
Exceeded the capacity for composition arcs at a single site.
class pxr.Pcp.ErrorInconsistentAttributeType
Attributes that have specs with conflicting definitions.
class pxr.Pcp.ErrorInconsistentAttributeVariability
Attributes that have specs with conflicting variability.
class pxr.Pcp.ErrorInconsistentPropertyType
Properties that have specs with conflicting definitions.
class pxr.Pcp.ErrorInvalidAssetPath
Invalid asset paths used by references or payloads.
class pxr.Pcp.ErrorInvalidAssetPathBase
class pxr.Pcp.ErrorInvalidExternalTargetPath
Invalid target or connection path in some scope that points to an
object outside of that scope.
class pxr.Pcp.ErrorInvalidInstanceTargetPath
Invalid target or connection path authored in an inherited class that
points to an instance of that class.
class pxr.Pcp.ErrorInvalidPrimPath
Invalid prim paths used by references or payloads.
class pxr.Pcp.ErrorInvalidReferenceOffset
References or payloads that use invalid layer offsets.
class pxr.Pcp.ErrorInvalidSublayerOffset
Sublayers that use invalid layer offsets.
class pxr.Pcp.ErrorInvalidSublayerOwnership
Sibling layers that have the same owner.
class pxr.Pcp.ErrorInvalidSublayerPath
Asset paths that could not be both resolved and loaded.
class pxr.Pcp.ErrorInvalidTargetPath
Invalid target or connection path.
class pxr.Pcp.ErrorMutedAssetPath
Muted asset paths used by references or payloads.
class pxr.Pcp.ErrorOpinionAtRelocationSource
Opinions were found at a relocation source path.
class pxr.Pcp.ErrorPrimPermissionDenied
Layers with illegal opinions about private prims.
class pxr.Pcp.ErrorPropertyPermissionDenied
Layers with illegal opinions about private properties.
class pxr.Pcp.ErrorSublayerCycle
Layers that recursively sublayer themselves.
class pxr.Pcp.ErrorTargetPathBase
Base class for composition errors related to target or connection
paths.
class pxr.Pcp.ErrorTargetPermissionDenied
Paths with illegal opinions about private targets.
class pxr.Pcp.ErrorType
Methods:
GetValueFromName
Attributes:
allValues
static GetValueFromName()
allValues = (Pcp.ErrorType_ArcCycle, Pcp.ErrorType_ArcPermissionDenied, Pcp.ErrorType_IndexCapacityExceeded, Pcp.ErrorType_ArcCapacityExceeded, Pcp.ErrorType_ArcNamespaceDepthCapacityExceeded, Pcp.ErrorType_InconsistentPropertyType, Pcp.ErrorType_InconsistentAttributeType, Pcp.ErrorType_InconsistentAttributeVariability, Pcp.ErrorType_InternalAssetPath, Pcp.ErrorType_InvalidPrimPath, Pcp.ErrorType_InvalidAssetPath, Pcp.ErrorType_InvalidInstanceTargetPath, Pcp.ErrorType_InvalidExternalTargetPath, Pcp.ErrorType_InvalidTargetPath, Pcp.ErrorType_InvalidReferenceOffset, Pcp.ErrorType_InvalidSublayerOffset, Pcp.ErrorType_InvalidSublayerOwnership, Pcp.ErrorType_InvalidSublayerPath, Pcp.ErrorType_InvalidVariantSelection, Pcp.ErrorType_OpinionAtRelocationSource, Pcp.ErrorType_PrimPermissionDenied, Pcp.ErrorType_PropertyPermissionDenied, Pcp.ErrorType_SublayerCycle, Pcp.ErrorType_TargetPermissionDenied, Pcp.ErrorType_UnresolvedPrimPath)
class pxr.Pcp.ErrorUnresolvedPrimPath
Asset paths that could not be both resolved and loaded.
class pxr.Pcp.InstanceKey
A PcpInstanceKey identifies instanceable prim indexes that share the
same set of opinions. Instanceable prim indexes with equal instance
keys are guaranteed to have the same opinions for name children and
properties beneath those name children. They are NOT guaranteed to
have the same opinions for direct properties of the prim indexes
themselves.
class pxr.Pcp.LayerStack
Represents a stack of layers that contribute opinions to composition.
Each PcpLayerStack is identified by a PcpLayerStackIdentifier. This
identifier contains all of the parameters needed to construct a layer
stack, such as the root layer, session layer, and path resolver
context.
PcpLayerStacks are constructed and managed by a
Pcp_LayerStackRegistry.
