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NVIDIA-Omniverse/OpenUSD-Code-Samples/source/data-types/convert-vtarray-numpy/config.toml | [core]
title = "Convert Between VtArray and Numpy Array"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for converting between VtArray classes and Numpy."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "types", "array", "numpy", "VtArray"] | 289 | TOML | 47.333325 | 116 | 0.726644 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/data-types/convert-vtarray-numpy/py_usd_var1.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import numpy
from pxr import Vt
def convert_np_to_vt(my_array: numpy.ndarray) -> Vt.Vec3fArray:
return Vt.Vec3fArray.FromNumpy(my_array)
#############
# Full Usage
#############
# Create a numpy array and convert it into a Vt.Vec3fArray
np_array = numpy.array([(1,2,3),(4,5,6),(7,8,9)])
from_numpy: Vt.Vec3fArray = convert_np_to_vt(np_array)
# Print the Vt.Vec3fArray to check the values
print(from_numpy)
# Check the length of the numpy array
assert len(np_array) == 3 | 618 | Python | 24.791666 | 98 | 0.700647 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/data-types/convert-vtarray-numpy/header.md | Some Attributes store array type data which are accessed using the VtArray classes. You can find a list of the VtArray classes in our [USD Data Types documentation](https://docs.omniverse.nvidia.com/dev-guide/latest/dev_usd/quick-start/usd-types.html)
If you need to manipulate the arrays using Python, it is advantageous to use Numpy to benefit from it's speed and efficiency. These code samples show how you can convert between the VtArray objects and Numpy Array objects.
```{note}
These examples show how to convert using only the Vt.Vec3fArray class, but the same can be applied to any VtArray class. See what other VtArray classes exist in the [USD Data Types documentation](https://docs.omniverse.nvidia.com/dev-guide/latest/dev_usd/quick-start/usd-types.html).
```
| 778 | Markdown | 76.899992 | 283 | 0.790488 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/paths/concatenate-property-with-prim-path/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Sdf
def concat_property_with_prim_path(prim_path: Sdf.Path, prop) -> Sdf.Path:
prop_path = prim_path.AppendProperty(prop)
return prop_path
#############
# Full Usage
#############
# e.g., get path to "points" attribute on a mesh prim
from pxr import UsdGeom, Usd
stage: Usd.Stage = Usd.Stage.CreateInMemory()
default_prim: Usd.Prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World")).GetPrim()
stage.SetDefaultPrim(default_prim)
mesh_prim: Usd.Prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World/Mesh")).GetPrim()
prop_path: Sdf.Path = concat_property_with_prim_path(mesh_prim.GetPrimPath(), UsdGeom.Tokens.points) #nothing happend so did it get added?
usda = stage.GetRootLayer().ExportToString()
print(usda)
assert Sdf.Path.IsValidPathString(prop_path.pathString) | 932 | Python | 33.555554 | 138 | 0.73176 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/paths/concatenate-property-with-prim-path/config.toml | [core]
title = "Concatenate a Property Name with a Prim Path"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples showing how to concatenate a property name with a prim path."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "prim", "property", "path", "AppendProperty"] | 313 | TOML | 51.333325 | 127 | 0.728435 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/paths/get-parent-path/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Sdf
def get_parent_path(prim_path: Sdf.Path) -> Sdf.Path:
parent_path = prim_path.GetParentPath()
return parent_path
#############
# Full Usage
#############
from pxr import Usd, UsdGeom
# Create an in-memory Stage with /World Xform prim as the default prim
stage: Usd.Stage = Usd.Stage.CreateInMemory()
default_prim: Usd.Prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World")).GetPrim()
stage.SetDefaultPrim(default_prim)
cone_prim = UsdGeom.Cone.Define(stage, Sdf.Path("/World/Cone")).GetPrim()
# Given Sdf.Path('/World/Cone') for my_prim_path, parent_path will contain Sdf.Path('/World')
parent_path = get_parent_path(cone_prim.GetPrimPath())
usda = stage.GetRootLayer().ExportToString()
print(usda)
assert parent_path == default_prim.GetPrimPath() | 918 | Python | 33.037036 | 98 | 0.724401 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/paths/get-parent-path/usda.md | This is an example USDA result from adding a Cone to the a World Prim.
``` {literalinclude} usda.usda
:language: usd
``` | 121 | Markdown | 29.499993 | 70 | 0.727273 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/paths/get-parent-path/config.toml | [core]
title = "Get the Parent Path for a Prim Path"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for getting the parent path from a prim path."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "prim", "path", "GetParentPath"] | 276 | TOML | 45.166659 | 112 | 0.713768 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/paths/concatenate-prim-path/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Sdf
def concat_prim_path(prim_path: Sdf.Path, path_to_add: str) -> Sdf.Path:
concat_path = prim_path.AppendPath(path_to_add)
return concat_path
#############
# Full Usage
#############
from pxr import Usd, UsdGeom
# Create an in-memory Stage with /World Xform prim as the default prim
stage: Usd.Stage = Usd.Stage.CreateInMemory()
default_prim: Usd.Prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World")).GetPrim()
stage.SetDefaultPrim(default_prim)
# Concatenate the Paths
concatenated_prim_path: Sdf.Path = concat_prim_path(default_prim.GetPrimPath(), "Kitchen_set/Props_grp/North_grp/NorthWall_grp/MeasuringSpoon_1")
usda = stage.GetRootLayer().ExportToString()
print(usda)
assert concatenated_prim_path.pathString == "/World/Kitchen_set/Props_grp/North_grp/NorthWall_grp/MeasuringSpoon_1" | 960 | Python | 34.592591 | 145 | 0.742708 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/paths/concatenate-prim-path/config.toml | [core]
title = "Concatenate a Prim Path"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for concatenating prim paths."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "concatenate", "prim", "path", "AppendPath"] | 261 | TOML | 42.66666 | 111 | 0.712644 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/get-relationship-targets/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, UsdGeom
# For example, getting the proxy prim on an Imageable
proxy_prim_rel: Usd.Relationship = UsdGeom.Imageable(myprim).GetProxyPrimRel()
proxyPrimTargets = proxy_prim_rel.GetForwardedTargets() | 356 | Python | 43.624995 | 98 | 0.797753 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/get-relationship-targets/config.toml | [core]
# The title for this code sample. Used to name the page.
title = "Get the Targets of a Relationship"
[metadata]
#A concise description of the code sample for SEO.
description = "Universal Scene Description (OpenUSD) code samples for getting the targets of a Relationship taking into account relationship forwarding."
# Put in SEO keywords relevant to this code sample.
keywords = ["OpenUSD", "USD", "code sample", "snippet", "Python", "C++", "relationship", "targets", "relationship forwarding"] | 503 | TOML | 54.999994 | 153 | 0.751491 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/check-property-exists/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd
pts_attr: Usd.Attribute = mesh_prim.GetAttribute("points")
if pts_attr.IsValid():
print("Attribute exists!") | 271 | Python | 32.999996 | 98 | 0.756458 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/check-property-exists/config.toml | [core]
# The title for this code sample. Used to name the page.
title = "Check if a Property Exists"
[metadata]
#A concise description of the code sample for SEO.
description = "Universal Scene Description (OpenUSD) code samples for checking if a Property exists."
# Put in SEO keywords relevant to this code sample.
keywords = ["OpenUSD", "USD", "code sample", "snippet", "Python", "C++", "property", "relationship", "attribute", "IsValid", "exists", "valid"] | 461 | TOML | 50.333328 | 143 | 0.720174 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/check-property-exists/header.md | Certain functions may return a `Usd.Property` object, but the Property may not exist due to an incorrect path or because of changes on the Stage. You can use [Usd.Object.IsValid()](https://openusd.org/release/api/class_usd_object.html#ac532c4b500b1a85ea22217f2c65a70ed) to check if the Property is valid or exists.
```{note}
Remember, that Properties consist of `Usd.Attribute` and `Usd.Relationship`. You can perform this check on both types of objects.
```
| 464 | Markdown | 76.499987 | 314 | 0.773707 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-relationship/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd
prim: Usd.Prim = stage.GetPrimAtPath("/World/MyPrim")
custom_relationship: Usd.Relationship = prim.CreateRelationship("myCustomRelationship")
# You can also use Usd.Relationship.AddTarget() to add targets to an existing Relationship.
custom_relationship.SetTargets(["/World/TargetA", "/World/TargetB"]) | 461 | Python | 50.333328 | 98 | 0.789588 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-relationship/config.toml | [core]
# The title for this code sample. Used to name the page.
title = "Create a Relationship"
[metadata]
#A concise description of the code sample for SEO.
description = "Universal Scene Description (OpenUSD) code samples for creating a Relationship."
# Put in SEO keywords relevant to this code sample.
keywords = ["OpenUSD", "USD", "code sample", "snippet", "Python", "C++", "property", "relationship", "create", "create relationship"] | 440 | TOML | 47.999995 | 133 | 0.731818 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-attribute/py_kit_cmds.md | The `CreateUsdAttributeCommand` command in Kit can create an Attribute on a prim. The Attribute name and type are required.
``` {literalinclude} py_kit_cmds.py
:language: py
``` | 180 | Markdown | 35.199993 | 125 | 0.755556 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-attribute/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Gf, Sdf, Usd, UsdGeom
"""
Find all relevant data types at: https://openusd.org/release/api/_usd__page__datatypes.html
"""
def create_float_attribute(prim: Usd.Prim, attribute_name: str) -> Usd.Attribute:
"""Creates attribute for a prim that holds a float.
See: https://openusd.org/release/api/class_usd_prim.html
Args:
prim (Usd.Prim): A Prim for holding the attribute.
attribute_name (str): The name of the attribute to create.
Returns:
Usd.Attribute: An attribute created at specific prim.
"""
attr: Usd.Attribute = prim.CreateAttribute(attribute_name, Sdf.ValueTypeNames.Float)
return attr
def create_vector_attribute(prim: Usd.Prim, attribute_name: str) -> Usd.Attribute:
"""Creates attribute for a prim that holds a vector.
See: https://openusd.org/release/api/class_usd_prim.html
Args:
prim (Usd.Prim): A Prim for holding the attribute.
attribute_name (str): The name of the attribute to create.
Returns:
Usd.Attribute: An attribute created at specific prim.
"""
attr: Usd.Attribute = prim.CreateAttribute(
attribute_name, Sdf.ValueTypeNames.Float3
)
return attr
#############
# Full Usage
#############
# Create an in-memory Stage
stage: Usd.Stage = Usd.Stage.CreateInMemory()
# Create a prim named /World (type Xform) and make it the default prim.
prim_path = "/World"
xform: UsdGeom.Xform = UsdGeom.Xform.Define(stage, prim_path)
prim: Usd.Prim = xform.GetPrim()
stage.SetDefaultPrim(prim)
# Create a float attribute on /World
float_attr: Usd.Attribute = create_float_attribute(prim, "my_float_attr")
# Create a vector attribute on /World
vector_attr: Usd.Attribute = create_vector_attribute(prim, "my_vector_attr")
# Set and query values
print(float_attr.Get())
float_attr.Set(0.1)
print(float_attr.Get())
vector_value: Gf.Vec3f = Gf.Vec3f(0.1, 0.2, 0.3)
print(vector_attr.Get())
vector_attr.Set(vector_value)
print(vector_attr.Get())
# Optionally preview the usd
# print(stage.GetRootLayer().ExportToString())
| 2,205 | Python | 30.514285 | 98 | 0.702041 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-attribute/py_usd.md | With the USD API, you can use `Usd.Prim.CreateAttribute()` to create `attributes` on `Usd.Prim` objects.
You can set the value using `Usd.Attribute.Set()` and query the value using `Usd.Attribute.Get()`
``` {literalinclude} py_usd.py
:language: py
```
| 253 | Markdown | 35.285709 | 104 | 0.719368 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-attribute/py_kit_cmds.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import omni.kit.commands
import omni.usd
from pxr import Gf, Sdf, Usd, UsdGeom
def create_float_attribute(prim: Usd.Prim, attribute_name: str) -> Usd.Attribute:
"""Creates attribute for a prim that holds a float.
See: https://openusd.org/release/api/class_usd_prim.html
See: https://docs.omniverse.nvidia.com/kit/docs/omni.usd/latest/omni.usd.commands/omni.usd.commands.CreateUsdAttributeCommand.html
Args:
prim (Usd.Prim): A Prim for holding the attribute.
attribute_name (str): The name of the attribute to create.
Returns:
Usd.Attribute: An attribute created at specific prim.
"""
omni.kit.commands.execute(
"CreateUsdAttributeCommand",
prim=prim,
attr_name=attribute_name,
attr_type=Sdf.ValueTypeNames.Float,
)
attr: Usd.Attribute = prim.GetAttribute(attribute_name)
return attr
def create_vector_attribute(prim: Usd.Prim, attribute_name: str) -> Usd.Attribute:
"""Creates attribute for a prim that holds a vector.
See: https://openusd.org/release/api/class_usd_prim.html
See: https://docs.omniverse.nvidia.com/kit/docs/omni.usd/latest/omni.usd.commands/omni.usd.commands.CreateUsdAttributeCommand.html
Args:
prim (Usd.Prim): A Prim for holding the attribute.
attribute_name (str): The name of the attribute to create.
Returns:
Usd.Attribute: An attribute created at specific prim.
"""
omni.kit.commands.execute(
"CreateUsdAttributeCommand",
prim=prim,
attr_name=attribute_name,
attr_type=Sdf.ValueTypeNames.Float3,
)
attr: Usd.Attribute = prim.GetAttribute(attribute_name)
return attr
#############
# Full Usage
#############
# Get the current stage
stage: Usd.Stage = omni.usd.get_context().get_stage()
# Get the default prim
prim: Usd.Prim = stage.GetDefaultPrim()
# Create a float attribute on /World
float_attr: Usd.Attribute = create_float_attribute(prim, "my_float_attr")
# Create a vector attribute on /World
vector_attr: Usd.Attribute = create_vector_attribute(prim, "my_vector_attr")
# Set and query values
print(float_attr.Get())
float_attr.Set(0.1)
print(float_attr.Get())
vector_value: Gf.Vec3f = Gf.Vec3f(0.1, 0.2, 0.3)
print(vector_attr.Get())
vector_attr.Set(vector_value)
print(vector_attr.Get())
# Optionally preview the usd
# print(stage.GetRootLayer().ExportToString())
| 2,539 | Python | 31.151898 | 134 | 0.700276 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-attribute/usda.md | This is an example USDA result from creating an Xform and Cube prim. Where the Cube prim is a child of the Xform and the Xform has it's own Translation Ops.
``` {literalinclude} usda.usda
:language: usd
``` | 207 | Markdown | 50.999987 | 156 | 0.753623 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-attribute/config.toml | [core]
# The title for this code sample. Used to name the page.
title = "Create an Attribute"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples to create an attribute."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "attribute", "property", "create"] | 297 | TOML | 41.571423 | 100 | 0.717172 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/create-attribute/header.md | Creating an Attribute on a layer ensures that it is concretely defined on the Stage. It will always return a value `Usd.Attribute` object.
| 139 | Markdown | 68.999966 | 138 | 0.798561 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/set-attribute/py_kit_cmds.md | The `ChangeProperty` command allows users to undo the operation, but you must provide the value to use during the undo operation as the `prev` parameter.
``` {literalinclude} py_kit_cmds.py
:language: py
```
You can also set a timesample value at a particular time:
``` {literalinclude} py_kit_cmds_var1.py
:language: py
``` | 327 | Markdown | 28.818179 | 153 | 0.743119 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/set-attribute/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, Sdf, Gf
def set_float_attribute(attr: Usd.Attribute, value: float) -> None:
"""
See: https://openusd.org/release/api/class_usd_attribute.html
Args:
attr: The attribute to set.
value: A floating point value, i.e. `3.141516`.
"""
attr.Set(value)
def set_vector_attribute(attr: Usd.Attribute, value: Gf.Vec3f) -> None:
"""
Args:
attr: The attribute to set.
value: A floating point vector, i.e. `(1., 2., 3.)`.
"""
attr.Set(value) | 655 | Python | 30.238094 | 98 | 0.638168 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/set-attribute/py_usd.md | ``` {literalinclude} py_usd.py
:language: py
```
You can also set a timesample value at a particular time:
``` {literalinclude} py_usd_var1.py
:language: py
``` | 162 | Markdown | 17.111109 | 57 | 0.691358 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/set-attribute/py_kit_cmds_var1.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import omni.kit.commands
from pxr import Gf, Sdf, Usd
prim_path = Sdf.Path("/World/defaultLight")
prim: Usd.Prim = stage.GetPrimAtPath(prim_path)
prop_name = "xformOp:rotateXYZ"
rotation = prim.GetAttribute(prop_name)
omni.kit.commands.execute("ChangeProperty",
prop_path=Sdf.Path(prim_path.AppendProperty(prop_name)),
value=Gf.Vec3d(180.0, 0.0, 0.0),
prev=rotation.Get(10.0),
timecode=Usd.TimeCode(10.0)
) | 561 | Python | 34.124998 | 98 | 0.741533 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/set-attribute/py_usd_var1.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, Sdf, Gf
def set_float_attribute_at_time(attr: Usd.Attribute, value: float, time_value: float) -> None:
"""
See: https://openusd.org/release/api/class_usd_attribute.html
Args:
attr: The attribute to set.
value: A floating point value, i.e. `3.141516`.
time_value: Set a timesample at a particular time.
"""
attr.Set(value, time_value)
def set_vector_attribute_at_time(attr: Usd.Attribute, value: Gf.Vec3f, time_value: float) -> None:
"""
Args:
attr: The attribute to set.
value: A floating point vector, i.e. `(1., 2., 3.)`.
time_value: Set a timesample at a particular time.
"""
attr.Set(value, time_value) | 851 | Python | 36.043477 | 98 | 0.653349 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/get-attribute-value/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, Sdf
def get_attribute_value(prim: Usd.Prim, attribute_name: str):
"""
See: https://openusd.org/release/api/class_usd_attribute.html
Args:
prim: The prim owner of the attribute.
attribute_name: The name of the attribute to retrieve.
Return:
The value of the attribute, see https://openusd.org/release/api/_usd__page__datatypes.html
for the return types.
For example, for `float3`, the return type will be `Gf.Vec3f`.