Attributes:
expired
True if this object has expired, False otherwise.
identifier
LayerStackIdentifier
incrementalRelocatesSourceToTarget
SdfRelocatesMap
incrementalRelocatesTargetToSource
SdfRelocatesMap
layerOffsets
layerTree
LayerTree
layers
list[SdfLayerRefPtr]
localErrors
list[PcpError]
mutedLayers
set[str]
pathsToPrimsWithRelocates
list[SdfPath]
relocatesSourceToTarget
SdfRelocatesMap
relocatesTargetToSource
SdfRelocatesMap
property expired
True if this object has expired, False otherwise.
property identifier
LayerStackIdentifier
Returns the identifier for this layer stack.
Type
type
property incrementalRelocatesSourceToTarget
SdfRelocatesMap
Returns incremental relocation source-to-target mapping for this layer
stack.
This map contains the individual relocation entries found across all
layers in this layer stack; it does not combine ancestral entries with
descendant entries. For instance, if this layer stack contains
relocations { /A: /B} and { /A/C: /A/D}, this map will contain { /A:
/B} and { /A/C: /A/D}.
Type
type
property incrementalRelocatesTargetToSource
SdfRelocatesMap
Returns incremental relocation target-to-source mapping for this layer
stack.
See GetIncrementalRelocatesTargetToSource for more details.
Type
type
property layerOffsets
property layerTree
LayerTree
Returns the layer tree representing the structure of this layer stack.
Type
type
property layers
list[SdfLayerRefPtr]
Returns the layers in this layer stack in strong-to-weak order.
Note that this is only the local layer stack it does not include
any layers brought in by references inside prims.
Type
type
property localErrors
list[PcpError]
Return the list of errors local to this layer stack.
Type
type
property mutedLayers
set[str]
Returns the set of layers that were muted in this layer stack.
Type
type
property pathsToPrimsWithRelocates
list[SdfPath]
Returns a list of paths to all prims across all layers in this layer
stack that contained relocates.
Type
type
property relocatesSourceToTarget
SdfRelocatesMap
Returns relocation source-to-target mapping for this layer stack.
This map combines the individual relocation entries found across all
layers in this layer stack; multiple entries that affect a single prim
will be combined into a single entry. For instance, if this layer
stack contains relocations { /A: /B} and { /A/C: /A/D}, this map will
contain { /A: /B} and { /B/C: /B/D}. This allows consumers to go from
unrelocated namespace to relocated namespace in a single step.
Type
type
property relocatesTargetToSource
SdfRelocatesMap
Returns relocation target-to-source mapping for this layer stack.
See GetRelocatesSourceToTarget for more details.
Type
type
class pxr.Pcp.LayerStackIdentifier
Arguments used to identify a layer stack.
Objects of this type are immutable.
Attributes:
pathResolverContext
rootLayer
sessionLayer
property pathResolverContext
property rootLayer
property sessionLayer
class pxr.Pcp.LayerStackSite
A site specifies a path in a layer stack of scene description.
Attributes:
layerStack
path
property layerStack
property path
class pxr.Pcp.MapExpression
An expression that yields a PcpMapFunction value.
Expressions comprise constant values, variables, and operators applied
to sub-expressions. Expressions cache their computed values
internally. Assigning a new value to a variable automatically
invalidates the cached values of dependent expressions. Common
(sub-)expressions are automatically detected and shared.
PcpMapExpression exists solely to support efficient incremental
handling of relocates edits. It represents a tree of the namespace
mapping operations and their inputs, so we can narrowly redo the
computation when one of the inputs changes.
Methods:
AddRootIdentity()
Return a new expression representing this expression with an added (if necessary) mapping from</>to</>.
Compose(f)
Create a new PcpMapExpression representing the application of f's value, followed by the application of this expression's value.
Constant
classmethod Constant(constValue) -> MapExpression
Evaluate()
Evaluate this expression, yielding a PcpMapFunction value.
Identity
classmethod Identity() -> MapExpression
Inverse()
Create a new PcpMapExpression representing the inverse of f.
MapSourceToTarget(path)
Map a path in the source namespace to the target.
MapTargetToSource(path)
Map a path in the target namespace to the source.
Attributes:
isIdentity
bool
isNull
bool
timeOffset
LayerOffset
AddRootIdentity() → MapExpression
Return a new expression representing this expression with an added (if
necessary) mapping from</>to</>.
Compose(f) → MapExpression
Create a new PcpMapExpression representing the application of f’s
value, followed by the application of this expression’s value.
Parameters
f (MapExpression) –
static Constant()
classmethod Constant(constValue) -> MapExpression
Create a new constant.
Parameters
constValue (Value) –
Evaluate() → Value
Evaluate this expression, yielding a PcpMapFunction value.
The computed result is cached. The return value is a reference to the
internal cached value. The cache is automatically invalidated as
needed.
static Identity()
classmethod Identity() -> MapExpression
Return an expression representing PcpMapFunction::Identity() .
static Inverse() → MapExpression
Create a new PcpMapExpression representing the inverse of f.
MapSourceToTarget(path) → Path
Map a path in the source namespace to the target.
If the path is not in the domain, returns an empty path.
Parameters
path (Path) –
MapTargetToSource(path) → Path
Map a path in the target namespace to the source.
If the path is not in the co-domain, returns an empty path.
Parameters
path (Path) –
property isIdentity
bool
Return true if the evaluated map function is the identity function.
For identity, MapSourceToTarget() always returns the path unchanged.
Type
type
property isNull
bool
Return true if this is a null expression.
Type
type
property timeOffset
LayerOffset
The time offset of the mapping.
Type
type
class pxr.Pcp.MapFunction
A function that maps values from one namespace (and time domain) to
another. It represents the transformation that an arc such as a
reference arc applies as it incorporates values across the arc.
Take the example of a reference arc, where a source path</Model>is
referenced as a target path,</Model_1>. The source path</Model>is the
source of the opinions; the target path</Model_1>is where they are
incorporated in the scene. Values in the model that refer to paths
relative to</Model>must be transformed to be relative
to</Model_1>instead. The PcpMapFunction for the arc provides this
service.
Map functions have a specific domain, or set of values they can
operate on. Any values outside the domain cannot be mapped. The domain
precisely tracks what areas of namespace can be referred to across
various forms of arcs.
Map functions can be chained to represent a series of map operations
applied in sequence. The map function represent the cumulative effect
as efficiently as possible. For example, in the case of a chained
reference from</Model>to</Model>to</Model>to</Model_1>, this is
effectively the same as a mapping directly from</Model>to</Model_1>.
Representing the cumulative effect of arcs in this way is important
for handling larger scenes efficiently.
Map functions can be inverted. Formally, map functions are
bijections (one-to-one and onto), which ensures that they can be
inverted. Put differently, no information is lost by applying a map
function to set of values within its domain; they retain their
distinct identities and can always be mapped back.
One analogy that may or may not be helpful: In the same way a
geometric transform maps a model’s points in its rest space into the
world coordinates for a particular instance, a PcpMapFunction maps
values about a referenced model into the composed scene for a
particular instance of that model. But rather than translating and
rotating points, the map function shifts the values in namespace (and
time).
Methods:
Compose(f)
Compose this map over the given map function.
ComposeOffset(newOffset)
Compose this map function over a hypothetical map function that has an identity path mapping and offset .
GetInverse()
Return the inverse of this map function.
Identity
classmethod Identity() -> MapFunction
IdentityPathMap
classmethod IdentityPathMap() -> PathMap
MapSourceToTarget(path)
Map a path in the source namespace to the target.
MapTargetToSource(path)
Map a path in the target namespace to the source.
Attributes:
isIdentity
bool
isIdentityPathMapping
bool
isNull
bool
sourceToTargetMap
PathMap
timeOffset
LayerOffset
Compose(f) → MapFunction
Compose this map over the given map function.
The result will represent the application of f followed by the
application of this function.
Parameters
f (MapFunction) –
ComposeOffset(newOffset) → MapFunction
Compose this map function over a hypothetical map function that has an
identity path mapping and offset .
This is equivalent to building such a map function and invoking
Compose() , but is faster.
Parameters
newOffset (LayerOffset) –
GetInverse() → MapFunction
Return the inverse of this map function.
This returns a true inverse inv: for any path p in this function’s
domain that it maps to p’, inv(p’) ->p.
static Identity()
classmethod Identity() -> MapFunction
Construct an identity map function.
static IdentityPathMap()
classmethod IdentityPathMap() -> PathMap
Returns an identity path mapping.
MapSourceToTarget(path) → Path
Map a path in the source namespace to the target.
If the path is not in the domain, returns an empty path.
Parameters
path (Path) –
MapTargetToSource(path) → Path
Map a path in the target namespace to the source.
If the path is not in the co-domain, returns an empty path.
Parameters
path (Path) –
property isIdentity
bool
Return true if the map function is the identity function.
The identity function has an identity path mapping and time offset.
Type
type
property isIdentityPathMapping
bool
Return true if the map function uses the identity path mapping.
If true, MapSourceToTarget() always returns the path unchanged.
However, this map function may have a non-identity time offset.
Type
type
property isNull
bool
Return true if this map function is the null function.
For a null function, MapSourceToTarget() always returns an empty path.
Type
type
property sourceToTargetMap
PathMap
The set of path mappings, from source to target.
Type
type
property timeOffset
LayerOffset
The time offset of the mapping.
Type
type
class pxr.Pcp.NodeRef
PcpNode represents a node in an expression tree for compositing scene
description.
A node represents the opinions from a particular site. In addition, it
may have child nodes, representing nested expressions that are
composited over/under this node.
Child nodes are stored and composited in strength order.