"""
attr = prim.GetAttribute(attribute_name)
return attr.Get() | 706 | Python | 38.277776 | 98 | 0.686969 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/get-attribute-value/py_usd.md | ``` {literalinclude} py_usd.py
:language: py
```
You can also get the value at a particular time:
``` {literalinclude} py_usd_var1.py
:language: py
``` | 153 | Markdown | 16.111109 | 48 | 0.679739 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/get-attribute-value/config.toml | [core]
# The title for this code sample. Used to name the page.
title = "Get the Value of an Attribute"
[metadata]
#A concise description of the code sample for SEO.
description = "Universal Scene Description (OpenUSD) code samples for getting the value of an Attribute."
# Put in SEO keywords relevant to this code sample.
keywords = ["OpenUSD", "USD", "code sample", "snippet", "Python", "C++", "attribute", "get", "value", "value resolution", "GetAttribute"] | 462 | TOML | 50.444439 | 137 | 0.722944 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/add-relationship-target/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, UsdGeom
# For example, adding a proxy prim target on an Imageable
proxy_prim_rel: Usd.Relationship = UsdGeom.Imageable(myprim).GetProxyPrimRel()
proxy_prim_rel.AddTarget("/World/MyProxy")
| 348 | Python | 37.777774 | 98 | 0.784483 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/properties/add-relationship-target/config.toml | [core]
# The title for this code sample. Used to name the page.
title = "Add a Relationship Target"
[metadata]
#A concise description of the code sample for SEO.
description = "Universal Scene Description (OpenUSD) code samples for adding a target to a Relationship."
# Put in SEO keywords relevant to this code sample.
keywords = ["OpenUSD", "USD", "code sample", "snippet", "Python", "C++", "relationship", "targets", "property"] | 432 | TOML | 47.111106 | 111 | 0.729167 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-usdpreviewsurface-material/py_kit_cmds.md | This version creates just the material prim and UsdPreviewSurface Shader.
``` {literalinclude} py_kit_cmds.py
:language: py
```
This version also creates UsdUVTexture Shader prims for the diffuse, roughness, metallic, and normal properties and connects them to the UsdPreviewSurface.
``` {literalinclude} py_kit_cmds_var1.py
:language: py
``` | 345 | Markdown | 30.454543 | 155 | 0.776812 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-usdpreviewsurface-material/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Sdf, UsdShade
mtl_path = Sdf.Path("/World/Looks/PreviewSurface")
mtl = UsdShade.Material.Define(stage, mtl_path)
shader = UsdShade.Shader.Define(stage, mtl_path.AppendPath("Shader"))
shader.CreateIdAttr("UsdPreviewSurface")
shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).Set([1.0, 0.0, 0.0])
shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(0.5)
shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(0.0)
mtl.CreateSurfaceOutput().ConnectToSource(shader.ConnectableAPI(), "surface") | 673 | Python | 50.84615 | 98 | 0.783061 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-usdpreviewsurface-material/py_usd.md | This version creates just the Material prim and UsdPreviewSurface Shader.
``` {literalinclude} py_usd.py
:language: py
```
This version also creates UsdUVTexture Shader prim and connects it to the diffuse property of the UsdPreviewSurface.
``` {literalinclude} py_usd_var1.py
:language: py
``` | 296 | Markdown | 25.999998 | 116 | 0.77027 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-usdpreviewsurface-material/py_kit_cmds_var1.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import omni.kit.commands
omni.kit.commands.execute("CreatePreviewSurfaceTextureMaterialPrim",
mtl_path="/World/Looks/PreviewSurfaceWithTextures",
select_new_prim=True)
| 316 | Python | 30.699997 | 98 | 0.791139 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-usdpreviewsurface-material/py_kit_cmds.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import omni.kit.commands
omni.kit.commands.execute("CreatePreviewSurfaceMaterialPrim",
mtl_path="/World/Looks/PreviewSurface",
select_new_prim=True)
| 297 | Python | 28.799997 | 98 | 0.777778 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-usdpreviewsurface-material/config.toml | [core]
title = "Create a UsdPreviewSurface Material"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for creating a UsdPreviewSurface material including UsdUVTexture Shader for loading data from textures."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "Omniverse Kit", "Kit Commands", "UsdPreviewSurface", "material", "CreatePreviewSurfaceMaterialPrim", "UsdUVTexture"]
| 420 | TOML | 59.142849 | 183 | 0.77619 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-usdpreviewsurface-material/py_usd_var1.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Sdf, UsdShade
mtl_path = Sdf.Path("/World/Looks/PreviewSurface")
mtl = UsdShade.Material.Define(stage, mtl_path)
shader = UsdShade.Shader.Define(stage, mtl_path.AppendPath("Shader"))
shader.CreateIdAttr("UsdPreviewSurface")
shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).Set((1.0, 0.0, 0.0))
shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(0.5)
shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(0.0)
diffuse_tx = UsdShade.Shader.Define(stage,mtl_path.AppendPath("DiffuseColorTx"))
diffuse_tx.CreateIdAttr('UsdUVTexture')
diffuse_tx.CreateInput('file', Sdf.ValueTypeNames.Asset).Set("C:/path/to/texture.png")
diffuse_tx.CreateOutput('rgb', Sdf.ValueTypeNames.Float3)
shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(diffuse_tx.ConnectableAPI(), 'rgb')
mtl.CreateSurfaceOutput().ConnectToSource(shader.ConnectableAPI(), "surface") | 1,055 | Python | 54.578944 | 114 | 0.788626 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-mdl-material/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Sdf, UsdShade
mtl_path = Sdf.Path("/World/Looks/OmniPBR")
mtl = UsdShade.Material.Define(stage, mtl_path)
shader = UsdShade.Shader.Define(stage, mtl_path.AppendPath("Shader"))
shader.CreateImplementationSourceAttr(UsdShade.Tokens.sourceAsset)
# MDL shaders should use "mdl" sourceType
shader.SetSourceAsset("OmniPBR.mdl", "mdl")
shader.SetSourceAssetSubIdentifier("OmniPBR", "mdl")
# MDL materials should use "mdl" renderContext
mtl.CreateSurfaceOutput("mdl").ConnectToSource(shader.ConnectableAPI(), "out")
mtl.CreateDisplacementOutput("mdl").ConnectToSource(shader.ConnectableAPI(), "out")
mtl.CreateVolumeOutput("mdl").ConnectToSource(shader.ConnectableAPI(), "out") | 824 | Python | 50.562497 | 98 | 0.792476 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-mdl-material/py_kit_cmds.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import omni.kit.commands
success, result = omni.kit.commands.execute('CreateMdlMaterialPrimCommand',
mtl_url='OmniPBR.mdl', # This can be path to local or remote MDL
mtl_name='OmniPBR', # sourceAsset:subIdentifier (i.e. the name of the material within the MDL)
mtl_path="/World/Looks/OmniPBR" # Prim path for the Material to create.
)
| 486 | Python | 43.272723 | 98 | 0.751029 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/materials/create-mdl-material/config.toml | [core]
title = "Create an MDL Material"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for creating an MDL material with a Shader prim with an MDL source asset."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "Omniverse Kit", "Kit Commands", "shader", "material", "CreateMdlMaterialPrimCommand"]
| 346 | TOML | 48.571422 | 152 | 0.736994 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-default-prim/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd
def set_default_prim(stage: Usd.Stage, prim: Usd.Prim):
stage.SetDefaultPrim(prim)
#############
# Full Usage
#############
from pxr import UsdGeom, Sdf
# Create new USD stage for this sample
stage: Usd.Stage = Usd.Stage.CreateInMemory()
# Create an xform which should be set as the default prim
default_prim: Usd.Prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World")).GetPrim()
# Make the xform the default prim
set_default_prim(stage, default_prim)
usda = stage.GetRootLayer().ExportToString()
print(usda)
# Check that the expected default prim was set
assert stage.GetDefaultPrim() == default_prim
| 773 | Python | 24.799999 | 98 | 0.728331 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-default-prim/usda.md | This is an example USDA result from setting the `defaultPrim` metadata in an empty layer.
``` {literalinclude} usda.usda
:language: usd
``` | 140 | Markdown | 34.249991 | 89 | 0.75 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-default-prim/config.toml | [core]
title = "Set the Default Prim on a Stage"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for setting the default prim on a Stage."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "stage", "metadata", "default prim"] | 271 | TOML | 44.333326 | 107 | 0.712177 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-stage-linear-units/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, UsdGeom
def set_meters_per_unit(stage: Usd.Stage, unit: UsdGeom.LinearUnits = UsdGeom.LinearUnits.centimeters):
UsdGeom.SetStageMetersPerUnit(stage, unit) # Any double-precision float can be used for metersPerUnit.
#############
# Full Usage
#############
unit: UsdGeom.LinearUnits = UsdGeom.LinearUnits.centimeters
stage: Usd.Stage = Usd.Stage.CreateInMemory()
set_meters_per_unit(stage, unit)
usda = stage.GetRootLayer().ExportToString()
print(usda)
# Check that the expected meterPerUnit were set
assert UsdGeom.GetStageMetersPerUnit(stage) == unit
| 721 | Python | 30.391303 | 106 | 0.755895 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-stage-linear-units/py_usd.md | You can set the `metersPerUnit` metadata on the stage using `UsdGeom.SetStageMetersPerUnit` to define the linear units of the stage. Convenience shortcuts for units are scoped in `UsdGeom.LinearUnits` (e.g. `UsdGeom.LinearUnits.meters` is `1.0 metersPerUnit`)
``` {literalinclude} py_usd.py
:language: py
``` | 308 | Markdown | 76.249981 | 259 | 0.775974 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-stage-linear-units/config.toml | [core]
title = "Set the Stage Linear Units"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for defining the linear units of a Stage (i.e. metersPerUnit metadata)."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "stage", "metadata", "metersPerUnit", "units", "linear units"] | 323 | TOML | 52.999991 | 138 | 0.718266 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-stage-linear-units/header.md | You can set the `metersPerUnit` metadata on the stage using `UsdGeom.SetStageMetersPerUnit`. Convenience shortcuts for units are scoped in `UsdGeom.LinearUnits` (e.g. `UsdGeom.LinearUnits.meters` is `1.0 metersPerUnit`)
```{note}
Fallback stage linear units are centimeters (0.01).
```
```{warning}
Existing objects will not be automatically scaled to adapt to the stage linear units. Learn more about [stage linear units](https://openusd.org/release/api/group___usd_geom_linear_units__group.html).
```
| 511 | Markdown | 41.666663 | 219 | 0.755382 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-stage-up-axis/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, UsdGeom
def set_up_axis(stage: Usd.Stage, axis: UsdGeom.Tokens):
UsdGeom.SetStageUpAxis(stage, axis)
#############
# Full Usage
#############
axis: UsdGeom.Tokens = UsdGeom.Tokens.z
stage: Usd.Stage = Usd.Stage.CreateInMemory()
set_up_axis(stage, axis)
usda = stage.GetRootLayer().ExportToString()
print(usda)
# Check that the expected upAxis was set
assert UsdGeom.GetStageUpAxis(stage) == axis
| 564 | Python | 24.681817 | 98 | 0.723404 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-stage-up-axis/py_usd.md | You can set the `upAxis` metadata on the stage using `UsdGeom.SetStageUpAxis` to define which world axis points up. The tokens for the different axes are scoped in `UsdGeom.Tokens`.
``` {literalinclude} py_usd.py
:language: py
``` | 230 | Markdown | 56.749986 | 181 | 0.76087 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-stage-up-axis/config.toml | [core]
title = "Set the Stage Up Axis"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for defining the up axis of a Stage."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "stage", "metadata", "upAxis", "axis", "coordinate system"] | 280 | TOML | 45.833326 | 125 | 0.7 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/set-stage-up-axis/header.md | You can set the `upAxis` metadata on the stage using `UsdGeom.SetStageUpAxis` to define which world axis points up. The tokens for the different axes are scoped in `UsdGeom.Tokens`.
```{note}
Fallback stage upAxis is Y.
```
```{warning}
Existing objects will not be automatically rotated to adapt to the stage `upAxis`. Learn more about [stage up axis](https://openusd.org/release/api/group___usd_geom_up_axis__group.html).
```
| 437 | Markdown | 32.692305 | 186 | 0.734554 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/get-current-stage/py_usdview.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd
stage: Usd.Stage = usdviewApi.stage | 194 | Python | 31.499995 | 98 | 0.783505 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/get-current-stage/py_omni_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd
import omni.usd
def get_current_stage() -> Usd.Stage:
return omni.usd.get_context().get_stage()
#############
# Full Usage
#############
# Create a new USD stage through the UsdContext
success: bool = omni.usd.get_context().new_stage()
# Get the the current stage from the UsdContext
current_stage: Usd.Stage = get_current_stage()
# Check if the a new stage was created and a valid stage was returned
assert success
assert current_stage
| 604 | Python | 25.304347 | 98 | 0.720199 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/get-current-stage/py_usdview.md | *usdview* Python interpreter has a built-in object called `usdviewApi` that gives you access to the currently loaded Stage.
``` {literalinclude} py_usdview.py
:language: py
``` | 176 | Markdown | 43.249989 | 123 | 0.767045 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/stage/get-current-stage/config.toml | [core]
title = "Get the Current Stage"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for getting the current Stage in Omniverse Kit and usdview."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "stage", "Omniverse Kit", "usdview", "USD View"] | 292 | TOML | 47.833325 | 126 | 0.719178 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/get-local-transforms/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import typing
from pxr import Gf, Usd, UsdGeom
def get_local_transform_xform(prim: Usd.Prim) -> typing.Tuple[Gf.Vec3d, Gf.Rotation, Gf.Vec3d]:
"""
Get the local transformation of a prim using Xformable.
See https://openusd.org/release/api/class_usd_geom_xformable.html
Args:
prim: The prim to calculate the local transformation.
Returns:
A tuple of:
- Translation vector.
- Rotation quaternion, i.e. 3d vector plus angle.
- Scale vector.
"""
xform = UsdGeom.Xformable(prim)
local_transformation: Gf.Matrix4d = xform.GetLocalTransformation()
translation: Gf.Vec3d = local_transformation.ExtractTranslation()
rotation: Gf.Rotation = local_transformation.ExtractRotation()
scale: Gf.Vec3d = Gf.Vec3d(*(v.GetLength() for v in local_transformation.ExtractRotationMatrix()))
return translation, rotation, scale
#############
# Full Usage
#############
from pxr import Sdf
# Create an in-memory Stage with /World Xform prim as the default prim
stage: Usd.Stage = Usd.Stage.CreateInMemory()
default_prim: Usd.Prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World")).GetPrim()
stage.SetDefaultPrim(default_prim)
xform: Usd.Prim = UsdGeom.Xform.Define(stage, default_prim.GetPath().AppendPath("Xform"))
xform.AddTranslateOp().Set(value=(100,10,0))
xform.AddRotateXYZOp().Set(value=(0,50,0))
xform.AddScaleOp().Set(value=(5,5,5))
cube = UsdGeom.Cube.Define(stage, xform.GetPath().AppendPath("Cube"))
cube.AddTranslateOp().Set(value=(4,0,0))
cube.AddRotateXYZOp().Set(value=(100,0,0))
cube.AddScaleOp().Set(value=(2,2,2))
transform = get_local_transform_xform(cube)
usda = stage.GetRootLayer().ExportToString()
print(usda)
cube_prim = cube.GetPrim()
assert transform[0] == cube_prim.GetAttribute('xformOp:translate').Get()
assert (100,0,0) == cube_prim.GetAttribute('xformOp:rotateXYZ').Get()
assert transform[2] == cube_prim.GetAttribute('xformOp:scale').Get() | 2,084 | Python | 35.578947 | 102 | 0.714971 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/get-local-transforms/py_omni_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
import typing
import omni.usd
from pxr import Usd, Gf
def get_local_transform_omni(prim: Usd.Prim) -> typing.Tuple[Gf.Vec3d, Gf.Rotation, Gf.Vec3d]:
"""
Get the local transformation of a prim using omni.usd.get_local_transform_SRT.
See https://docs.omniverse.nvidia.com/kit/docs/omni.usd/latest/omni.usd/omni.usd.get_local_transform_SRT.html
Args:
prim: The prim to calculate the local transformation.
Returns:
A tuple of:
- Translation vector.
- Rotation quaternion, i.e. 3d vector plus angle.
- Scale vector.
"""
local_transform = omni.usd.get_local_transform_SRT(prim)
scale: Gf.Vec3d = local_transform[0]
rotation: Gf.Vec3d = local_transform[1]
rotation_order: float = local_transform[2]
translation: Gf.Vec3d = local_transform[3]
return translation, Gf.Rotation(rotation, rotation_order), scale
#############
# Full Usage
#############
import omni.kit.commands
# Create an Xform with a Cube Prim as it's Child
omni.kit.commands.execute('CreatePrimWithDefaultXform',
prim_type='Xform',
attributes={},
select_new_prim=True)
omni.kit.commands.execute('TransformMultiPrimsSRTCpp',
count=1,
paths=['/World/Xform'],
new_translations=[100, 0, 0],
new_rotation_eulers=[0, 50 ,0],
new_rotation_orders=[0, 1, 2],
new_scales=[5, 5, 5],
old_translations=[0.0, 0.0, 0.0],
old_rotation_eulers=[0.0, 0.0, 0.0],
old_rotation_orders=[0, 1, 2],
old_scales=[1.0, 1.0, 1.0],
usd_context_name='',
time_code=0.0)
omni.kit.commands.execute('CreateMeshPrimWithDefaultXform',
prim_type='Cube',
prim_path='/World/Xform/Cube',
select_new_prim=True,
prepend_default_prim=False)
omni.kit.commands.execute('TransformMultiPrimsSRTCpp',
count=1,
paths=['/World/Xform/Cube'],
new_translations=[4, 0, 0],
new_rotation_eulers=[100, 0 ,0],
new_rotation_orders=[0, 1, 2],
new_scales=[2, 2, 2],
old_translations=[0.0, 0.0, 0.0],
old_rotation_eulers=[0.0, 0.0, 0.0],
old_rotation_orders=[0, 1, 2],
old_scales=[1.0, 1.0, 1.0],
usd_context_name='',
time_code=0.0)
stage = omni.usd.get_context().get_stage()
cube_prim = stage.GetPrimAtPath("/World/Xform/Cube")
transform = get_local_transform_omni(cube_prim)
assert transform[0] == cube_prim.GetAttribute('xformOp:translate').Get()
assert (100,0,0) == cube_prim.GetAttribute('xformOp:rotateXYZ').Get()
assert transform[2] == cube_prim.GetAttribute('xformOp:scale').Get() | 2,549 | Python | 31.278481 | 113 | 0.68929 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/get-local-transforms/usda.md | This is an example USDA result from creating (and setting) `float` and `float3` Attributes on the default Prim.