Each node holds information about the arc to its parent. This captures
both the relative strength of the sub-expression as well as any value-
mapping needed, such as to rename opinions from a model to use in a
particular instance.
Methods:
CanContributeSpecs()
Returns true if this node is allowed to contribute opinions for composition, false otherwise.
GetDepthBelowIntroduction()
Return the number of levels of namespace this node's site is below the level at which it was introduced by an arc.
GetIntroPath()
Get the path that introduced this node.
GetOriginRootNode()
Walk up to the root origin node for this node.
GetPathAtIntroduction()
Returns the path for this node's site when it was introduced.
GetRootNode()
Walk up to the root node of this expression.
IsDueToAncestor()
IsRootNode()
Returns true if this node is the root node of the prim index graph.
Attributes:
arcType
ArcType
children
hasSpecs
None
hasSymmetry
None
isCulled
bool
isInert
bool
isRestricted
bool
layerStack
LayerStack
mapToParent
MapExpression
mapToRoot
MapExpression
namespaceDepth
int
origin
parent
path
Path
permission
Permission
siblingNumAtOrigin
int
site
LayerStackSite
CanContributeSpecs() → bool
Returns true if this node is allowed to contribute opinions for
composition, false otherwise.
GetDepthBelowIntroduction() → int
Return the number of levels of namespace this node’s site is below the
level at which it was introduced by an arc.
GetIntroPath() → Path
Get the path that introduced this node.
Specifically, this is the path the parent node had at the level of
namespace where this node was added as a child. For a root node, this
returns the absolute root path. See also GetDepthBelowIntroduction() .
GetOriginRootNode() → NodeRef
Walk up to the root origin node for this node.
This is the very first node that caused this node to be added to the
graph. For instance, the root origin node of an implied inherit is the
original inherit node.
GetPathAtIntroduction() → Path
Returns the path for this node’s site when it was introduced.
GetRootNode() → NodeRef
Walk up to the root node of this expression.
IsDueToAncestor() → bool
IsRootNode() → bool
Returns true if this node is the root node of the prim index graph.
property arcType
ArcType
Returns the type of arc connecting this node to its parent node.
Type
type
property children
property hasSpecs
None
Returns true if this node has opinions authored for composition, false
otherwise.
Type
type
property hasSymmetry
None
Get/set whether this node provides any symmetry opinions, either
directly or from a namespace ancestor.
Type
type
property isCulled
bool
Type
type
property isInert
bool
Type
type
property isRestricted
bool
Type
type
property layerStack
LayerStack
Returns the layer stack for the site this node represents.
Type
type
property mapToParent
MapExpression
Returns mapping function used to translate paths and values from this
node to its parent node.
Type
type
property mapToRoot
MapExpression
Returns mapping function used to translate paths and values from this
node directly to the root node.
Type
type
property namespaceDepth
int
Returns the absolute namespace depth of the node that introduced this
node.
Note that this does not count any variant selections.
Type
type
property origin
property parent
property path
Path
Returns the path for the site this node represents.
Type
type
property permission
Permission
type : None
Get/set the permission for this node.
This indicates whether specs on this node can be accessed from other
nodes.
Type
type
property siblingNumAtOrigin
int
Returns this node’s index among siblings with the same arc type at
this node’s origin.
Type
type
property site
LayerStackSite
Get the site this node represents.
Type
type
class pxr.Pcp.PrimIndex
PcpPrimIndex is an index of the all sites of scene description that
contribute opinions to a specific prim, under composition semantics.
PcpComputePrimIndex() builds an index (“indexes”) the given prim site.
At any site there may be scene description values expressing arcs that
represent instructions to pull in further scene description.
PcpComputePrimIndex() recursively follows these arcs, building and
ordering the results.
Methods:
ComposeAuthoredVariantSelections()
Compose the authored prim variant selections.
ComputePrimChildNames(nameOrder, ...)
Compute the prim child names for the given path.
ComputePrimPropertyNames(nameOrder)
Compute the prim property names for the given path.
DumpToDotGraph(filename, ...)
Dump the prim index in dot format to the file named filename .
DumpToString(includeInheritOriginInfo, ...)
Dump the prim index contents to a string.
GetNodeProvidingSpec(primSpec)
Returns the node that brings opinions from primSpec into this prim index.
GetSelectionAppliedForVariantSet(variantSet)
Return the variant selection applied for the named variant set.
IsInstanceable()
Returns true if this prim index is instanceable.
IsValid()
Return true if this index is valid.
PrintStatistics()
Prints various statistics about this prim index.
Attributes:
hasAnyPayloads
localErrors
list[PcpError]
primStack
rootNode
NodeRef
ComposeAuthoredVariantSelections() → SdfVariantSelectionMap
Compose the authored prim variant selections.
These are the variant selections expressed in scene description. Note
that these selections may not have actually been applied, if they are
invalid.
This result is not cached, but computed each time.
ComputePrimChildNames(nameOrder, prohibitedNameSet) → None
Compute the prim child names for the given path.
errors will contain any errors encountered while performing this
operation.
Parameters
nameOrder (list[TfToken]) –
prohibitedNameSet (PcpTokenSet) –
ComputePrimPropertyNames(nameOrder) → None
Compute the prim property names for the given path.
errors will contain any errors encountered while performing this
operation. The nameOrder vector must not contain any duplicate
entries.
Parameters
nameOrder (list[TfToken]) –
DumpToDotGraph(filename, includeInheritOriginInfo, includeMaps) → None
Dump the prim index in dot format to the file named filename .
See Dump(...) for information regarding arguments.
Parameters
filename (str) –
includeInheritOriginInfo (bool) –
includeMaps (bool) –
DumpToString(includeInheritOriginInfo, includeMaps) → str
Dump the prim index contents to a string.
If includeInheritOriginInfo is true , output for implied
inherit nodes will include information about the originating inherit
node. If includeMaps is true , output for each node will
include the mappings to the parent and root node.
Parameters
includeInheritOriginInfo (bool) –
includeMaps (bool) –
GetNodeProvidingSpec(primSpec) → NodeRef
Returns the node that brings opinions from primSpec into this prim
index.
If no such node exists, returns an invalid PcpNodeRef.
Parameters
primSpec (PrimSpec) –
GetNodeProvidingSpec(layer, path) -> NodeRef
Returns the node that brings opinions from the Sd prim spec at
layer and path into this prim index.
If no such node exists, returns an invalid PcpNodeRef.
Parameters
layer (Layer) –
path (Path) –
GetSelectionAppliedForVariantSet(variantSet) → str
Return the variant selection applied for the named variant set.
If none was applied, this returns an empty string. This can be
different from the authored variant selection; for example, if the
authored selection is invalid.
Parameters
variantSet (str) –
IsInstanceable() → bool
Returns true if this prim index is instanceable.
Instanceable prim indexes with the same instance key are guaranteed to
have the same set of opinions, but may not have local opinions about
name children.
PcpInstanceKey
IsValid() → bool
Return true if this index is valid.
A default-constructed index is invalid.
PrintStatistics() → None
Prints various statistics about this prim index.
property hasAnyPayloads
property localErrors
list[PcpError]
Return the list of errors local to this prim.
Type
type
property primStack
property rootNode
NodeRef
Returns the root node of the prim index graph.
Type
type
class pxr.Pcp.PropertyIndex
PcpPropertyIndex is an index of all sites in scene description that
contribute opinions to a specific property, under composition
semantics.
Attributes:
localErrors
list[PcpError]
localPropertyStack
propertyStack
property localErrors
list[PcpError]
Return the list of errors local to this property.
Type
type
property localPropertyStack
property propertyStack
class pxr.Pcp.Site
A site specifies a path in a layer stack of scene description.
Attributes:
layerStack
path
property layerStack
property path
© Copyright 2019-2023, NVIDIA.
Last updated on Nov 14, 2023. |
install_guide_linux.md | Installation on Linux — Omniverse Launcher latest documentation
Omniverse Launcher
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Omniverse Launcher »
Installation Guide »
Installation on Linux
# Installation on Linux
## Prerequisites for Installation
There are two elements that you need to have prior to starting the installation process. Both components are available within the NVIDIA Licensing Portal (NLP).
It’s important to note that the entitlements themselves are provided to the person at the company who makes the purchase, and that person can add others (including the IT Managers) to the Licensing Portal so that they can grab the components listed below. You can read more about this process as part of Enterprise Quick Start Guide.
Download the IT Managed Launcher Installer.
(.AppImage) AppImage since you’re running Linux
Your Organization Name Identifier (org-name).
To find the IT Managed Launcher executable on the NLP:
Once you’ve logged into the Portal, go to the Software Downloads section and look for the NVIDIA Omniverse IT Managed Launcher for your platform of choice (Linux in this case).
Click Download to initiate the download process of the installer.
Note
Once the installer is downloaded, you should place it onto your designated staging hardware inside of your company firewall.
Next you’ll grab your Organization’s Name Identifier (org-name).
To do this, at the top of the portal, hover your mouse over your user account until you see a View Settings message pop up. (See image below)
Within the resulting My Info dialog, under the Organization area, you will see an org-name section. The information that is presented there represents your Organization Name and will be required later.
View Settings:
Be sure to capture this information before you begin the installation process. You will need it to install the IT Managed Launcher as well as configure your enterprise enablement.
Organization Name
Once you have this information, it’s time to install the IT Managed Launcher.
There are two ways to install the IT Managed Launcher on Linux.