``` {literalinclude} usda.usda
:language: usd
``` | 162 | Markdown | 39.74999 | 111 | 0.740741 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/get-local-transforms/config.toml | [core]
title = "Get the Local Space Transforms for a Prim"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples showing how to get the local transform for a prim."
keywords = ["OpenUSD", "USD", "Python", "omni.usd", "code sample", "local space", "local", "transforms", "get_local_transform_SRT", "GetLocalTransformation"] | 346 | TOML | 56.833324 | 157 | 0.731214 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/get-world-transforms/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.transform
# SPDX-License-Identifier: Apache-2.0
import typing
from pxr import Usd, UsdGeom, Gf
def get_world_transform_xform(prim: Usd.Prim) -> typing.Tuple[Gf.Vec3d, Gf.Rotation, Gf.Vec3d]:
"""
Get the local transformation of a prim using Xformable.
See https://openusd.org/release/api/class_usd_geom_xformable.html
Args:
prim: The prim to calculate the world transformation.
Returns:
A tuple of:
- Translation vector.
- Rotation quaternion, i.e. 3d vector plus angle.
- Scale vector.
"""
xform = UsdGeom.Xformable(prim)
time = Usd.TimeCode.Default() # The time at which we compute the bounding box
world_transform: Gf.Matrix4d = xform.ComputeLocalToWorldTransform(time)
translation: Gf.Vec3d = world_transform.ExtractTranslation()
rotation: Gf.Rotation = world_transform.ExtractRotation()
scale: Gf.Vec3d = Gf.Vec3d(*(v.GetLength() for v in world_transform.ExtractRotationMatrix()))
return translation, rotation, scale
#############
# Full Usage
#############
from pxr import Sdf
# Create an in-memory Stage with /World Xform prim as the default prim
stage: Usd.Stage = Usd.Stage.CreateInMemory()
default_prim: Usd.Prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World")).GetPrim()
stage.SetDefaultPrim(default_prim)
xform: Usd.Prim = UsdGeom.Xform.Define(stage, default_prim.GetPath().AppendPath("Xform"))
xform.AddTranslateOp().Set(value=(100,10,0))
xform.AddRotateXYZOp().Set(value=(0,50,0))
xform.AddScaleOp().Set(value=(5,5,5))
cube = UsdGeom.Cube.Define(stage, xform.GetPath().AppendPath("Cube"))
cube.AddTranslateOp().Set(value=(4,0,0))
cube.AddRotateXYZOp().Set(value=(100,0,0))
cube.AddScaleOp().Set(value=(2,2,2))
transform = get_world_transform_xform(cube)
usda = stage.GetRootLayer().ExportToString()
print(usda)
| 1,924 | Python | 36.01923 | 107 | 0.713617 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/get-world-transforms/py_usd.md | ``` {literalinclude} py_usd.py
:language: py
```
Alternatively, if you need to compute the world transform for multiple prims on a stage, [UsdGeom.XformCache](https://openusd.org/release/api/class_usd_geom_xform_cache.html) is more efficient.
``` {literalinclude} py_usd_var1.py
:language: py
``` | 298 | Markdown | 32.222219 | 193 | 0.741611 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/get-world-transforms/usda.md | This is an example USDA result from creating a Xform with a Cube as a child.
``` {literalinclude} usda.usda
:language: usd
``` | 127 | Markdown | 30.999992 | 76 | 0.732283 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/get-world-transforms/config.toml | [core]
title = "Get the World Space Transforms for a Prim"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples showing how to get the world space transforms for a prim."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "omni.usd", "world space", "world", "transforms", "omni.usd","get_world_transform_matrix", "ComputeLocalToWorldTransform"] | 384 | TOML | 63.166656 | 188 | 0.734375 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/compute-prim-bounding-box/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, UsdGeom, Gf
def compute_bbox(prim: Usd.Prim) -> Gf.Range3d:
"""
Compute Bounding Box using ComputeWorldBound at UsdGeom.Imageable
See https://openusd.org/release/api/class_usd_geom_imageable.html
Args:
prim: A prim to compute the bounding box.
Returns:
A range (i.e. bounding box), see more at: https://openusd.org/release/api/class_gf_range3d.html
"""
imageable = UsdGeom.Imageable(prim)
time = Usd.TimeCode.Default() # The time at which we compute the bounding box
bound = imageable.ComputeWorldBound(time, UsdGeom.Tokens.default_)
bound_range = bound.ComputeAlignedBox()
return bound_range
| 815 | Python | 37.857141 | 103 | 0.715337 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/compute-prim-bounding-box/py_omni_usd.py | import typing
import carb
import omni.usd
def compute_path_bbox(prim_path: str) -> typing.Tuple[carb.Double3, carb.Double3]:
"""
Compute Bounding Box using omni.usd.UsdContext.compute_path_world_bounding_box
See https://docs.omniverse.nvidia.com/kit/docs/omni.usd/latest/omni.usd/omni.usd.UsdContext.html#omni.usd.UsdContext.compute_path_world_bounding_box
Args:
prim_path: A prim path to compute the bounding box.
Returns:
A range (i.e. bounding box) as a minimum point and maximum point.
"""
return omni.usd.get_context().compute_path_world_bounding_box(prim_path) | 614 | Python | 37.437498 | 152 | 0.723127 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/compute-prim-bounding-box/py_usd.md | ``` {literalinclude} py_usd.py
:language: py
```
Alternatively, if you need to compute the bounding box for multiple prims on a stage, [UsdGeom.BBoxCache](https://openusd.org/release/api/class_usd_geom_b_box_cache.html) is more efficient.
``` {literalinclude} py_usd_var1.py
:language: py
``` | 294 | Markdown | 31.777774 | 189 | 0.734694 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/compute-prim-bounding-box/config.toml | [core]
title = "Compute the Bounding Box for a Prim"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples showing how to compute the bounding box for a prim."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "bounding box", "prim", "omni.usd", "bbox", "ComputeWorldBound", "ComputeAlignedBox"] | 335 | TOML | 54.999991 | 151 | 0.722388 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/transforms/compute-prim-bounding-box/py_usd_var1.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, UsdGeom, Gf
def compute_bbox_with_cache(cache: UsdGeom.BBoxCache, prim: Usd.Prim) -> Gf.Range3d:
"""
Compute Bounding Box using ComputeWorldBound at UsdGeom.BBoxCache. More efficient if used multiple times.
See https://openusd.org/release/api/class_usd_geom_b_box_cache.html
Args:
cache: A cached, i.e. `UsdGeom.BBoxCache(Usd.TimeCode.Default(), ['default', 'render'])`
prim: A prim to compute the bounding box.
Returns:
A range (i.e. bounding box), see more at: https://openusd.org/release/api/class_gf_range3d.html
"""
bound = cache.ComputeWorldBound(prim)
bound_range = bound.ComputeAlignedBox()
return bound_range
| 846 | Python | 37.499998 | 109 | 0.702128 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/find-prim-by-name/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from typing import List
from pxr import Usd
def find_prims_by_name(stage: Usd.Stage, prim_name: str) -> List[Usd.Prim]:
found_prims = [x for x in stage.Traverse() if x.GetName() == prim_name]
return found_prims
##############
# Full Usage
##############
from pxr import UsdGeom, Sdf
# Create an in-memory Stage with /World Xform prim as the default prim
stage: Usd.Stage = Usd.Stage.CreateInMemory()
default_prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World"))
stage.SetDefaultPrim(default_prim.GetPrim())
# Create some shape prims
UsdGeom.Xform.Define(stage, "/World/Group")
UsdGeom.Cone.Define(stage, "/World/Foo")
UsdGeom.Cube.Define(stage, "/World/Group/Foo")
UsdGeom.Sphere.Define(stage, "/World/Group/Bar")
# find the prims with the name "Foo"
prims: List[Usd.Prim] = find_prims_by_name(stage, "Foo")
# Print the prims to check the found prims by name.
print(prims)
# Check the number of prims found and whether the found data is correct.
assert len(prims) == 2
assert isinstance(prims[0], Usd.Prim)
assert prims[0].GetName() == "Foo" | 1,198 | Python | 29.743589 | 98 | 0.716194 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/find-prim-by-name/py_usd.md | ``` {literalinclude} py_usd.py
:language: py
```
```{warning}
This will be slow for stages with many prims, as stage traversal is currently single-threaded. Learn more about [scene complexity](https://openusd.org/release/maxperf.html#what-makes-a-usd-scene-heavy-expensive).
```
| 286 | Markdown | 22.916665 | 212 | 0.730769 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/find-prim-by-name/config.toml | [core]
title = "Find a Prim by Name"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for finding a Prim by its name on a Stage."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "prim", "name", "Traverse"] | 252 | TOML | 41.16666 | 109 | 0.694444 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/find-prim-by-name/header.md | If you want to find all of the prims of a certain type, you can [Traverse](https://openusd.org/release/api/class_usd_stage.html#adba675b55f41cc1b305bed414fc4f178) the stage and use [Usd.Prim.GetName()](https://openusd.org/release/api/class_usd_object.html#ae57e12beedf10c423e11c5b889343f6d) to compare the name of every prim on the stage with the name you are looking for.
```{note}
There could be more than one prim with the same name on a stage.
```
| 454 | Markdown | 63.999991 | 372 | 0.777533 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/get-prim-child/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd
def get_child_prim(parent_prim, child_name) -> Usd.Prim:
child_prim: Usd.Prim = parent_prim.GetChild(child_name)
return child_prim
#############
# Full Usage
#############
from pxr import Sdf, UsdGeom
# Create an in-memory Stage with /World Xform prim as the default prim
stage: Usd.Stage = Usd.Stage.CreateInMemory()
default_prim: Usd.Prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World")).GetPrim()
stage.SetDefaultPrim(default_prim)
# Create a Cube prim
cube: Usd.Prim = UsdGeom.Cube.Define(stage, default_prim.GetPath().AppendPath("Box"))
# Get the child prim of the default prim with the name "Box"
child_prim = get_child_prim(default_prim, "Box")
# Print the full Stage
usda = stage.GetRootLayer().ExportToString()
print(usda)
# Print the path of the child prim you were looking for.
print(child_prim.GetPath())
# Verify the child and parent relationship
assert child_prim.GetParent() == default_prim
assert child_prim.GetPath() == cube.GetPath() | 1,128 | Python | 31.257142 | 98 | 0.728723 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/get-prim-child/py_usd.md | If you know the name of the child prim, you can use `Usd.Prim.GetChild()`. This returns an invalid prim if the child doesn't exist. You can [check if the returned prim exists](../prims/check-prim-exists).
``` {literalinclude} py_usd.py
:language: py
```
Another option is to iterate through all of the prim's children to operate on all the children or query them to find the child you are looking for.
``` {literalinclude} py_usd_var1.py
:language: py
``` | 457 | Markdown | 44.799996 | 204 | 0.737418 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/get-prim-child/usda.md | This is an example USDA result to show that the Cube prim is the Child Prim of World.
``` {literalinclude} usda.usda
:language: usd
``` | 136 | Markdown | 33.249992 | 85 | 0.735294 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/get-prim-child/config.toml | [core]
title = "Get the Child of a Prim"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for getting the child of a Prim."
keywords = ["OpenUSD", "USD", "Python", "snippet", "code sample", "prim", "child", "children"] | 247 | TOML | 40.333327 | 99 | 0.696356 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/get-prim-child/py_usd_var1.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from pxr import Usd, UsdGeom
def get_first_child_mesh(parent_prim: Usd.Prim) -> Usd.Prim:
# Iterates only active, loaded, defined, non-abstract children
for child_prim in parent_prim.GetChildren():
if child_prim.IsA(UsdGeom.Mesh):
return child_prim
def print_all_children_names(parent_prim: Usd.Prim):
# Iterates over all children
for child_prim in parent_prim.GetAllChildren():
print(child_prim.GetName()) | 590 | Python | 38.399997 | 98 | 0.716949 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/find-prims-by-type/py_usd.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
from typing import List, Type
from pxr import Usd, UsdGeom
def find_prims_by_type(stage: Usd.Stage, prim_type: Type[Usd.Typed]) -> List[Usd.Prim]:
found_prims = [x for x in stage.Traverse() if x.IsA(prim_type)]
return found_prims
##############
# Full Usage
##############
from pxr import UsdGeom, Sdf
# Create an in-memory Stage with /World Xform prim as the default prim
stage: Usd.Stage = Usd.Stage.CreateInMemory()
default_prim = UsdGeom.Xform.Define(stage, Sdf.Path("/World"))
stage.SetDefaultPrim(default_prim.GetPrim())
# Create some shape prims
UsdGeom.Xform.Define(stage, "/World/Group")
UsdGeom.Mesh.Define(stage, "/World/Foo")
UsdGeom.Mesh.Define(stage, "/World/Group/Bar")
UsdGeom.Sphere.Define(stage, "/World/Group/Baz")
# find the prims with of type UsdGeom.Mesh
prims: List[Usd.Prim] = find_prims_by_type(stage, UsdGeom.Mesh)
# Print the mesh prims you found
print(prims)
# Check the number of prims found and whether the found data is correct.
assert len(prims) == 2
prim: Usd.Prim
for prim in prims:
assert isinstance(prim, Usd.Prim)
assert prim.GetTypeName() == "Mesh" | 1,250 | Python | 29.512194 | 98 | 0.7208 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/source/hierarchy-traversal/find-prims-by-type/config.toml | [core]
title = "Find All the Prims of a Given Type"
[metadata]
description = "Universal Scene Description (OpenUSD) code samples for finding all the Prims on a Stage of a certain type."
keywords = ["OpenUSD", "USD", "Python", "code sample", "snippet", "code sample", "prim", "IsA", "Traverse"] | 294 | TOML | 48.166659 | 122 | 0.704082 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/sphinx/usd_header.rst | ========================================================
Universal Scene Description (OpenUSD) Code Samples
========================================================
This is an index of code samples or snippets for Universal Scene Description (OpenUSD). The code samples are indexed by topics and each code sample is titled by the task that it is used for. Where applicable, we include code samples using Kit OpenUSD wrappers for developing within Omniverse apart from the original USD API. New USD developers will find this useful for finding the appropriate API used to accomplish a task and using the `OpenUSD Python API reference <https://docs.omniverse.nvidia.com/kit/docs/pxr-usd-api>`__ or `OpenUSD C++ API reference <https://openusd.org/release/api/index.html>`_ to learn more about the API. Experienced developers can use this index for quick code lookups.
**Want to contribute to the USD Code Samples?**
All the code samples are open-source with a permissive license. You can contribute new code samples for new tasks or improve existing code samples. Visit the `OpenUSD Code Samples GitHub Repository <https://github.com/NVIDIA-Omniverse/OpenUSD-Code-Samples>`__ to learn more and contribute.
.. button-link:: https://github.com/NVIDIA-Omniverse/OpenUSD-Code-Samples
:color: secondary
:align: center
:outline:
Contribute | 1,357 | reStructuredText | 74.44444 | 699 | 0.714075 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/sphinx/index.rst | .. toctree::
:caption: USD Code Samples
:maxdepth: 4
usd | 66 | reStructuredText | 12.399998 | 29 | 0.606061 |
NVIDIA-Omniverse/OpenUSD-Code-Samples/sphinx/conf.py | # SPDX-FileCopyrightText: Copyright (c) 2023 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
# Configuration file for the Sphinx documentation builder.
#
# This file only contains a selection of the most common options. For a full
# list see the documentation:
# https://www.sphinx-doc.org/en/master/usage/configuration.html
# -- Path setup --------------------------------------------------------------
# If extensions (or modules to document with autodoc) are in another directory,
# add these directories to sys.path here. If the directory is relative to the
# documentation root, use os.path.abspath to make it absolute, like shown here.
#
# import os
# import sys
# sys.path.insert(0, os.path.abspath('.'))
# -- Project information -----------------------------------------------------
project = 'USD Code Samples'
copyright = '2023, NVIDIA'
author = 'NVIDIA'
# -- General configuration ---------------------------------------------------
# Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
# ones.
extensions = [
"myst_parser",
"sphinx_design",
"sphinx_rtd_theme"
]
# Add any paths that contain templates here, relative to this directory.
templates_path = ['_templates']
# List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files.
# This pattern also affects html_static_path and html_extra_path.
exclude_patterns = ['_build', 'Thumbs.db', '.DS_Store']
# -- Options for HTML output -------------------------------------------------
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
#
html_theme = 'sphinx_rtd_theme'
html_theme_options = {
'collapse_navigation': True,
'navigation_depth': -1
}
# Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static'] | 2,147 | Python | 33.095238 | 98 | 0.658593 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/Workshop/Siggraph2022_Scatter_Workshop.md |

# NVIDIA OMNIVERSE
# Build Beautiful, Custom UI for 3D Tools on NVIDIA Omniverse
Become a master in UI with a hands-on deep dive into NVIDIA Omniverse Kit’s powerful omni.ui suite of tools and frameworks. In this session, you’ll build your own custom UI for workflows in Omniverse with Python script.
# Learning Objectives
- Enable Extension
- Build with omni.ui
- Create Columns and Rows
- Create a button
<video width="560" height="315" controls>
<source src="https://d36m44n9vdbmda.cloudfront.net/assets/x-ov-05-v1/BuildUIIntro.mp4" type="video/mp4">
</video>
# Omni.ui_Window Scatter
## Section I
<video width="560" height="315" controls>
<source src="https://d36m44n9vdbmda.cloudfront.net/assets/x-ov-05-v1/BuildUISection1.mp4" type="video/mp4">
</video>
### Step 1: Open the Workshop Stage
#### <b>Step 1.1: Download the Stage from the Link Provided</b>
[Stage Link](https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1/Stage.zip)
#### <b> Step 1.2: Unzip Stage Using Extract All...
This creates an unzipped file folder called `Stage`.
#### <b> Step 1.3: Open Stage in Omniverse
Navigate inside Omniverse Code's `Content tab` to the stage file's location on your system.
(i.e. C:/Users/yourName/Downloads/Stage)
**Double Click** `Stage.usd` in the center window pane of the `Content tab` at the bottom of the Omniverse Code Console and it will appear in the viewport.