Manually: You can install the Launcher manually on a user’s workstation directly (e.g. Terminal / Bash)
Deployment: You can pre-configure the Launcher to be installed as part of a deployment software strategy (e.g. SaltStack).
We will cover both options below.
## Terminal / Bash
### Deploying Launcher
To install the IT Managed Launcher on Linux (Ubuntu 20.04 and 22.04), follow these steps:
Run the IT Managed Launcher by launching the AppImage you downloaded from the Licensing Portal locally on users workstations.
Important
On Linux, instead of running the IT Managed Launcher installer, you first need to set the AppImage as an executable program and launch it. This will register the app as the default handler for omniverse-launcher:// custom URLs described elsewhere in this document that installs the applications themselves..
For Ubuntu users, make sure you have done the following so that the AppImage will launch.
From the Terminal, first run:
> sudo apt install libfuse2
Then make sure you check the permissions of the downloaded AppImage file to verify that it can be run as a program.
Using the UI, right-click on the AppImage and choose Properties. Go to the Permissions section and ensure that the Allow executing file as program checkbox is checked.
Or, from the Terminal, in the directory where the AppImage was saved:
> chmod +x omniverse-launcher-linux-enterprise.AppImage
Once those items are completed, you should be able to double-click on the AppImage package and have it run. Or, run it from the Terminal:
> ./omniverse-launcher-linux-enterprise.AppImage
### Setting up TOML Files
( Learn more about TOML syntax: https://toml.io/en/ )
1) When the AppImage launches, you’ll immediately be prompted to set a number of default locations for Omniverse. These paths determine where Omniverse will place the installed applications (Library Path), data files (Data Path), content files (Content Path) and Cache information.
All of the paths set here will be recorded and stored within an omniverse.toml file for later editing as needed. It’s important to note that all of the paths can be changed as per preference and/or IT Policy at a later time. By default, the installer takes all of your path preferences and stores them in the following folder structure:
~/Home/.nvidia-omniverse/config
2) Once you’ve set the default paths for Omniverse to use, click on the Continue Button.
You should now be presented with a blank Library window inside of the launcher.
3) Close the IT Managed Launcher.
At this point, the IT Managed Launcher is installed. However, before you start to install Omniverse applications, you’ll need to add two additional, important configuration files.
When you look at the default configuration location in Linux (~/Home/.nvidia-omniverse/config), you should see the omniverse.toml file that the installer added as shown below.
This omniverse.toml file is the primary configuration file for the IT Managed Launcher. Within this configuration file, the following paths are described, and they should match the selections you made in step 1. Be aware that you can set these after the installation to different paths as needed for security policy at any time.
[paths]
library_root = "/home/myuser/.local/share/ov/pkg" # Path where to install all applications
data_root = "/home/myuser/.local/share/ov/data" # Folder where Launcher and Omniverse apps store their data files
cache_root = "/home/myuser/.cache/ov" # Folder where Omniverse apps store their cache and temporary files
logs_root = "/home/myuser/.nvidia-omniverse/logs" # Folder where Launcher and Omniverse apps store their logs
extension_root = /home/myuser/Documents/kit/shared/exts # Folder where all Omniverse shared extensions are stored
content_root = "/home/myuser/Downloads" # Folder where Launcher saves downloaded content packs
confirmed = true # Confirmation that all paths are set correctly, must be set to `true`
Note
If a system administrator doesn’t want to allow users to change these paths, the omniverse.toml file can be marked as read-only.
Also, if a System Administrator plans to install the IT Managed Launcher to a shared location like ~/Home/Shared on Linux, they need to specify a shared folder for library_root and logs_root path in the omniverse.toml file.
You’re now going to add two additional files to this /config folder in addition to the omniverse.toml file.
privacy.toml file to record consent choices for data collection and capture of crash logs.
license.toml to provide your license details.
Important
By opting into telemetry, you can help improve the performance & stability of the software. For more details on what data is collected and how it is processed see this section.
4) Within the /config folder, create a text file named privacy.toml, which is the configuration file for Omniverse telemetry. Within this privacy file, specify the following:
[privacy]
performance = true
personalization = true
usage = true
Once this file contains these four lines, save the file.
Note
If your IT or Security Policy prohibits the collection of telemetry, set all of these values to false.
5) For the last file needed in this folder, create a text file named license.toml, which is the licensing configuration file for Omniverse. Within this licensing file, specify the Organization Name Identifier (org-name) you retrieved from the Licensing Portal:
[ovlicense]
org-name = "<insert-your-org-name-here>"
Once this file contains these two lines, save the file.
When you’ve completed these steps, your ~/Home/.nvidia-omniverse/config folder should have the directory and .toml files like the screenshot below:
That completes the IT Managed Launcher installation for Linux and Omniverse applications can now be installed to users’ workstations.
### Setting Up Packages
Once the Omniverse IT Managed Launcher is installed and configured, you’re ready to install the Omniverse foundation applications for your users.