### Step 2: Install the Scatter Tool Extension
#### <b>Step 2.1: Open the Extensions Tab</b>
Click on `Extensions` Manager Tab
#### <b>Step 2.2: Filter by Commnuity / Third Party Extensions</b>
Select `Community / Third Party` tab
<br>

<br>
#### <b>Step 2.3: Search for Scatter Tool</b>
Search for `Scatter Tool` and click on `Omni.UI Window Scatter`

<br>
#### <b>Step 2.4: Install/Enable the Extension</b>
Click on the extension and then click `Install` in the right console. Once installed, enable the extension.
<span>❗</span> You may get a warning that this extension is not verified. It is safe to install this extension.
<br>
`Scatter Window` will appear on the screen when the extension is enabled.

<br>
#### <b>Step 2.5: Does it work? Set the Source</b>
In the `Viewport` select a prim in the `Stage Hierarchy` and then set the Source of the prim in the Scatter Window by clicking the "S" in Source of `Scatter Window` .
A `prim` is short for primitive. The prim is the fundamental unit in Omniverse. Anything imported or created in a `USD`, Universal Scene Description, scene. This includes camera, sounds, lights, meshes, etc.

<br>
#### <b>Step 2.6: Scatter the Prim</b>
Scatter 20 objects on the `X-axis` with a distance of 30.
Leave Y and Z at default and then click `Scatter Prim A` at the bottom of the `Scatter Window`.
Here is an example of what your scene may look like:

><span>❓</span>Did you notice?
>- Prim scatters at World Origin `[0,0,0]`. How do you think this can be fixed?
>- You can set multiple prim's in the Source but you cannot scatter multiple prim's individually, which we will fix in Section II!
<br>
#### <b>Step 3: Enable Physics</b>
Find the `Play` button and enable physics, watch what happens! Don't forget to hit the `Stop` button after the physics have played.
<details>
<summary>Click here to see where the play button is located</summary>

</details>
<br>
### <b>Step 4: Undo Scatter</b>
Find the `Scatter01` folder in `Stage` and left-click on the folder then right-click to delete or hit the `delete` button on your keyboard.
`Stage` is the panel that allows you to see all the assets in your current `USD`, or Universal Scene Description. It lists the prims in heirarchical order.
><span>❗</span> Warning <span>❗</span> If you `ctrl+z` you will undo the last 3 scatters.

<br>
>#### <span>🧠</span><b>Challenge Step 5: Brainstorm Use Cases</b>
><i>All Challenges in this workshop are optional</i>
>
>Think of 3 ways this tool could be used. Brain storm with your peers and think of how it can be used for your industry!
<br>
>### <span>⛔</span> Stop here and wait to move on to Section II
<br>
## Section II
<video width="560" height="315" controls>
<source src="https://d36m44n9vdbmda.cloudfront.net/assets/x-ov-05-v1/BuildUIIntroSection2.mp4" type="video/mp4">
</video>
<video width="560" height="315" controls>
<source src="https://d36m44n9vdbmda.cloudfront.net/assets/x-ov-05-v1/buildUISection2.mp4" type="video/mp4">
</video>
### Step 6: Add another Source to the UI
#### <b>Step 6.1: Open Visual Studio</b>
Go to the `Extensions` tab and click the `Scatter Window` extension to open the extension overview to the right. Click the `VS Code` icon next to the folder icon:

<br>
#### <b>Step 6.2: Locate Window Script</b>
Locate the files you need for this session at:
`exts -> omni\example\ui_scatter_tool`
You are working in
`window.py`
<br>

<br>
#### <b>Step 6.3: Locate Models</b>
Locate the sets of `Models` at the top of the `ScatterWindow` class.
This is where prim A is defined for both the source and the scatter properties.

<br>
#### <b>Step 6.4: Add Prim Model B to Models</b>
Below `self._scatter_prim_model_a` in the sets of `Models`, add the source and scatter for our new prim, `prim model b`, as so:
```python
self._source_prim_model_b = ui.SimpleStringModel()
self._scatter_prim_model_b = ui.SimpleStringModel()
```
><span>❗</span> Check that you have tabbed correctly. Your new `Models` section should look like this:

<br>
#### <b>Step 6.5: Locate Defaults</b>
Locate the sets of `Defaults` below the sets of `Models`.
This is the default name for the scatter that will be nested in `Stage`.

<br>
#### <b>Step 6.6: Add Default for Prim Model B </b>
Below the property for `self._scatter_prim_model_a._as_string`, set the same for `prim model b` but instead, define the path in the stage as `/World/Scatter02`. This will default where the scatter for prim b will be nested in `Stage`.
```python
self._scatter_prim_model_b.as_string = "/World/Scatter02"
```
Now your `Defaults` section should look like this:

<br>
#### <b>Step 6.7: Locate _build_source function</b>
Locate `_build_source` function in the same script.

This function creates the UI for the `Source` of `Scatter Window` where you set the selected prim by clicking the "S".
<br>
#### <b>Step 6.8: Add Source UI for Prim B</b>
Add this new `ui.HStack` to the bottom of this function, underneath the existing `ui.HStack` for Prim A.
```python
with ui.HStack():
ui.Label("Prim B", name="attribute_name", width=self.label_width)
ui.StringField(model=self._source_prim_model_b)
# Button that puts the selection to the string field
ui.Button(
" S ",
width=0,
height=0,
style={"margin": 0},
clicked_fn=lambda:self._on_get_selection(self._source_prim_model_b),
tooltip="Get From Selection",
)
```
So that your updated function looks like this:

<br>
Save your `window.py` script and check that your Scatter Window UI updated.
## <span>🎉</span> CONGRATULATIONS! <span>🎉</span>
You have created your first piece of UI in Omniverse!

<br>
><span>❓</span> If your UI did not update or your `Scatter Window` disappeared, check the console for errors. The `Console` tab can be found here:
>
>
<br>
><span>❗</span> A common error may be that your code is not aligned properly. Check that the indents match the snippets in step 6.8.
<br>
#### <b>Step 6.9: Locate _build_scatter Function</b>
Locate the function `_build_scatter` in `window.py`.
This function creates the UI for the Scatter group below `Source` in `Scatter Window`.

<br>
#### <b>Step 6.10: Add Scatter UI for Prim B</b>
Create this new `ui.HStack`, for `Prim B Path` below the row for `Prim A Path` as follows:
```python
with ui.HStack():
ui.Label("Prim B Path", name="attribute_name", width=self.label_width)
ui.StringField(model=self._scatter_prim_model_b)
```
So now your `_build_scatter` looks like this:

<br>
Save your `window.py` script and check that your UI has updated in Omniverse.
## <span>🌟</span> AMAZING! <span>🌟</span>
You've done it again and successfully created UI!

<br>
#### <b>Step 6.11: Locate _build_fn Function</b>
Locate the function `_build_fn` in `window.py`
This function builds the entire UI in the `Scatter Window` and also calls the function for when the `Scatter Prim` button is clicked.

<br>
#### <b>Step 6.12: Add a scatter button for Prim B</b>
Create this new button underneath the `Go Button` for `Prim A`.
```python
# The Go button
ui.Button("Scatter Prim B", clicked_fn=lambda:self._on_scatter(self._source_prim_model_b, self._scatter_prim_model_b))
```
So your `_build_fn` should look like this:

<br>
Save `window.py` and check that your UI has been updated in Omniverse.
## <span>✨</span> WOW! <span>✨</span>
You've created a new button, great job!

<br>
### Step 7: Set and Scatter Prim A and Prim B
#### <b>Step 7.1: Set the Source of Prim A and Prim B</b>
Set the Source for Prim A and Prim B, just as you did in Step 2.5

<br>
Make sure that you have set Prim B as a different Prim than Prim A.
For example, set Prim A as Twist Marble and set Prim B as Gummy Bear.

<br>
#### <b>Step 7.2: Set Parameters for X, Y, Z Axis</b>
Set X axis object count to 5 with a distance of 25.
Set Y axis object count to 4 with a distance of 25.
Set Z axis object count to 4 with distance of 25.

<br>
#### <b>Step 7.3: Scatter Prim A</b>
Click Scatter Prim A button.
You should see a quad of Prim A appear on the screen and a folder in `Stage` labeled `Scatter01`.
Select the prims in `Scatter 01` by selecting the first prim in the folder and then <b>shift+click</b> the last prim in the folder then move the quad of Prims over the serving bowl in the viewport.

<br>
#### <b>Step 7.4: Scatter Prim B</b>
Click Scatter Prim B button.
You should see a quad of Pim B appear on the screen and a folder in `Stage` labeled `Scatter 02`.
Leave these prims where they originated.

<br>
#### <b>Step 7.5: Press the Play Button</b>
Press `Play` and watch the Prims fall into the bowl and jar!
Press `Stop` when you are done.

<br>
>#### <span>🧠</span><b>Challenge Step 8: Set Scale Parameters in the UI</b>
><i>All Challenges in this workshop are optional</i>
>
>The function to scale the prim on scatter already exists in the code, can you create the UI for it?
>
><b>Hint:</b> It will be built in `_build_scatter`.
>
>[You can search the omni.ui documentation here.](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html#omni.ui.StringField)
>
><details>
><summary> Click here for the answer </summary>
>
>### Challenge Step 8.1: Build UI for Scale
><i>All Challenges in this workshop are optional</i>
>
>Locate `_build_scatter` in `window.py` as we did in step 6.9.
>
>Add this new row for Scale at the bottom of the function:
>
>```python
> with ui.HStack():
> ui.Label("Scale", name="attribute_name", width=self.label_width)
> for field in zip(["X:", "Y:", "Z:"], self._scale_models):
> ui.Label(field[0], width=0, style={"margin": 3.0})
> ui.FloatField(model=field[1], height=0, style={"margin": 3.0})
>```
>
>So now your `_build_scatter` function should look like this:
>
>
>
>Save `window.py` and check that the UI has updated in Omniverse.
>
>This is what your new UI should look like:
>
>
>
>Check that it is working by setting new parameters for scale and object count then click `Scatter Prim A`.
>
></details>
<br>
>### <span>⛔</span> Stop here and wait to move on to Section III
<br>
## Section III
<video width="560" height="315" controls>
<source src="https://d36m44n9vdbmda.cloudfront.net/assets/x-ov-05-v1/buildUISection3.mp4" type="video/mp4">
</video>
### Step 9: Make your scene
#### <b>Step 9.1: Play with the Parameters</b>
Scatter your prims using various object and distance parameters along the X, Y, and Z axis.
#### <b>Step 9.2: Randomize your Parameters</b>
Scatter your prims again changing the `Random` parameters along the different axis.
What does Random do?
The `Random` parameter in `Scatter Tool` is a scalar factor that multiples against a random number and is then added to the uniform distribution for each object.
For example: If the `Distance` parameter is set to 20, each other be would distanced at 0, 20, 40, etc. If you add a `Random` parameter of 15 then it turns into 0 = (15 * random_number_gen), 20 + (15 * random_number_gen), etc.
>:bulb:Press play when you are finished
>
>
>#### <span>🧠</span><b>Challenge Step 10: How many marbles can you get in the jars and bowls?</b>
>
><i>All Challenges in this workshop are optional</i>
>
>How can you use the scatter tool to drop as many marbles into the jars and bowls?
>
><details>
><summary>Click here for a suggestion</summary>
>
>Similar to Step 7.2, scatter a Prim in a smaller distance and higher object count to create a large stack of prims then move over a jar or bowl before pressing play. Then watch them all fall!
>
>
>
></details>
<br>
## Congratulations!
You have completed this workshop! We hope you have enjoyed learning and playing in Omniverse!
[Join us on Discord to extend the conversation!](https://discord.com/invite/nvidiaomniverse)
| 19,036 | Markdown | 35.12334 | 235 | 0.718061 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/Workshop/CN_UI_Workshop.md |

# NVIDIA OMNIVERSE
# 通过 NVIDIA Omniverse 为 3D 工具构建漂亮的自定义 UI 界面
亲自试用 NVIDIA Omniverse 套件中的 Omni.ui 工具及框架套件,深入了解其强大功能,从而成为用户界面大师。在本培训中,您将使用 Python 脚本在 Omniverse 中为工作流构建自定义用户界面。
# 学习目标
- 启用扩展程序
- 使用 omni.ui 构建用户界面
- 创建列和行
- 创建按钮
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1-zh/BuildUIIntro_CN_v1.mp4" type="video/mp4">
</video>
# Omni.ui_Window Scatter
## 第 I 部分
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1-zh/BuildUISection1_CN_v1.mp4" type="video/mp4">
</video>
### <b>第 1 步:打开 Workshop Stage</b>
#### <b>第 1.1 步:从下面提供的链接下载 Stage</b>
[Stage的下载链接](https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1/Stage.zip)
#### <b>第 1.2 步:使用 “Extract All...”(提取所有文件...)解压 Stage</b>
此操作会创建一个名为 `Stage` 的解压文件夹。
#### <b>第 1.3 步:在 Omniverse 中打开 Stage</b>
在 Omniverse Code 的 `Content`(内容)选项卡中,找到系统中存放 Stage 文件的位置。
(即 C:/Users/yourName/Downloads/Stage)
在 Omniverse Code 控制台底部的 `Content` (内容)选项卡中,**双击**中间窗格中的 `Stage.usd`,即可在视图区中打开该 Stage。
### <b> 第 2 步:安装 Scatter 工具扩展功能</b>
#### <b>第 2.1 步:打开`Extensions`(扩展功能)选项卡</b>
单击 `Extensions`(扩展功能)管理器选项卡
#### <b>第 2.2 步:对来自社区或第三方的扩展功能进行筛选</b>
选择 `Community/Third Party`(社区/第三方)选项卡
<br>

<br>
#### <b>第 2.3 步:搜索 Scatter 工具</b>
搜索 `Scatter Tool`(散布工具),然后单击 `Omni.UI Window Scatter`

<br>
#### <b>第 2.4 步:安装/启用扩展功能</b>
单击选中的扩展功能,然后在右侧控制台中单击 `Install`(安装)。安装后,启用该扩展功能。
<span>❗</span>您可能会收到一个警告,指明此扩展功能未经验证。安装此扩展功能是安全的。
<br>
启用此扩展功能后,屏幕上会显示 `Scatter Window`(散布窗口)。

<br>
#### <b>第 2.5 步:看到窗口了吗? 设置来源</b>
在 `Viewport`(视图区)部分的 `Stage Hierarchy`(Stage 层次结构)中选择一个 prim (基元),然后按此方式在`Scatter Window`(散布窗口)中设置基元的来源:在 `Scatter Window`(散布窗口)中,单击`Source`(资源)下的`S`按钮。
`Prim`(基元)是 primitive 的简写,它是 Omniverse 中的基本单元。在 `USD` 中导入或创建的任何对象都是一个基元(prim),例如照相机、声音、光线、网格等等。

<br>
#### <b>第 2.6 步:对基元执行散布操作</b>
在 X 轴上,以 30 为间距值散布 20 个对象。
在 Y 轴和 Z 轴上保留默认设置,然后单击 `Scatter Window`(散布窗口)底部的 `Scatter Prim A`(散布基元 A)。
此时,您的 Stage 应该与下面的示例相似:

><span>❓</span>您注意到了吗?
>- 基元散布操作将在 Stage 的原点 `[0,0,0]` 执行。您有什么方法可以解决这个问题?
>- 您可以在 `Source`(来源)部分设置多个基元,但是无法对多个基元单独执行散布操作。我们将在第 II 部分解决这个问题。
<br>
### <b>第 3 步:启用物理效果</b>
找到 `Play`(播放)按钮并启用物理效果,看看会发生什么!物理效果播放完毕后,请记得单击 `Stop`(停止)按钮。
<details>
<summary>单击此处,查看 Play(播放)按钮所在的位置。</summary>

</details>
<br>
### <b>第 4 步:撤消散布操作</b>
在 `Stage` 中找到 `Scatter01` 文件夹并用左键单击该文件夹,然后单击鼠标右键选择“Delete”(删除)或按下键盘上的 `delete` 键。
`Stage`是一个面板,在上面您可以看到当前 `USD` (Universal Scene Description) 中的所有素材。它会按层次顺序列出所有的基元。
><span>❗</span> 警告 <span>❗</span> 如果使用 `ctrl+z` 组合键,则会撤消最后 3 项散布操作。

<br>
>### <span>🧠</span><b>第 5 步(自我挑战):尽情想象用例</b>
><i>本培训中的所有自我挑战都是可选的。</i>
>
>思考此工具的 3 种使用方式。与同事进行头脑风暴,并思考如何将此工具应用于您所从事的行业!
<br>
>### <span>⛔</span> 建议在此处暂停,思考一下,再继续学习第 II 部分
<br>
## 第 II 部分
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1-zh/BuildUIIntroSection2_CN_v1.mp4" type="video/mp4">
</video>
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1-zh/BuildUISection2_CN_v1.mp4" type="video/mp4">
</video>
### <b> 第 6 步:向用户界面添加其他来源</b>
#### <b>第 6.1 步:打开 Visual Studio</b>
转至 `Extensions`(扩展功能)选项卡,然后单击 `Scatter Window`(散布窗口)扩展功能,以在右侧打开扩展功能的概览。单击文件夹图标旁边的 `VS Code` 图标:

<br>
#### <b>第 6.2 步:找到窗口脚本</b>
在以下位置找到本培训需要使用的文件:
`exts -> omni\example\ui_scatter_tool`
我们将使用
`window.py`
<br>

<br>
#### <b>第 6.3 步:找到模型</b>
在 `ScatterWindow` 类的顶部,找到 `Models`(模型)代码集。
此代码集定义了基元 A 的来源和散布属性。

<br>
#### <b>第 6.4 步:在模型代码集中添加基元模型 B</b>
在 `Models`(模型)代码集的 `self._scatter_prim_model_a` 下方,添加新基元 `prim model b` 的来源和散布属性,具体如下:
```python
self._source_prim_model_b = ui.SimpleStringModel()
self._scatter_prim_model_b = ui.SimpleStringModel()
```
><span>❗</span> 确保代码正确对齐。编辑后的 `Models` 部分将与以下示例类似:

<br>
#### <b>第 6.5 步:找到默认设置</b>
在 `Models`(模型)代码集下面,找到 `Defaults`(默认设置)代码集。
这是将要在 `Stage`中执行的散布操作的默认名称。

<br>
#### <b>第 6.6 步:为基元模型 B 添加默认设置</b>
在 `self._scatter_prim_model_a._as_string` 属性下方,为 `prim model b` 设置相同的属性,但是将其在场景中的路径定义为 `/World/Scatter02`。这将决定在 `Stage`中对基元 B 执行散布操作的默认位置。
```python
self._scatter_prim_model_b.as_string = "/World/Scatter02"
```
此时,您的 `Defaults`(默认设置)部分应该与下面的示例相似:

<br>
#### <b>第 6.7 步:找到 _build_source 函数</b>
在同一脚本中,找到 `_build_source` 函数。

此函数用于为 `Scatter Window`(散布窗口)中`Source`(来源)选项(即单击“S”按钮设置所选基元的功能)创建用户界面。
<br>
#### <b>第 6.8 步:为基元 B 添加来源用户界面</b>
在这个函数的底部,将下面的新 `ui.HStack` 添加到原有的基元 A 的 `ui.HStack` 下方。
```python
with ui.HStack():
ui.Label("Prim B", name="attribute_name", width=self.label_width)
ui.StringField(model=self._source_prim_model_b)
# Button that puts the selection to the string field
ui.Button(
" S ",
width=0,
height=0,
style={"margin": 0},
clicked_fn=lambda:self._on_get_selection(self._source_prim_model_b),
tooltip="Get From Selection",
)
```
此时,更新后的函数应该与下面的示例相似:

<br>
保存更改后的 `window.py` 脚本,然后查看`Scatter Window`(散布窗口)的用户界面是否相应更新。
## <span>🎉</span> 恭喜! <span>🎉</span>
您在 Omniverse 中创建了自己的第一个用户界面组件!