As an IT Manager, you now need to download the various Omniverse foundation applications from the Omniverse Enterprise Web Portal. Each application will come in the form of an archived .zip file that you can take to a user’s machine and install either manually, or via your internal deployment framework.
1) To begin, log into the Omniverse Enterprise Web Portal.
2) In the left-hand navigation area, select Apps, and from the resulting view, click on the tile of the Omniverse foundation application you want to install.
3) Available releases are categorized by release channel. A release is classified as Beta, Release, or Enterprise, depending on its maturity and stability.
Beta
Beta builds may or may not be feature complete or fully stable. These are good for testing new Omniverse functionality, but aren’t guaranteed to be ready for production.
Release
Release builds (also known as GA or General Availability) are feature complete and stable builds ready for production.
Enterprise
Enterprise builds are provided for Enterprise customers and represent supported production versions of Omniverse software.
4) Select a package version in the dropdown list and click Download.
5) Clicking the download button will prompt you to select the Windows or Linux version of the application to install. Choose the OS version that matches the user’s workstation’s OS.
6) Once downloaded, the application archive must then be transferred to the user’s machine or hosted on your chosen local network staging hardware so it can be accessed and installed on a user’s workstation.
Once you’ve downloaded the various Omniverse foundation applications, you are ready to proceed to the installation.
### Deploying the Apps
Installation of the Omniverse applications is handled via a custom protocol URL on the user’s machine or using a deployment framework like SaltStack to manage the process and trigger the IT Managed Launcher to run and install the chosen application.
The most basic way to install Omniverse foundation applications is to open a custom protocol URL directly on the user’s machine. The simple command below will trigger the IT Managed Launcher to run the installation routine for the given Omniverse application .zip archive.
The format of the custom protocol can vary depending on the command line interface used, but as a general rule of thumb, the settings are as follows:
omniverse-launcher://install?path=<package.zip>
Where <package.zip> represents the name and path where the downloaded application archive is on the local workstation. Be aware that it does not matter where you place the archive, the custom protocol will install the application to its default location based on the library_root path in the omniverse.toml file that you configured earlier as part of the IT Managed Launcher installation process.
Terminal
Example: xdg-open omniverse-launcher://install?path=/var/packages/usd_explorer.zip
When the command is run, it will trigger the IT Managed Launcher to open and it will begin the installation process. You should see a screen similar to the one below that shows the progress bar for the application being installed in the upper right of the Launcher window.
Once the installation is complete, the Omniverse application will appear in the Library section of the Launcher window and these steps can be repeated for any additional applications you want to make available to your users.
## SaltStack
To deploy the IT Managed Launcher executable file to users’ Linux workstations you will need to perform several tasks.
You’ll need to download and stage the IT Managed Launcher .AppImage file and place it on the Salt master under the file storage location listed under files_roots in /etc/salt/master. For example:
file_roots:
base:
- /srv/salt
Next, you’ll create and pre-configure a user’s omniverse.toml, policy.toml and license.toml files and stage them in the same shared network location.
After that, you’ll create an omniverse.SLS template Salt file to control the installation process and reference .toml files you’ve set up.
Finally, you’ll configure the top.sls Salt file within the Windows Local Group Policy to execute at user logon to trigger the installation and configuration of the IT Managed Launcher for the user on their local workstation.
As per the prerequisite section of this document, you should have already downloaded the Linux version of the IT Managed Launcher install file from the Enterprise Web Portal. If not, please do that first and place it in the Salt master under the file storage location as described above.
### Setting up TOML Files
The first step is to create and stage the three .toml files for deployment.
omniverse.toml: Copy the following information into a new text document, replacing the path information with the location you want Omniverse and its data installed on each user’s workstation. Once done, save it to the Salt master file storage location (/srv/salt).
[paths]
library_root = "/home/myuser/.local/share/ov/pkg" # Path where to install all applications
data_root = "/home/myuser/.local/share/ov/data" # Folder where Launcher and Omniverse apps store their data files
cache_root = "/home/myuser/.cache/ov" # Folder where Omniverse apps store their cache and temporary files
logs_root = "/home/myuser/.nvidia-omniverse/logs" # Folder where Launcher and Omniverse apps store their logs
extension_root = /home/myuser/Documents/kit/shared/exts # Folder where all Omniverse shared extensions are stored
content_root = "/home/myuser/Downloads" # Folder where Launcher saves downloaded content packs
confirmed = true # Confirmation that all paths are set correctly, must be set to `true`
Where /myuser/ represents the local user’s account.
privacy.toml: Copy the following information into a new text document. This is the configuration file for Omniverse telemetry capture for each user’s workstation. Once done, save it to the Salt master file storage location (/srv/salt).