<br>
><span>❓</span> 如果用户界面没有更新或者 `Scatter Window`(散布窗口)消失了,请在控制台中检查代码是否有误。`Console`(控制台)选项卡位于此处:
>
>
<br>
><span>❗</span> 造成这些问题的一个常见错误是代码没有正确对齐。请检查代码缩进格式是否与第 6.8 步中的屏幕截图完全相同。
<br>
#### <b>第 6.9 步:找到 _build_scatter 函数</b>
在 `window.py` 中,找到 `_build_scatter` 函数。
此函数用于为 `Scatter Window`(散布窗口)中 `Source`(资源)下的散布组创建用户界面。

<br>
#### <b>第 6.10 步:为基元 B 添加散布工具用户界面</b>
使用如下代码,在 `Prim A Path` 行的下面,为 `Prim B Path` 创建新的 `ui.HStack`:
```python
with ui.HStack():
ui.Label("Prim B Path", name="attribute_name", width=self.label_width)
ui.StringField(model=self._scatter_prim_model_b)
```
此时,您的 `_build_scatter` 应该与下面的示例相似:

<br>
保存更改后的 `window.py` 脚本,然后查看 Omniverse 中的用户界面是否相应更新。
## <span>🌟</span> 太棒了! <span>🌟</span>
您又一次成功创建了用户界面!

<br>
#### <b>第 6.11 步:找到 _build_fn 函数</b>
在 `window.py`中,找到函数 `_build_fn`。
此函数用于构建整个 `Scatter Window`(散布窗口)的用户界面,它还会调用单击 `Scatter Prim`(散布基元)按钮时触发的函数。

<br>
#### <b>第 6.12 步:为基元 B 添加散布按钮</b>
在 `Prim A`(基元 A)的 `Go`(执行)按钮下面,创建这个新按钮。
```python
# “Go”(执行)按钮
ui.Button("Scatter Prim B", clicked_fn=lambda:self._on_scatter(self._source_prim_model_b, self._scatter_prim_model_b))
```
此时,您的 `_build_fn` 应该与下面的示例相似:

<br>
保存 `window.py`,然后查看 Omniverse 中的用户界面是否相应更新。
## <span>✨</span> 太赞了! <span>✨</span>
您创建了一个新按钮,做的好!

<br>
### <b> 第 7 步:设置基元 A 和基元 B 并执行散布操作</b>
#### <b>第 7.1 步:设置基元 A 和基元 B 的来源</b>
按照第 2.5 步的操作,为基元 A 和基元 B 设置来源。

<br>
在设置基元 B 时,务必使用与基元 A 不同的基元。
例如,将基元 A 设置为 “TwistMarble”,将基元 B 设置为 “GummyBear”。

<br>
#### <b>第 7.2 步:为 X 轴、Y 轴和 Z 轴设置参数</b>
将 X 轴的 “Object Count”(对象数量)和 “Distance”(距离)分别设置为 5 和 25。
将 Y 轴的 “Object Count”(对象数量)和 “Distance”(距离)分别设置为 4 和 25。
将 Z 轴的 “Object Count”(对象数量)和 “Distance”(距离)分别设置为 4 和 25。

<br>
#### <b>第 7.3 步:对基元 A 执行散布操作</b>
单击 `Scatter Prim A`(散布基元 A)按钮。
屏幕上将会显示一个由基元 A 组成的正方形,而且 `Stage` 里会出现一个名为 `Scatter01` 的文件夹。
选择该文件夹中的第一个基元,再<b>按住 Shift 键单击</b>该文件夹中的最后一个基元,以选择 `Scatter 01` 中的所有基元。然后在视图中,将基元方阵移动到大碗的上方。

<br>
#### <b>第 7.4 步:对基元 A 执行散布操作</b>
单击`Scatter Prim B`(散布基元 B)按钮。
屏幕上将会显示一个由基元 B 组成的正方形,而且 `Stage` 中会出现一个名为 `Scatter 02` 的文件夹。
将这些基元留在原位。

<br>
#### <b>第 7.5 步:按下 `Play`(播放)按钮</b>
按下 `Play`(播放)按钮,观看基元掉入碗和瓶中!
完成后,按下 `Stop`(停止)按钮。

<br>
>### <span>🧠</span><b>第 8 步(自我挑战):在用户界面中设置范围参数</b>
><i>本培训中的所有自我挑战都是可选的。</i>
>
>代码中已经包含了用于确定基元散布范围的函数,您能为它创建相应的用户界面吗?
>
><b>提示:</b>请在 `_build_scatter` 中进行构建。
>
>[您可以在此处搜索 omni.ui 文档。](https://docs.omniverse.nvidia.com/py/kit/source/extensions/omni.ui/docs/index.html#omni.ui.StringField)
>
><details>
><summary> 单击此处获取答案 </summary>
>
>### 第 8.1 步(自我挑战):为范围功能构建用户界面
><i>本培训中的所有自我挑战都是可选的</i>
>
>按照第 6.9 步的操作,在 `window.py` 中找到 `_build_scatter`。
>
>将下面几行用于范围功能的代码添加到函数底部:
>
>```python
> with ui.HStack():
> ui.Label("Scale", name="attribute_name", width=self.label_width)
> for field in zip(["X:", "Y:", "Z:"], self._scale_models):
> ui.Label(field[0], width=0, style={"margin": 3.0})
> ui.FloatField(model=field[1], height=0, style={"margin": 3.0})
>```
>
>此时,您的 `_build_scatter` 函数应该与下面的示例相似:
>
>
>
>保存 `window.py`,然后查看 Omniverse 中的用户界面是否相应更新。
>
>新用户界面应如下图所示:
>
>
>
>设置新的范围和对象数量参数,然后单击 `Scatter Prim A`(散布基元 A),看看是否有效。
>
></details>
<br>
>### <span>⛔</span> 建议在此处暂停,思考一下,再继续学习第 III 部分
<br>
## 第 III 部分
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1-zh/BuildUISection3_CN_v1.mp4" type="video/mp4">
</video>
### <b> 第 9 步:制作您自己的场景</b>
#### <b>第 9.1 步:尝试不同的参数</b>
使用多组不同的 X 轴、Y 轴和 Z 轴对象数量和距离参数,对基元执行散布操作。
#### <b>第 9.2 步:使用随机参数</b>
更改各个轴的 `Random`(随机)参数值,然后再次对基元执行散布操作。
`Random`(随机)参数有什么作用?
在`Scatter Tool`(散布工具)中,`Random`(随机)参数是一个标量因子,系统会用它乘以一个随机值,并将计算结果添加到每个对象的均匀分布值上。
例如:如果 `Distance`(距离)参数设置为 20,每个对象将被分配 0、20、40...(以此类推)的距离值。如果添加一个 15 左右的`Random`(随机)参数 ,则各个对象的距离值会变为 0 + (15 * random_number_gen)、20 + (15 * random_number_gen) 等等。
>💡 完成设置后,按下`Play`(播放)按钮
>
>
>### <span>🧠</span><b>第 10 步(自我挑战):瓶和碗里会有多少块大理石?</b>
>
><i>本培训中的所有自我挑战都是可选的。</i>
>
>您如何使用缩放工具,让尽可能多的大理石掉落到瓶和碗里?
>
><details>
><summary>单击此处查看建议</summary>
>
>与第 7.2 步类似,在对基元执行散布操作时,只需使用较小的`Distance`(距离)值,并设置较大的`Object Count`(对象数量)值来创建大量基元,然后将其移动到瓶或碗的上方,再按下`Play`(播放)键,观看基元落下即可!
>
>
>
></details>
<br>
## 恭喜!
您已完成本培训!希望您在学习和使用 Omniverse 的过程中找到乐趣!
[欢迎在 Discord 上加入我们,进行更深入的交流!](https://discord.com/invite/nvidiaomniverse)
| 15,066 | Markdown | 27.482042 | 170 | 0.696668 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/omni/example/custom_ui/style.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["scatter_window_style"]
from omni.ui import color as cl
from omni.ui import constant as fl
from omni.ui import url
import omni.kit.app
import omni.ui as ui
import pathlib
EXTENSION_FOLDER_PATH = pathlib.Path(
omni.kit.app.get_app().get_extension_manager().get_extension_path_by_module(__name__)
)
# Pre-defined constants. It's possible to change them runtime.
cl.scatter_window_hovered = cl("#2b2e2e")
cl.scatter_window_text = cl("#9e9e9e")
fl.scatter_window_attr_hspacing = 10
fl.scatter_window_attr_spacing = 1
fl.scatter_window_group_spacing = 2
# The main style dict
scatter_window_style = {
"Label::attribute_name": {
"color": cl.scatter_window_text,
"margin_height": fl.scatter_window_attr_spacing,
"margin_width": fl.scatter_window_attr_hspacing,
},
"CollapsableFrame::group": {"margin_height": fl.scatter_window_group_spacing},
"CollapsableFrame::group:hovered": {"secondary_color": cl.scatter_window_hovered},
}
| 1,408 | Python | 35.128204 | 89 | 0.740767 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/omni/example/custom_ui/commands.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ScatterCreatePointInstancerCommand"]
from pxr import Gf
from pxr import Sdf
from pxr import Usd
from pxr import UsdGeom
from typing import List
from typing import Optional
from typing import Tuple
import omni.kit.commands
import omni.usd.commands
class ScatterCreatePointInstancerCommand(omni.kit.commands.Command, omni.usd.commands.stage_helper.UsdStageHelper):
"""
Create PointInstancer undoable **Command**.
### Arguments:
`path_to: str`
The path for the new prims
`transforms: List`
Pairs containing transform matrices and ids to apply to new objects
`prim_names: List[str]`
Prims to duplicate
"""
def __init__(
self,
path_to: str,
transforms: List[Tuple[Gf.Matrix4d, int]],
prim_names: List[str],
stage: Optional[Usd.Stage] = None,
context_name: Optional[str] = None,
):
omni.usd.commands.stage_helper.UsdStageHelper.__init__(self, stage, context_name)
self._path_to = path_to
# We have it like [(tr, id), (tr, id), ...]
# It will be transformaed to [[tr, tr, ...], [id, id, ...]]
unzipped = list(zip(*transforms))
self._positions = [m.ExtractTranslation() for m in unzipped[0]]
self._proto_indices = unzipped[1]
self._prim_names = prim_names.copy()
def do(self):
stage = self._get_stage()
# Set up PointInstancer
instancer = UsdGeom.PointInstancer.Define(stage, Sdf.Path(self._path_to))
attr = instancer.CreatePrototypesRel()
for name in self._prim_names:
attr.AddTarget(Sdf.Path(name))
instancer.CreatePositionsAttr().Set(self._positions)
instancer.CreateProtoIndicesAttr().Set(self._proto_indices)
def undo(self):
delete_cmd = omni.usd.commands.DeletePrimsCommand([self._path_to])
delete_cmd.do()
| 2,346 | Python | 32.056338 | 115 | 0.663257 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/omni/example/custom_ui/scatter.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["scatter"]
from typing import List, Optional
import random
from pxr import Gf
def scatter(
count: List[int], distance: List[float], randomization: List[float], id_count: int = 1, seed: Optional[int] = None
):
"""
Returns generator with pairs containing transform matrices and ids to
arrange multiple objects.
### Arguments:
`count: List[int]`
Number of matrices to generage per axis
`distance: List[float]`
The distance between objects per axis
`randomization: List[float]`
Random distance per axis
`id_count: int`
Count of differrent id
`seed: int`
If seed is omitted or None, the current system time is used. If seed
is an int, it is used directly.
"""
# Initialize the random number generator.
random.seed(seed)
for i in range(count[0]):
x = (i - 0.5 * (count[0] - 1)) * distance[0]
for j in range(count[1]):
y = (j - 0.5 * (count[1] - 1)) * distance[1]
for k in range(count[2]):
z = (k - 0.5 * (count[2] - 1)) * distance[2]
# Create a matrix with position randomization
result = Gf.Matrix4d(1)
result.SetTranslate(
Gf.Vec3d(
x + random.random() * randomization[0],
y + random.random() * randomization[1],
z + random.random() * randomization[2],
)
)
id = int(random.random() * id_count)
yield (result, id)
| 2,076 | Python | 30 | 118 | 0.577553 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/omni/example/custom_ui/__init__.py | # Copyright (c) 2018-2020, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ScatterCreatePointInstancerCommand", "ScatterWindowExtension", "ScatterWindow"]
from .commands import ScatterCreatePointInstancerCommand
from .extension import ScatterWindowExtension
from .window import ScatterWindow
| 663 | Python | 46.428568 | 91 | 0.820513 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/omni/example/custom_ui/combo_box_model.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ComboBoxModel"]
from typing import Optional
import omni.ui as ui
class ListItem(ui.AbstractItem):
"""Single item of the model"""
def __init__(self, text):
super().__init__()
self.name_model = ui.SimpleStringModel(text)
def __repr__(self):
return f'"{self.name_model.as_string}"'
@property
def as_string(self):
"""Return the string of the name model"""
return self.name_model.as_string
class ComboBoxModel(ui.AbstractItemModel):
"""
Represents the model for lists. It's very easy to initialize it
with any string list:
string_list = ["Hello", "World"]
model = ComboBoxModel(*string_list)
ui.ComboBox(model)
"""
def __init__(self, *args, default=0):
super().__init__()
self._children = [ListItem(t) for t in args]
self._default = ui.SimpleIntModel()
self._default.as_int = default
# Update the combo box when default is changed
self._default.add_value_changed_fn(lambda _: self._item_changed(None))
def get_item_children(self, item):
"""Returns all the children when the widget asks it."""
if item is not None:
# Since we are doing a flat list, we return the children of root only.
# If it's not root we return.
return []
return self._children
def get_item_value_model_count(self, item):
"""The number of columns"""
return 1
def get_item_value_model(self, item: Optional[ListItem], column_id):
"""
Return value model.
It's the object that tracks the specific value.
In our case we use ui.SimpleStringModel.
"""
if item is None:
return self._default
return item.name_model
def get_current_item(self) -> ListItem:
"""Returns the currently selected item in ComboBox"""
return self._children[self._default.as_int]
| 2,391 | Python | 30.893333 | 82 | 0.637808 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/omni/example/custom_ui/utils.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["get_selection", "duplicate_prims"]
from typing import List
import omni.usd
import omni.kit.commands
from pxr import Sdf
from pxr import Gf
def get_selection() -> List[str]:
"""Get the list of currently selected prims"""
return omni.usd.get_context().get_selection().get_selected_prim_paths()
def duplicate_prims(transforms: List = [], prim_names: List[str] = [], target_path: str = "", mode: str = "Copy", scale: List[float] = [1,1,1]):
"""
Returns generator with pairs containing transform matrices and ids to
arrange multiple objects.
### Arguments:
`transforms: List`
Pairs containing transform matrices and ids to apply to new objects
`prim_names: List[str]`
Prims to duplicate
`target_path: str`
The parent for the new prims
`mode: str`
"Reference": Create a reference of the given prim path
"Copy": Create a copy of the given prim path
"PointInstancer": Create a PointInstancer
"""
if mode == "PointInstancer":
omni.kit.commands.execute(
"ScatterCreatePointInstancer",
path_to=target_path,
transforms=transforms,
prim_names=prim_names,
)
return
usd_context = omni.usd.get_context()
# Call commands in a single undo group. So the user will undo everything
# with a single press of ctrl-z
with omni.kit.undo.group():
# Create a group
omni.kit.commands.execute("CreatePrim", prim_path=target_path, prim_type="Scope")
for i, matrix in enumerate(transforms):
id = matrix[1]
matrix = matrix[0]
path_from = Sdf.Path(prim_names[id])
path_to = Sdf.Path(target_path).AppendChild(f"{path_from.name}{i}")
# Create a new prim
if mode == "Copy":
omni.kit.commands.execute("CopyPrims", paths_from=[path_from.pathString], paths_to=[path_to.pathString])
elif mode == "Reference":
omni.kit.commands.execute(
"CreateReference", usd_context=usd_context, prim_path=path_from, path_to=path_to, asset_path=""
)
else:
continue
stage = usd_context.get_stage()
prim = stage.GetPrimAtPath(path_to)
trans_matrix = matrix[3]
new_transform = Gf.Vec3d(trans_matrix[0], trans_matrix[1], trans_matrix[2])
omni.kit.commands.execute("TransformPrimSRT", path=path_to, new_translation=new_transform, new_scale=scale)
| 3,044 | Python | 34.823529 | 144 | 0.625493 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/omni/example/custom_ui/window.py | # Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
#
__all__ = ["ScatterWindow"]
import omni.ui as ui
from .style import scatter_window_style
from .utils import get_selection
from .combo_box_model import ComboBoxModel
from .scatter import scatter
from .utils import duplicate_prims
LABEL_WIDTH = 120
SPACING = 4
class ScatterWindow(ui.Window):
"""The class that represents the window"""
def __init__(self, title: str, delegate=None, **kwargs):
self.__label_width = LABEL_WIDTH
super().__init__(title, **kwargs)
# Models
self._source_prim_model_a = ui.SimpleStringModel()
self._scatter_prim_model_a = ui.SimpleStringModel()
## Step 6.4: Add Prim Model B Here ##
self._scatter_type_model = ComboBoxModel("Reference", "Copy", "PointInstancer")
self._scatter_seed_model = ui.SimpleIntModel()
self._scatter_count_models = [ui.SimpleIntModel(), ui.SimpleIntModel(), ui.SimpleIntModel()]
self._scatter_distance_models = [ui.SimpleFloatModel(), ui.SimpleFloatModel(), ui.SimpleFloatModel()]
self._scatter_random_models = [ui.SimpleFloatModel(), ui.SimpleFloatModel(), ui.SimpleFloatModel()]
self._scale_models = [ui.SimpleFloatModel(), ui.SimpleFloatModel(), ui.SimpleFloatModel()]
# Defaults
self._scatter_prim_model_a.as_string = "/World/Scatter01"
## Step 6.6: Add Prim Model B Here ##
self._scatter_count_models[0].as_int = 50
self._scatter_count_models[1].as_int = 1
self._scatter_count_models[2].as_int = 1
self._scatter_distance_models[0].as_float = 10
self._scatter_distance_models[1].as_float = 10
self._scatter_distance_models[2].as_float = 10
self._scale_models[0].as_float = 1
self._scale_models[1].as_float = 1
self._scale_models[2].as_float = 1
# Apply the style to all the widgets of this window
self.frame.style = scatter_window_style
# Set the function that is called to build widgets when the window is
# visible
self.frame.set_build_fn(self._build_fn)
def destroy(self):
# It will destroy all the children
super().destroy()
@property
def label_width(self):
"""The width of the attribute label"""
return self.__label_width
@label_width.setter
def label_width(self, value):
"""The width of the attribute label"""
self.__label_width = value
self.frame.rebuild()
def _on_get_selection(self, model):
"""Called when the user presses the "Get From Selection" button"""
model.as_string = ", ".join(get_selection())
def _on_scatter(self, source_model, scatter_model):
"""Called when the user presses the "Scatter Prim" button"""
prim_names = [i.strip() for i in source_model.as_string.split(",")]
if not prim_names:
prim_names = get_selection()
if not prim_names:
return
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
)
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=scatter_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string,
scale=[self._scale_models[0].as_float, self._scale_models[1].as_float, self._scale_models[2].as_float]
)
def _build_source(self):
"""Build the widgets of the "Source" group"""
with ui.CollapsableFrame("Source", name="group"):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Prim A", name="attribute_name", width=self.label_width)
ui.StringField(model=self._source_prim_model_a)
# Button that puts the selection to the string field
ui.Button(
" S ",
width=0,
height=0,
style={"margin": 0},
clicked_fn=lambda:self._on_get_selection(self._source_prim_model_a),
tooltip="Get From Selection",
)
## Step 6.8: Add New HStack Below ##
def _build_scatter(self):
"""Build the widgets of the "Scatter" group"""
with ui.CollapsableFrame("Scatter", name="group"):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Prim A Path", name="attribute_name", width=self.label_width)
ui.StringField(model=self._scatter_prim_model_a)
## Step 6.10: Add new ui.HStack Below ##
with ui.HStack():
ui.Label("Prim Type", name="attribute_name", width=self.label_width)
ui.ComboBox(self._scatter_type_model)
with ui.HStack():
ui.Label("Seed", name="attribute_name", width=self.label_width)
ui.IntDrag(model=self._scatter_seed_model, min=0, max=10000)
def _build_axis(self, axis_id, axis_name):
"""Build the widgets of the "X" or "Y" or "Z" group"""
with ui.CollapsableFrame(axis_name, name="group"):
with ui.VStack(height=0, spacing=SPACING):
with ui.HStack():
ui.Label("Object Count", name="attribute_name", width=self.label_width)
ui.IntDrag(model=self._scatter_count_models[axis_id], min=1, max=100)
with ui.HStack():
ui.Label("Distance", name="attribute_name", width=self.label_width)
ui.FloatDrag(self._scatter_distance_models[axis_id], min=0, max=10000)
with ui.HStack():
ui.Label("Random", name="attribute_name", width=self.label_width)
ui.FloatDrag(self._scatter_random_models[axis_id], min=0, max=10000)
def _build_fn(self):
"""
The method that is called to build all the UI once the window is
visible.
"""
with ui.ScrollingFrame():
with ui.VStack(height=0):
self._build_source()
self._build_scatter()
self._build_axis(0, "X Axis")
self._build_axis(1, "Y Axis")
self._build_axis(2, "Z Axis")
# The Go button
ui.Button("Scatter Prim A", clicked_fn=lambda:self._on_scatter(self._source_prim_model_a, self._scatter_prim_model_a))
## Step 6.12: Add Go Button Below ##
| 7,416 | Python | 43.148809 | 134 | 0.572816 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.custom_ui/docs/README.md | # Scatter Tool (omni.example.ui_scatter_tool)

## Overview
This Extension creates a new UI and function to `Scatter` a selected primitive along the X, Y, and Z Axis. The user can set parameters for Objecct Count, Distance, and Randomization.
## [Tutorial](../Tutorial/Scatter_Tool_Guide.md)
This extension sample also includes a step-by-step tutorial to accelerate your growth as you learn to build your own Omniverse Kit extensions.
In the tutorial you will learn how to build off exisitng modules using `Omniverse Ui Framework` and create `Scatter Properties`. Additionally, the tutorial has a `Final Scripts` folder to use as a reference as you go along.
[Get started with the tutorial.](../Tutorial/Scatter_Tool_Guide.md)
## Usage
Once the extension is enabled in the `Extension Manager` the `Scatter Window` will appear. You may dock this window or keep it floating in the console. Select your primitive in the hierarchy that you want to scatter and then click the `S` button next to the `Source > Prim` pathway to set the selected primitive. Then, set your `Scatter Properties` and click the `Scatter` button. | 1,259 | Markdown | 65.315786 | 380 | 0.77363 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.scene_auth_scatter/docs/README.md | # Scatter Tool (omni.example.ui_scatter_tool)

## Overview
This Extension creates a new UI and function to `Scatter` a selected primitive along the X, Y, and Z Axis. The user can set parameters for Objecct Count, Distance, and Randomization.
## Usage
Once the extension is enabled in the `Extension Manager` the `Scatter Window` will appear. You may dock this window or keep it floating in the console. Select your primitive in the hierarchy that you want to scatter and then click the `S` button next to the `Source > Prim` pathway to set the selected primitive. Then, set your `Scatter Properties` and click the `Scatter` button. | 767 | Markdown | 68.818176 | 380 | 0.773142 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.scene_auth_scatter/workshop/Siggraph2022_Scatter_Workshop_1.md | 
# NVIDIA OMNIVERSE
# Easily Develop Advanced 3D Layout Tools on NVIDIA Omniverse
See how to easily create your own custom scene layout tool with the modular Omniverse platform with a few lines of Python script. In this workshop, you'll build your own custom scene layout in Omniverse using Python.
# Learning Objectives
- How to Enable an extension
- Utilize Command Executions
- Create a feature to Scatter from a Prim's origin
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1/3DLayoutToolsIntro.mp4" type="video/mp4">
</video>
# Section I
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1/3DLayoutToolsSection1.mp4" type="video/mp4">
</video>
# Open Stage and Get Extension from Community / Third Party
## Step 1: Open the Workshop Stage
### <b>Step 1.1: Download the Stage from the Link Provided</b>
[Stage Link](https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1/Stage.zip)
### <b> Step 1.2: Unzip Stage Using Extract All...
This creates an unzipped file folder called `Stage`.
### <b> Step 1.3: Open Stage in Omniverse
Navigate inside Omniverse Code's `Content tab` to the stage file's location on your system.
(i.e. C:/Users/yourName/Downloads/Stage)
**Double Click** `Stage.usd` in the center window pane of the `Content tab` at the bottom of the Omniverse Code Console and it will appear in the viewport.
## Step 2: Adding the Extension
We will be getting an extension from the *Community / Third Party Section* of the *Extension Manager*. There are also other extensions developed by NVIDIA in the *NVIDIA Section*.
### Step 2.1: Open Extension Manager
**Click** on the *Extension Tab*.
### Step 2.2: Filter by Community / Third Party Extensions
**Select** *Community / Third Party* tab.

*Community / Third Party* section is where you can find other developer's extensions from the Community.
### Step 2.3: Search for Scatter
**Search** for "scatter" and **Click** on the extension with the subtitle *omni.example.scene_auth_scatter*.
> **Note:** There are two different scatter tools. Please double check that the one installed has the subtitle: *omni.example.scene_auth_scatter*.

### Step 2.4: Install/Enable the Extension
**Click** on the *Install button* to download the extension. If the extension is already downloaded **Click** on the toggle next to *Disable*.

## Step 3: Using the Extension
With the extension enabled, try the following steps.
### Step 3.1: Select a Prim
Select a Prim in the *Stage*
> **Note:** Prim is short for “primitive”, the prim is the fundamental unit in Omniverse. Anything imported or created in a USD scene is a prim. This includes, cameras, sounds, lights, meshes, and more. Primitives are technically containers of metadata, properties, and other prims. Read more about USD prims in the official documentation.
We recommend using any of these Prims:

#### Step 3.2: Set Prim Path to Scatter Window
With the selected Prim, **click** the *S button* in the *Scatter Window*.

#### Step 3.3: Scatter Selected Prim
At the bottom of the *Scatter Window*, **click** the *Scatter button*

### Step 3.4: Undo Scatter
Find the `Scatter01` folder in `Stage` and left-click on the folder then right-click to delete or hit the `delete` button on your keyboard.
`Stage` is the panel that allows you to see all the assets in your current `USD`, or Universal Scene Description. It lists the prims in heirarchical order.

## Challenge Step 4: What else can you do with the Scatter Extension
These are *optional* challenges.
### Challenge 4.1: Use Cases
Come up with 5 use cases on how you would expand this extension.
### Challenge 4.2: Scatter Multiple Prims at Once
Try to scatter more than one marble at once.
<details>
<summary>Hint</summary>
#### Challenge Step 4.2.1: Scatter Multiple Prims at Once
In the *Stage*, **hold** *Ctrl key* and **select** multiple Prims.

#### Challenge Step 4.2.2: Scatter Multiple Prims at Once
**Repeat** steps `3.2` and `2.3`.
</details>
# Section II
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1/3DLayoutToolsSection2Intro.mp4" type="video/mp4">
</video>
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1/3DLayoutToolsWorkshop2.mp4" type="video/mp4">
</video>
# Scatter Relative to Source Prim
## Step 5: Change the Scatter functionality to Handle any Given Origin
To use any origin we will be modifying the scatter functionality to recieve a position. The current scatter tool sets scatter at world origin (0,0,0). This is inconvient when there are prims far away from origin.
### Step 5.1: Open the Extension in Visual Studio Code
From the *Scatter Extension*, **Click** the Visual Studio Icon.

A new instance of *Visual Studio Code* will open up.

### Step 5.2: Open `scatter.py`
**Locate** and **Open** `scatter.py` from `exts/omni.example.scene_auth_scatter > omni/example/ui_scatter_tool > scatter.py`

### Step 5.3: Add New Origin Parameter to `scatter()`
**Add** `source_prim_location: List[float] = (0,0,0)` as a parameter for `scatter()`
``` python
def scatter(
count: List[int],
distance: List[float],
randomization: List[float],
id_count: int = 1,
seed: Optional[int] = None,
source_prim_location: List[float] = (0,0,0)
):
```
`source_prim_location` will contain x, y, and z coordinates of the prim we selected to scatter.
### Step 5.4: Locate `result.SetTranslate`
**Locate** near the bottom of `scatter.py` the code snippet below.
``` python
result.SetTranslate(
Gf.Vec3d(
x,
y,
z,
)
)
```
`Vec3d` creates a 3 dimensional vector. Each prim's position is generated via the code above.
### Step 5.5: Calculate the New Origin
During `Vec3d` creation, **add** each coordinate value stored in `source_prim_location` to the generated coordinate. i.e. `x` would turn into `source_prim_location[0] + x`.
``` python
result.SetTranslate(
Gf.Vec3d(
source_prim_location[0] + x,
source_prim_location[1] + y,
source_prim_location[2] + z,
)
)
```
`scatter()` should look as follows:
``` python
def scatter(
count: List[int],
distance: List[float],
randomization: List[float],
id_count: int = 1,
seed: Optional[int] = None,
source_prim_location: List[float] = (0,0,0)
):
"""
Returns generator with pairs containing transform matrices and ids to
arrange multiple objects.
### Arguments:
`count: List[int]`
Number of matrices to generage per axis
`distance: List[float]`
The distance between objects per axis
`randomization: List[float]`
Random distance per axis
`id_count: int`
Count of differrent id
`seed: int`
If seed is omitted or None, the current system time is used. If seed
is an int, it is used directly.
"""
# Initialize the random number generator.
random.seed(seed)
for i in range(count[0]):
x = (i - 0.5 * (count[0] - 1)) * distance[0]
for j in range(count[1]):
y = (j - 0.5 * (count[1] - 1)) * distance[1]
for k in range(count[2]):
z = (k - 0.5 * (count[2] - 1)) * distance[2]
# Create a matrix
result = Gf.Matrix4d(1)
result.SetTranslate(
Gf.Vec3d(
source_prim_location[0] + x,
source_prim_location[1] + y,
source_prim_location[2] + z,
)
)
id = int(random.random() * id_count)
yield (result, id)
```
### Step 5.6: Save `scatter.py` and Open `window.py`
**Save** `scatter.py` and **Open** `window.py` from `ext/omni.example.scene_auth_scatter > omni/example/ui_scatter_tool > window.py`.

### Step 5.7: Add Gf module
Underneath the imports and above `LABEL_WIDTH`, **add** the line `from pxr import Gf`
``` python
import omni.ui as ui
from .style import scatter_window_style
from .utils import get_selection
from .combo_box_model import ComboBoxModel
from .scatter import scatter
from .utils import duplicate_prims
from pxr import Gf
LABEL_WIDTH = 120
SPACING = 4
```
### Step 5.8: Locate `transforms`
**Locate** where `transforms` is declared inside of `_on_scatter()`
``` python
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int
)
```
### Step 5.9 Hard Code Origin Position
**Add** `source_prim_location=Gf.Vec3d((0,0,-500))`after `seed=self._scatter_seed_model.as_int`.
>**Note:** Don't forget to add a comma after `seed=self._scatter_seed_model.as_int`.
``` python
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
source_prim_location=Gf.Vec3d((0,0,-500))
)
```
`Gf.Vec3d((0,0,-500))` creates a 3 coordinate vector where x = 0, y = 0 and z = -500. Since Y represents up and down in the scene, X and Z are like a floor. By setting Z to -500 we are setting the scatter location -500 units along the Z axis.
### Step 5.10: Select a Marble in the *Stage*
**Save** `window.py` and go back to *Omniverse Code*. Go to *Stage* and **expand** Marbles, then **select** any marble.

### Step 5.11: Set the Selected Marble's Path to the Scatter Extension
With a marble selected, **click** on the *S button* in the *Scatter Window*.

### Step 5.12: Scatter the Marbles
**Scroll** to the bottom of the extension and **click** the *Scatter button*.
> **Note**: If you do not see the *Scatter button* **scroll down** in the *extension window* or **expand** the *extension window* using the right corner.

Notice how the marbles scattered to the right of the stage. This is -500 units on the Z axis. Try and change some of the values in the Y and/or X axis as well to see where the marbles will scatter next.

## Step 6: Get the Location of the Source Prim
We will be changing the origin where the Prims get scattered. Firstly, we will be grabbing the location of the source prim.
### Step 6.1: Open `window.py`
**Open** `window.py` from `ext/omni.example.scene_auth_scatter > omni/example/ui_scatter_tool > window.py`

### Step 6.2: Add `omni.usd` module
Under `import omni.ui as ui`, **add** the line `import omni.usd`
``` python
# Import omni.usd module
import omni.usd
```
You should then have the following at the top of your file:
``` python
import omni.ui as ui
import omni.usd
from .style import scatter_window_style
from .utils import get_selection
from .combo_box_model import ComboBoxModel
from .scatter import scatter
from .utils import duplicate_prims
from pxr import Gf
```
The `omni.usd` module is one of the core Kit APIs, and provides access to USD (Universal Scene Description) and USD-related application services.
### Step 6.3: Locate `_on_scatter()`
**Scroll Down** to find `_on_scatter()`, and **add** a new line before the variable declaration of `transforms`.

`_on_scatter()` is called when the user presses the *Scatter* button in the extension window.
### Step 6.4: Get USD Context
On the new line, **declare** `usd_context`. Make sure the line is tabbed in and parallel with the line `if not prim_names:`.
``` python
usd_context = omni.usd.get_context()
```
Your code should look like the following:
``` python
def _on_scatter(self):
"""Called when the user presses the "Scatter" button"""
prim_names = [i.strip() for i in self._source_prim_model.as_string.split(",")]
if not prim_names:
prim_names = get_selection()
if not prim_names:
# TODO: "Can't clone" message
pass
# Get the UsdContext we are attached to
usd_context = omni.usd.get_context()
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
)
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=self._scatter_prim_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string,
)
```
### Step 6.5: Get the Stage
Below `usd_context` declaration, **add** `stage = usd_context.get_stage()`
``` python
# Store the UsdContext we are attached to
usd_context = omni.usd.get_context()
# Get the stage from the current UsdContext
stage = usd_context.get_stage()
```
The stage variable will use USD to get the current stage. The `Stage` is where your prims are nested in the hierarchy.
### Step 6.6: Get Source Prim from Stage
On the next line, **add** `prim = stage.GetPrimAtPath(self._source_prim_model.as_string)`
``` python
# Store the UsdContext we are attached to
usd_context = omni.usd.get_context()
# Get the stage from the current UsdContext
stage = usd_context.get_stage()
# Store the Prim that is currently referenced in the extension
prim = stage.GetPrimAtPath(self._source_prim_model.as_string)
```
### Step 6.7: Get Source Prim's Translation
Next we will **store** the prim's positional data by adding, `position = prim.GetAttribute('xformOp:translate').Get()`. After checking your work below **save** `window.py`.