[privacy]
performance = true
personalization = true
usage = true
Note
If your IT or Security Policy prohibits the collection of telemetry on a user’s workstation, set all of the values in the file to false.
license.toml: This is the licensing configuration file for Omniverse. Within this licensing file, specify the Organization Name Identifier (org-name) you retrieved from the Licensing Portal in the prerequisites section. Once done, save it to the staging location (/srv/salt`).
[ovlicense]
org-name = "<insert-your-org-name-here>"
Once you’ve saved all three .toml files, it’s time to build the script file that will be used to help deploy the files to each user’s workstation.
### Deploying Launcher
1) Create a new omniverse.SLS Salt template in /srv/salt with the following information:
omniverse_enterprise_launcher:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/Omniverse/launcher.AppImage
- source: salt://Launcher.AppImage
omniverse_config_toml:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/.nvidia-omniverse/config/omniverse.toml
- source: salt://omniverse.toml
omniverse_privacy_toml:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/.nvidia-omniverse/config/privacy.toml
- source: salt://privacy.toml
omniverse_license_toml:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/.nvidia-omniverse/config/license.toml
- source: salt://license.toml
omniverse_dirs:
file.directory:
- user: ubuntu
- group: ubuntu
- mode: 777
- names:
- /home/ubuntu/Omniverse
- /home/ubuntu/Omniverse/logs
- /home/ubuntu/Omniverse/data
- /home/ubuntu/Omniverse/cache
- /home/ubuntu/.nvidia-omniverse/logs
2) With that ready, you now need to add this omniverse template to your top.sls file.
base:
'omni*': # All minions with a minion_id that begins with "omni"
- omniverse
3) Apply the Salt state: salt 'omni*' state.apply
4) When the user logs into their desktop, have them run ./Omniverse/launcher.AppImage from a terminal. This will open the IT Managed Launcher.
### Setting up Packages
Once the Omniverse IT Managed Launcher is installed and configured, you’re ready to install the Omniverse foundation applications for your users.
As an IT Manager, you now need to download the various Omniverse foundation applications from the Omniverse Enterprise Web Portal. Each application will come in the form of an archived .zip file that you can take to a user’s machine and install either manually, or via your internal deployment framework.
1) To begin, log into the Omniverse Enterprise Web Portal.
2) In the left-hand navigation area, select Apps, and from the resulting view, click on the tile of the Omniverse foundation application you want to install.
Available releases are categorized by release channel. A release is classified as Beta, Release, or Enterprise, depending on its maturity and stability.
Beta
Beta builds may or may not be feature complete or fully stable. These are good for testing new Omniverse functionality, but aren’t guaranteed to be ready for production.
Release
Release builds (also known as GA or General Availability) are feature complete and stable builds ready for production.
Enterprise
Enterprise builds are provided for Enterprise customers and represent supported production versions of Omniverse software.
3) Select a package version in the dropdown list and click Download.
4) Clicking the download button will prompt you to select the Windows or Linux version of the application to install. Choose the OS version that matches the user’s workstation.
5) Once downloaded, the application archive must then be transferred to the user’s machine or hosted on your chosen local network staging hardware so it can be accessed and installed on a user’s workstation.
Once you’ve downloaded the various Omniverse foundation applications, you are ready to proceed to the installation.
### Deploying the Apps
1) To deploy usd_explorer in your SaltStack, update your omniverse.SLS Salt template in /srv/salt to include the following information:
omniverse_enterprise_launcher:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/Omniverse/launcher.AppImage
- source: salt://Launcher.AppImage
omniverse_usd_explorer_zip:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/Omniverse/usd_explorer.zip
- source: salt://usd_explorer.zip
omniverse_config_toml:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/.nvidia-omniverse/config/omniverse.toml
- source: salt://omniverse.toml
omniverse_privacy_toml:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/.nvidia-omniverse/config/privacy.toml
- source: salt://privacy.toml
omniverse_license_toml:
file.managed:
- user: ubuntu
- group: ubuntu
- mode: 777
- name: /home/ubuntu/.nvidia-omniverse/config/license.toml
- source: salt://license.toml
omniverse_dirs:
file.directory:
- user: ubuntu
- group: ubuntu
- mode: 777
- names:
- /home/ubuntu/Omniverse
- /home/ubuntu/Omniverse/logs
- /home/ubuntu/Omniverse/data
- /home/ubuntu/Omniverse/cache
- /home/ubuntu/.nvidia-omniverse/logs
2) Apply the Salt state: salt ‘omni*’ state.apply.
3) When the user logs in to the desktop, have them run:
> ./Omniverse/launcher.AppImage
This will open the launcher.
4) From a separate terminal, have them run:
> xdg-open omniverse-launcher://install?path=./Omniverse/code.zip
When it completes, they will have the code extension installed in their launcher.
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Last updated on Apr 15, 2024. |