``` python
# Store the UsdContext we are attached to
usd_context = omni.usd.get_context()
# Get the stage from the current UsdContext
stage = usd_context.get_stage()
# Store the Prim that is currently referenced in the extension
prim = stage.GetPrimAtPath(self._source_prim_model.as_string)
# Get the focused Prim's positional data
position = prim.GetAttribute('xformOp:translate').Get()
```
In order to get the location of the prim, we needed the translate value which is stored in the Xform. This gives us a X, Y, and Z of the selected prim.
> **Note** The Transform (Xform) is the fundamental element of all objects in Omniverse, the Location.
Check your work, it should look like this:
``` python
def _on_scatter(self):
"""Called when the user presses the "Scatter" button"""
prim_names = [i.strip() for i in self._source_prim_model.as_string.split(",")]
if not prim_names:
prim_names = get_selection()
if not prim_names:
# TODO: "Can't clone" message
pass
# Store the UsdContext we are attached to
usd_context = omni.usd.get_context()
# Get the stage from the current UsdContext
stage = usd_context.get_stage()
# Store the Prim that is currently referenced in the extension
prim = stage.GetPrimAtPath(self._source_prim_model.as_string)
# Get the focused Prim's positional data
position = prim.GetAttribute('xformOp:translate').Get()
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
source_prim_location=Gf.Vec3((0,0,-500))
)
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=self._scatter_prim_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string,
)
```
## Step 7: Use the Selected Prim's Location as the Scatter Origin
After updating the scatter functionality we can pass the location of the source prim that we calculated from before.
### Step 7.1: Open window.py
**Open** `window.py` and locate where `transforms` is declared in `_on_scatter()`
``` python
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int
)
```
### Step 7.2: Pass the Location to `scatter()`
After `seed=self._scatter_seed_model.as_int`, **replace** the line `source_prim_location=Gf.Vec3d(0,0,-500)` with `source_prim_location=position`
``` python
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
source_prim_location=position
)
```
### Step 7.3: Test it out
Save `window.py` and head back into Omniverse. **Scatter** a prim in the stage. Then **scatter** a different prim. Notice how they will only scatter to the corresponding prim's location.
### Step 7.4: Hit Play
Play out the scene!
## Challenge Step 8.1: Add Randomization to Scatter
Currently, when the *Scatter button* is pressed it will scatter uniformly. Try to change up the code to allow for random distrubtion. Expand the *Hint* section if you get stuck.
> **Hint** Use `random.random()`
<details>
<summary>Hint</summary>
### Challenge Step 8.1.1: Open `scatter.py`
**Open** `scatter.py` and *locate* `scatter()`.
### Challenge Step 8.1.2: Add Random Value
**Locate** where we generate our Vec3d / `result.SetTranslate()`. **Modify** the first passed parameter as `source_prim_location[0] + (x + random.random() * randomization[0]),`
``` python
result.SetTranslate(
Gf.Vec3d(
source_prim_location[0] + (x + random.random() * randomization[0]),
source_prim_location[1] + y,
source_prim_location[2] + z,
)
)
```
`randomization[0]` refers to the element in the UI of the *Scatter Extension Window* labeled *Random*.
### Challenge Step 8.1.3: Apply to Y and Z Values
**Modify** the Y and Z values that get passed into *Vec3d* constructor similar to the previous step.
``` python
result.SetTranslate(
Gf.Vec3d(
source_prim_location[0] + (x + random.random() * randomization[0]),
source_prim_location[1] + (y + random.random() * randomization[1]),
source_prim_location[2] + (z + random.random() * randomization[2]),
)
)
```
### Challenge Step 8.1.4: Change Random Value
**Save** `scatter.py` and **go back** to Omniverse. **Modify** the *Random* parameter in the *Scatter Window*.

### Challenge Step 8.1.5: Scatter Prims
**Click** the *Scatter button* and see how the Prims scatter.
> **Note:** Make your Random values high if you are scattering in a small area.


</details>
<br>
# Section III
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1/3DLayoutToolsWorkshop3.mp4" type="video/mp4">
</video>
# Scatter the Objects
## Step 9: Scatter a Marble
The stage has a few marbles we can use to scatter around.
### Step 9.1: Select a Marble in the *Stage*
Go to *Stage* and **expand** Marbles, then **select** any marble.

### Step 9.2: Copy the Selected Marble's Path to the Scatter Extension
With a marble selected, **click** on the *S button* in the *Scatter Window*.

### Step 9.3: Change Distance Value for X Axis
**Change** the *Distance* in the *X Axis* to 10.

### Step 9.4: Click the Scatter Button
**Click** the *Scatter* button at the bottom of the window.
> **Note**: If you do not see the *Scatter button* **scroll down** in the *extension window* or **expand** the *extension window* using the right corner.

Your scene should look similar to this after clicking the *Scatter button*.

## Step 10: Watch the Scene Play
The play button is used for more than playing animations or movies. We can also use the play button to simulate physics.
### Step 10.1: Hit the Play Button
With the marbles scattered we can watch it in action. **Click** the *Play button* to watch the scene.

What happens when we press play:

> **Note:** To reset the scene **click** the *Stop button*.
### Step 10.2: Select a Different Prim
**Select** a diferent Prim in the *Stage*. It could be another marble, the jar, bowl, etc.
We recommend using any of these Prims:

### Step 10.3: Copy Selected Prim to Scatter Window
With the Prim selected, **Click** the *S button* to copy the Prim Path into the *Scatter Extension Window*.

### Step 10.4: Change Scatter Parameters
**Change** some of the parameters in the *Scatter Window*. I.e. In *Y Axis* **change** *Object Count* to 20 and *Distance* to 5.

### Step 10.5: Scatter New Prims
**Click** the *Scatter button* at the bottom of the *Scatter Window*.

### Step 10.6: Hit the Play Button
**Click** the *Play button* and watch the scene play out.

Try to Scatter many items in the scene and play around with the extension.
## Challenge Step 11: Scale Scatter Prims based on Provided Scale
You will notice that there is a *Scale* option. However, this does not work. Try to get it working. Expand the *Hint* section if you get stuck.

> **Tip:** Look into `window.py` to see where the value get's used.
<details>
<summary>Hint</summary>
### Challenge Step 11.1: Locate `duplicate_prims()` in `window.py`
**Find** `duplicate_prims()` in `window.py`.
``` python
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=self._scatter_prim_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string
)
```
`duplicate_prims()` will take all of the transforms and depending on the mode selected duplicate's the selected prim. This is ideal for adding in a scale parameter.
### Challenge Step 11.2: Pass Scale values in `duplicate_prims()`
`self._scale_models` holds each scale set in the *Scatter Window*. **Add** `scale=[self._scale_models[0].as_float, self._scale_models[1].as_float, self._scale_models[2].as_float]` in `duplicate_prims()`.
``` python
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=self._scatter_prim_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string,
scale=[self._scale_models[0].as_float, self._scale_models[1].as_float, self._scale_models[2].as_float]
)
```
### Challenge Step 11.3: Locate `duplicate_prims()` in `utils.py`
**Open** `utils.py` from `ext/omni.example.scene_auth_scatter > omni/example/ui_scatter_tool > utils.py`. **Locate** `duplicate_prims()`.
``` python
def duplicate_prims(transforms: List = [], prim_names: List[str] = [], target_path: str = "", mode: str = "Copy"):
```
### Challenge Step 11.4: Add new parameter to `duplicate_prims()`
**Add** `scale: List[float] = [1,1,1]` as a parmeter for `duplicate_prims()`.
``` python
def duplicate_prims(transforms: List = [], prim_names: List[str] = [], target_path: str = "", mode: str = "Copy", scale: List[float] = [1,1,1]):
```
### Challenge Step 11.5: Pass Scale Parameter into Kit Command
**Scroll down** to find `omni.kit.commands.execute("TransformPrimSRT", path=path_to, new_translation=new_transform)`
**Add** `new_scale=scale` to Kit Command.
``` python
omni.kit.commands.execute("TransformPrimSRT", path=path_to, new_translation=new_transform, new_scale=scale)
```
### Challenge Step 11.6: Save and Test
**Save** the files and try to Scatter Prims with a different scale.


</details>
## Congratulations!
You have completed this workshop! We hope you have enjoyed learning and playing with Omniverse!
[Join us on Discord to extend the conversation!](https://discord.com/invite/nvidiaomniverse)
| 29,675 | Markdown | 38.515313 | 340 | 0.71171 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.scene_auth_scatter/workshop/CN_SceneLayout_Workshop.md |

# NVIDIA OMNIVERSE
# 通过 NVIDIA Omniverse 轻松开发高级 3D 设计工具
了解如何仅借助数行 Python 脚本,通过模块化 Omniverse 平台轻松创建您自己的自定义场景布局工具。在本课程中,您将在 Omniverse 中使用 Python 构建您的自定义场景布局。
# 学习目标
- 了解如何启用扩展功能
- 使用命令执行
- 创建一个从基元的原点散布对象的功能
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1-zh/3DLayoutToolsIntro_CN_v1.mp4" type="video/mp4">
</video>
# 第 I 部分 打开 Stage,并从社区(或第三方)获取扩展功能
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1-zh/3DLayoutToolsSection1_CN_v1.mp4" type="video/mp4">
</video>
## 第 1 步:打开 Workshop Stage
### <b>第 1.1 步:从下面提供的链接下载 Stage </b>
[下载 Stage](https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1/Stage.zip)
### <b>第 1.2 步:使用 “Extract All...”(提取所有文件...)解压 Stage </b>
此操作会创建一个名为 `Stage` 的解压文件夹。
### <b>第 1.3 步:在 Omniverse 中打开 Stage </b>
在 Omniverse Code 的 `Content`(内容)选项卡中,找到系统中存放 Stage 文件的位置。
(即 C:/Users/yourName/Downloads/Stage)
在 Omniverse Code 控制台底部的 `Content` (内容)选项卡中,**双击**中间窗格中的 `Stage.usd`,即可在视图区中打开该 Stage。
## 第 2 步:添加扩展功能
我们将从“Extension Manager”(扩展功能管理器)的`Community/Third Party`(社区/第三方)部分获取扩展功能。此外,在`NVIDIA`部分可以获取 NVIDIA 开发的其他扩展功能。
### 第 2.1 步:打开 `Extensions`(扩展功能)选项卡
单击 `Extensions`(扩展功能)管理器选项卡
### 第 2.2 步:对来自社区或第三方的扩展功能进行筛选
选择 `Community/Third Party`(社区/第三方)选项卡
<br>

在`Community/Third Party`(社区/第三方)部分,您可以找到由社区中的其他开发者提供的扩展功能。
### 第 2.3 步:搜索 Scatter(散布)工具
在搜索框中搜索“scatter”,然后**单击**副标题为 *omni.example.scene_auth_scatter* 的扩展功能。
> **注意:**可以找到两个不同的 Scatter 工具。请仔细核对,确保您安装的 Scatter 工具的副标题为:*omni.example.scene_auth_scatter*。

### 第 2.4 步:安装/启动扩展程序
**单击`Install`(安装)按钮,下载该扩展功能。如果您已经下载了该扩展功能,请单击`Disable`(禁用)旁边的切换按钮。**

## 第 3 步:使用扩展功能
启用扩展功能后,请尝试执行以下步骤。
### 第 3.1 步:选择一个 Prim(基元)
在 Stage 中选择一个 prim。
> **注意:Prim(基元)是 primitive 的简写,它是 Omniverse 中的基本单元。在 USD 场景中导入或创建的任何对象,都是一个基元,例如镜头、声音、光线、网格等等。从技术角度看,Prim 是元数据、属性和其他基元的容器。您可以在官方文档中了解有关 USD 基元的更多的信息。**
我们建议使用下面圈出的任意基元:

### 第 3.2 步:在 `Scatter Window`(散布窗口)中设置基元的路径
选择好基元后,**单击**`Scatter Window`(散布窗口)中的`S`按钮。

### 第 3.3 步:使用选定的基元执行散布操作
在`Scatter Window`(散布窗口)底部,**单击** `Scatter`(散布)按钮。

### 第 3.4 步:撤消散布操作
在 `Stage` 选项卡下面,找到 `Scatter01` 文件夹并左键单击该文件夹,然后单击鼠标右键选择“Delete”(删除)或按下键盘上的 `delete` 按钮,即可将其删除。
在 `Stage` 面板中,您可以看到当前 `USD` (Universal Scene Description) 中的所有素材。它会按层次顺序列出基元。

## 第 4 步(自我挑战):您还可以使用散布扩展功能执行哪些其他操作?
下面是*可选的*自我挑战。
### 第 4.1 步(自我挑战):用例
通过 5 个用例了解如何进一步使用散布扩展功能。
### 第 4.2 步(自我挑战):一次对多个基元执行散布操作
尝试一次对多个大理石基元执行散布操作。
<details>
<summary>提示</summary>
#### 第 4.2.1 步(自我挑战):一次对多个基元执行散布操作
在`Stage`里,**按住** `Ctrl` 键**选择**多个基元。

#### 第 4.2.2 步(自我挑战):一次对多个基元执行散布操作
**重复**第 `3.2` 步和第 `2.3` 步。
</details>
# 第 II 部分 相对于源基元的散布操作
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1-zh/3DLayoutToolsSection2Intro_CN_v1.mp4" type="video/mp4">
</video>
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1-zh/3DLayoutToolsWorkshop2_CN_v1.mp4" type="video/mp4">
</video>
## 第 5 步:更改散布功能,以支持任意给定的原点
要将散布功能用于任意原点,我们需要对其进行修改,使其能够接收位置数据。当前的散布工具将散布功能设置在 Stage 的原点 (0,0,0)。要是有一些基元位于距原点很远的位置,就会非常不便。
### 第 5.1 步:在 Visual Studio Code 中打开扩展功能
从 `Scatter Extension`(散布扩展功能)中,**单击** `Visual Studio` 图标。

系统将打开一个新的 *Visual Studio Code* 实例。

### 第 5.2 步:打开 `scatter.py`
在 `exts/omni.example.scene_auth_scatter > omni/example/ui_scatter_tool > scatter.py` 中,**找到**并**打开** `scatter.py`。

### 第 5.3 步:向 `scatter()` 添加新原点参数
**将** `source_prim_location: List[float] = (0,0,0)` 作为参数,添加到 `scatter()`
``` python
def scatter(
count: List[int],
distance: List[float],
randomization: List[float],
id_count: int = 1,
seed: Optional[int] = None,
source_prim_location: List[float] = (0,0,0)
):
```
`source_prim_location` 将包含我们选定执行散布操作的prim(基元)的 x 轴、y 轴和 z 轴坐标。
### 第 5.4 步:找到 `result.SetTranslate`
在 `scatter.py` 的底部,**找到**如下代码片段。
``` python
result.SetTranslate(
Gf.Vec3d(
x,
y,
z,
)
)
```
`Vec3d` 会创建一个三维向量。每个prim(基元)的位置都是通过上面这段代码生成的。
### 第 5.5 步:计算新原点
在 `Vec3d` 创建过程中,将 `source_prim_location` 中存储的各个坐标值**添加**到生成的坐标,例如:`x` 应改为 `source_prim_location[0] + x`。
``` python
result.SetTranslate(
Gf.Vec3d(
source_prim_location[0] + x,
source_prim_location[1] + y,
source_prim_location[2] + z,
)
)
```
`scatter()` 应类似下面的示例代码:
``` python
def scatter(
count: List[int],
distance: List[float],
randomization: List[float],
id_count: int = 1,
seed: Optional[int] = None,
source_prim_location: List[float] = (0,0,0)
):
"""
使用包含变换矩阵和 ID 的数据对返回生成器,
以排列多个对象。
### 参数:
`count: List[int]`
每个坐标轴上要生成的矩阵的数量
`distance: List[float]`
每个坐标轴上各个对象之间的距离
`randomization: List[float]`
每个坐标轴的随机距离
`id_count: int`
不同 ID 的数量
`seed: int`
如果不设置 seed 或将 seed 设置为“None”,则使用当前系统时间。如果将 seed
设置为 int 类型,则直接使用它。
"""
# 初始化随机数字生成器。
random.seed(seed)
for i in range(count[0]):
x = (i - 0.5 * (count[0] - 1)) * distance[0]
for j in range(count[1]):
y = (j - 0.5 * (count[1] - 1)) * distance[1]
for k in range(count[2]):
z = (k - 0.5 * (count[2] - 1)) * distance[2]
# 创建矩阵
result = Gf.Matrix4d(1)
result.SetTranslate(
Gf.Vec3d(
source_prim_location[0] + x,
source_prim_location[1] + y,
source_prim_location[2] + z,
)
)
id = int(random.random() * id_count)
yield (result, id)
```
### 第 5.6 步:保存 `scatter.py` 并打开 `window.py`
**保存** `scatter.py`,然后从 `ext/omni.example.scene_auth_scatter > omni/example/ui_scatter_tool > window.py` **打开** `window.py`。

### 第 5.7 步:添加 Gf 模块
在导入代码部分,在 `LABEL_WIDTH` 的上方,**添加**一行代码:`from pxr import Gf`。
``` python
import omni.ui as ui
from .style import scatter_window_style
from .utils import get_selection
from .combo_box_model import ComboBoxModel
from .scatter import scatter
from .utils import duplicate_prims
from pxr import Gf
LABEL_WIDTH = 120
SPACING = 4
```
### 第 5.8 步:找到 `transforms`
**找到** `_on_scatter()` 中声明 `transforms` 的位置。
``` python
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int
)
```
### 第 5.9 步:硬编码原点位置
在 `seed=self._scatter_seed_model.as_int` 后面,**添加** `source_prim_location=Gf.Vec3d((0,0,-500))`。
> **注意:**请别忘记在 `seed=self._scatter_seed_model.as_int` 后面添加逗号。
``` python
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
source_prim_location=Gf.Vec3d((0,0,-500))
)
```
`Gf.Vec3d((0,0,-500))` 会创建一个三坐标向量,坐标值为 x = 0、y = 0、z = -500。由于 Y 值代表stage上下方向的坐标,所以 X 值和 Z 值相当于位于地面上。通过将 Z 值设置为 -500,即可将散布位置设置到沿 Z 轴移动 -500 单位的位置。
### 第 5.10 步:在*Stage*中选择一块大理石
**保存** `window.py`,然后回到 *Omniverse Code*。转到*Stage*部分,**展开**“Marbles”(大理石),然后**选择**任意大理石素材。

### 第 5.11 步:在散布扩展中设置所选大理石的路径
选择好大理石素材后,**单击**`Scatter Window`(散布窗口)中的`S`按钮。

### 第 5.12 步:对大理石执行散布操作
**滚动**到扩展功能的底部,然后**单击**`Scatter`(散布)按钮。
> **注意:**如果看不到`Scatter`(散布)按钮,请在*扩展程序窗口*中**向下滚动**,或者拉动右下角**扩大***扩展程序窗口*。

注意观察大理石如何在Stage的右侧进行散布。该位置也就是 Z 轴上 -500 单位的位置。尝试更改 Y 轴和/或 X 轴的某些值,看看大理石会改在哪里进行散布。

## 第 6 步:获取源 prim 的位置
在这一步中,我们将更改对 prim 执行散布操作的原点。首先,我们需要获取源 prim 的位置。
### 第 6.1 步:打开 `window.py`
从 `ext/omni.example.scene_auth_scatter > omni/example/ui_scatter_tool > window.py` **打开** `window.py`

### 第 6.2 步:添加 `omni.usd` 模块
在 `import omni.ui as ui` 下面,**添加**一行代码:`import omni.usd`
``` python
# 导入 omni.usd 模型
import omni.usd
```
此时,代码顶部应包含以下内容:
``` python
import omni.ui as ui
import omni.usd
from .style import scatter_window_style
from .utils import get_selection
from .combo_box_model import ComboBoxModel
from .scatter import scatter
from .utils import duplicate_prims
from pxr import Gf
```
`omni.usd` 模块是核心 API 之一,通过它可以实现对 USD 和与 USD 相关的应用服务的访问。
### 第 6.3 步:找到 `_on_scatter()`
**向下滚动**,找到`_on_scatter()`,然后在 `transforms` 的变量声明代码前**添加**一行新代码。

`_on_scatter()` 会在用户按下扩展功能窗口中的`Scatter`按钮时调用。
### 第 6.4 步:获取 USD 上下文
在新添加的行下面,**声明** `usd_context`。请确保此行代码与 `if not prim_names:` 代码行齐头缩进。
``` python
usd_context = omni.usd.get_context()
```
完成添加后,您的代码应类似于如下示例:
``` python
def _on_scatter(self):
"""当用户按下“"Scatter"”(散布)按钮时调用"""
prim_names = [i.strip() for i in self._source_prim_model.as_string.split(",")]
if not prim_names:
prim_names = get_selection()
if not prim_names:
# 待办事项:添加 “Can't clone”(无法复制)消息
pass
# 获取要锚定的 UsdContext
usd_context = omni.usd.get_context()
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
)
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=self._scatter_prim_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string,
)
```
### 第 6.5 步:获取 Stage
在 `usd_context` 声明下,**添加** `stage = usd_context.get_stage()`。
``` python
# 存储要锚定的 UsdContext
usd_context = omni.usd.get_context()
# 从当前 UsdContext 获取 Stage
stage = usd_context.get_stage()
```
变量stage将使用 USD 获取当前的 Stage。Stage 的层次结构中嵌着多个 prims。
### 第 6.6 步:从Stage获取源 Prim
在下一行中,**添加** `prim = stage.GetPrimAtPath(self._source_prim_model.as_string)`。
``` python
# 存储要锚定的 UsdContext
usd_context = omni.usd.get_context()
# 从当前 UsdContext 获取stage
stage = usd_context.get_stage()
# 将当前扩展功能中被引用的 Prim保存起来
prim = stage.GetPrimAtPath(self._source_prim_model.as_string)
```
### 第 6.7 步:获取源Prim的转换数据
接下来,我们需要添加 `position = prim.GetAttribute('xformOp:translate').Get()`,以**存储**prim的位置数据。检查了下面的示例代码后,请**保存** `window.py`。
``` python
# 存储要锚定的 UsdContext
usd_context = omni.usd.get_context()
# 从当前 UsdContext 获取stage
stage = usd_context.get_stage()
# 存储扩展程序中当前引用的prim(基元)
prim = stage.GetPrimAtPath(self._source_prim_model.as_string)
# 获取焦点基元的位置数据
position = prim.GetAttribute('xformOp:translate').Get()
```
为了获得prim的位置,我们需要获取 Xform 中存储的转换值,从而得到选定的prim的 X 轴、Y 轴和 Z 轴坐标。
> **注意:**转换参数 (Xform) 是 Omniverse 中的所有对象的基本元素,决定了对象的位置。
检查您的代码,应该像下面的示例:
``` python
def _on_scatter(self):
"""当用户按下“"Scatter"”(散布)按钮时调用"""
prim_names = [i.strip() for i in self._source_prim_model.as_string.split(",")]
if not prim_names:
prim_names = get_selection()
if not prim_names:
# 待办事项:添加 “Can't clone”(无法复制)消息
pass
# 存储要锚定的 UsdContext
usd_context = omni.usd.get_context()
# 从当前 UsdContext 获取stage
stage = usd_context.get_stage()
# 保存扩展功能当前所引用的prim
prim = stage.GetPrimAtPath(self._source_prim_model.as_string)
# 获取聚焦的prim的位置数据
position = prim.GetAttribute('xformOp:translate').Get()
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
source_prim_location=Gf.Vec3((0,0,-500))
)
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=self._scatter_prim_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string,
)
```
## 第 7 步:使用选定的 Prim(基元)的位置作为散布原点
更新散布功能后,我们就可以传递前面计算的源prim的位置值了。
### 第 7.1 步:打开 window.py
**打开** `window.py`,在 `_on_scatter()` 中找到声明 `transforms` 的位置。
``` python
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int
)
```
### 第 7.2 步:将位置值传递到 `scatter()`
在 `seed=self._scatter_seed_model.as_int` 后面,将代码 `source_prim_location=Gf.Vec3d(0,0,-500)` **替换为** `source_prim_location=position`。
``` python
transforms = scatter(
count=[m.as_int for m in self._scatter_count_models],
distance=[m.as_float for m in self._scatter_distance_models],
randomization=[m.as_float for m in self._scatter_random_models],
id_count=len(prim_names),
seed=self._scatter_seed_model.as_int,
source_prim_location=position
)
```
### 第 7.3 步:进行测试
保存 `window.py` 并返回到 Omniverse。在stage中对某个prim执行**散布**操作。然后,再对另一个prim执行**散布**操作。注意观察它们如何仅在相应prim的位置处进行散布。
### 第 7.4 步:点击 `Play`(播放)
运行您的stage!
## 第 8.1 步(自我挑战):为散布扩展功能添加随机化功能
现在,按下`Scatter`(散布)按钮后,对象会均匀地散布到stage中。请尝试更改代码,以实现随机分布。如果您找不到思路,请展开*提示*部分。
> **提示:**使用 `random.random()`。
<details>
<summary>提示</summary>
### 第 8.1.1 步(自我挑战):打开 `scatter.py`
**打开** `scatter.py`,并*找到* `scatter()`。
### 第 8.1.2 步(自我挑战):添加随机值
**找到**用于生成 Vec3d 的 `result.SetTranslate()` 代码。将传递的第一个参数**修改**为 `source_prim_location[0] + (x + random.random() * randomization[0]),`。
``` python
result.SetTranslate(
Gf.Vec3d(
source_prim_location[0] + (x + random.random() * randomization[0]),
source_prim_location[1] + y,
source_prim_location[2] + z,
)
)
```
`randomization[0]` 指的是 Scatter 扩展功能窗口中标记为 Random 的选项。
### 第 8.1.3 步(自我挑战):同样修改 Y 值和 Z 值
按照上一步中的操作,对传递到 *Vec3d* 构造的 Y 值和 Z 值进行相同的**修改**。
``` python
result.SetTranslate(
Gf.Vec3d(
source_prim_location[0] + (x + random.random() * randomization[0]),
source_prim_location[1] + (y + random.random() * randomization[1]),
source_prim_location[2] + (z + random.random() * randomization[2]),
)
)
```
### 第 8.1.4 步(自我挑战):更改随机值
**保存** `scatter.py`,然后**返回到** Omniverse。**修改**“*Scatter Window*”(散布窗口)中的“*Random*”(随机)参数。

### 第 8.1.5 步(自我挑战):对多个基元执行散布操作
**单击**`Scatter`(散布)按钮,并查看基元的散布情况。
> **注意:**如果散布范围很小,请增大“Random”(随机)值。


</details>
# 第 III 部分 散布物体
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-02-v1-zh/3DLayoutToolsWorkshop3_CN_v1.mp4" type="video/mp4">
</video>
## 第 9 步:对一个大理石 Prim(基元) 执行散布操作
Stage 中包含多个大理石 prims(基元),可用于四处散布。
### 第 9.1 步:在 *Stage* 中选择一个大理石基元
转到 `Stage` 部分,**展开** “Marbles”(大理石),然后**选择**任意大理石基元。

### 第 9.2 步:将所选大理石的路径复制到散布扩展功能
选择好大理石素材后,**单击** `Scatter Window` (散布窗口)中的 `S` 按钮。

### 第 9.3 步:更改 X 轴的距离值
将`X Axis`(X 轴)的 `Distance`(距离)值**更改**为 10

### 第 9.4 步:单击`Scatter`(散布)按钮
**单击**窗口底部的 `Scatter`(散布)按钮。
> **注意**:如果看不到 `Scatter`(散布)按钮,请在 `Extentions` 窗口中向下滚动,或者拉动右下角**扩大** `Extentions`窗口。

单击 `Scatter`(散布)按钮后,您的 stage 应该与下面的示例类似。

## 第 10 步:观看 Stage 里的动画
`Play`(播放)按钮的作用不仅是播放动画或影片,我们也可以用它进行物理学仿真。
### 第 10.1 步:单击 `Play`(播放)按钮
对大理石基元设置了散布功能后,我们可以观看散布的动画效果。**单击** `Play`(播放)按钮观看 stage。

按下 `Play`(播放)按钮后的效果:

> **注意**:要**重置** stage,请**单击** `Stop`(停止)按钮。
### 第 10.2 步:选择其他的 Prims(基元)
在 `Stage` 选项下,**选择**另一个 prim(基元)。您可以选择另一个大理石 prim(基元),也可以选择瓶、碗或其他 prim(基元)。
我们建议使用下面圈出的任意 prim:

### 第 10.3 步:将选定的 Prim 复制到散布窗口
选好 prim 后,**单击** `S` 按钮,将 prim 的路径复制到 `Scatter` 窗口里。

### 第 10.4 步:更改散布参数
**更改** `Scatter Window`(散布窗口)中的某些参数。例如:在 `Y Axis`(Y 轴)部分,分别将 `Object Count`(对象数量)和 `Distance` (距离)的值**更改**为 20 和 5。

### 第 10.5 步:对新 Prim(基元)执行散布操作
**单击** `Scatter Window`(散布窗口)底部的 `Scatter`(散布)按钮。

### 第 10.6 步:单击 `Play`(播放)按钮
**单击** `Play`(播放)按钮,并观看Stage的动画效果。

尝试使用散布扩展功能在 stage 中散布多种物品,并进行播放。
## 第 11 步(自我挑战):按照给定的缩放倍数对散布的 Prim 进行缩放
您可能注意到,窗口中有一个 `Scale`(缩放)选项。但是,这个选项未发挥任何作用。我们来试着让它派上用场。如果您找不到思路,请展开*提示*部分。

> **提醒:**可以查看 `window.py`,看看这个值是在哪里使用的。
<details>
<summary>提示</summary>
### 第 11.1 步(自我挑战):在 `window.py` 中,找到 `duplicate_prims()`
在 `window.py` 中,**找到** `duplicate_prims()`。
``` python
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=self._scatter_prim_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string
)
```
`duplicate_prims()` 会接收所有转换参数,并根据选定的模式复制选定的基元。它非常适合添加到 scale 参数中。
### 第 11.2 步(自我挑战):在 `duplicate_prims()` 中传递范围值
`self._scale_models` 储存了“*Scatter Window*”(散布窗口)中的每一项范围设置。在 `duplicate_prims()` 中,**添加** `scale=[self._scale_models[0].as_float, self._scale_models[1].as_float, self._scale_models[2].as_float]`。
``` python
duplicate_prims(
transforms=transforms,
prim_names=prim_names,
target_path=self._scatter_prim_model.as_string,
mode=self._scatter_type_model.get_current_item().as_string,
scale=[self._scale_models[0].as_float, self._scale_models[1].as_float, self._scale_models[2].as_float]
)
```
### 第 11.3 步(自我挑战):在 `utils.py` 中,找到 `duplicate_prims()`
从 `ext/omni.example.scene_auth_scatter > omni/example/ui_scatter_tool > utils.py` **打开** `utils.py`。**找到** `duplicate_prims()`。
``` python
def duplicate_prims(transforms: List = [], prim_names: List[str] = [], target_path: str = "", mode: str = "Copy"):
```
### 第 11.4 步(自我挑战):向 `duplicate_prims()` 添加新参数
向 `duplicate_prims()` **添加**新参数 `scale: List[float] = [1,1,1]`。
``` python
def duplicate_prims(transforms: List = [], prim_names: List[str] = [], target_path: str = "", mode: str = "Copy", scale: List[float] = [1,1,1]):
```
### 第 11.5 步(自我挑战):将缩放倍数参数传递到 Kit Command
**向下滚动**,找到 `omni.kit.commands.execute("TransformPrimSRT", path=path_to, new_translation=new_transform)`。
将 `new_scale=scale` **添加**到 Kit Command。
``` python
omni.kit.commands.execute("TransformPrimSRT", path=path_to, new_translation=new_transform, new_scale=scale)
```
### 第 11.6 步(自我挑战):保存并测试
**保存**文件,然后尝试使用不同的缩放值对基元执行散布操作。


</details>
## 恭喜!
您已完成本培训!希望您在学习和使用 Omniverse 的过程中找到乐趣!
[欢迎在 Discord 上加入我们,进行更深入的交流!](https://discord.com/invite/nvidiaomniverse)
| 23,799 | Markdown | 30.903485 | 194 | 0.690449 |
NVIDIA-Omniverse/kit-workshop-siggraph2022/exts/omni.example.ui_scene.manipulator_tool/Workshop/CN_SceneManipulator_Workshop.md |

# NVIDIA OMNIVERSE
# 通过 NVIDIA Omniverse 构建自定义 3D 场景操作工具
了解如何在易于扩展的模块化的 Omniverse 平台上构建高级工具。Omniverse 开发者团队将向您展示如何扩展并增强您所熟悉且喜爱的 3D 工具。
# 学习目标
- 启用扩展程序
- 将 `scale` 函数附加至滑块小组件上
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-06-v1-zh/sceneManipulatorIntro_CN_v1.mp4" type="video/mp4">
</video>
# UI Scene_Widget Info
## 第 I 部分
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-06-v1-zh/sceneManipulator1_CN_v1.mp4" type="video/mp4">
</video>
### 第 1 步:打开 Workshop 场景
#### <b>第 1.1 步:从下面提供的链接下载 Stage</b>
[Stage 下载链接](https://dli-lms.s3.amazonaws.com/assets/x-ov-05-v1/Stage.zip)
#### <b>第 1.2 步:使用“Extract All...”(提取所有文件...)选项解压 Stage 文件
此操作会创建一个名为 `Stage` 的解压文件夹。
#### <b>第 1.3 步:在 Omniverse 中打开 Stage
在 Omniverse Code 的 `Content` 选项卡,找到系统中存放 Stage 文件的位置。
(即 C:/Users/yourName/Downloads/Stage)
在 Omniverse Code 控制台底部的 `Content` 选项卡中,**双击**中间窗格中的 `Stage.usd` 即可在视图(Viewport)中打开该 Stage。
### 第 2 步:安装小组件扩展功能
#### <b>第 2.1 步:打开`Extensions`(扩展功能)选项卡</b>
单击 `Extensions`(扩展功能)管理器选项卡。
#### <b>第 2.2 步:对社区/第三方的扩展功能进行筛选</b>
选择 `Community/Third Party`(社区/第三方)选项卡
<br>

<br>
#### <b>第 2.3 步:搜索小组件信息</b>
搜索 `Widget Info` 并单击 `Omni UI Scene Object Info With Widget Example`

#### <b>第 2.4 步:安装/启用扩展程序</b>
单击选中的扩展程序,然后在右侧控制台中单击 `Install`(安装)。安装后,启用扩展程序。
><span>❗</span>您可能会收到一个警告,指明此扩展程序未经验证。您可以安全地安装此扩展程序。
<br>
#### <b>第 2.5 步:检查小组件是否起作用</b>
前往 `Viewport`(视图),然后在层次结构中选择一个 `prim`(基元)。
`prim` 是“primitive”(基元)的缩写。基元是 Omniverse 中的基本单元。在 `USD`(Universal Scene Description) 场景中导入或创建的任何对象都是一个基元。这包括:镜头、声音、光线、网格等等。
您会在视图中的 `prim` 上方看到以下小组件:
<br>

<br>
><span>❓</span> 您注意到了吗?
>- 基元的路径显示在小组件中。
>- 小组件中有一个缩放滑块,但它不起作用!我们将在下一部分中修复此问题。
<br>
#### <b>第 3 步:找到播放按钮</b>
在视口中找到 `Play`(按钮),并看看单击它时会发生什么!别忘了在完成后按 `Stop`(停止)按钮。
<details>
<summary>单击此处可查看按钮所在的位置</summary>

</details>
<br>
>#### <span>🧠</span><b>第 4 步(自我挑战):头脑风暴用例</b>
><i>本培训中的所有挑战都是可选的。</i>
>
>思考小组件的 3 种使用方式。例如,您注意到它可用来显示 prim 的路径,那么您还可以在小组件中显示 prim 的其它信息吗?与同行进行头脑风暴,并思考如何将小组件应用于您所从事的行业!稍后我们将就此进行小组讨论。
<br>
<br>
>### <span>⛔</span>建议在此处停留,思考一下,再继续学习第 II 部分
<br>
## 第 II 部分
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-06-v1-zh/sceneManipulator2Intro_CN_v1.mp4" type="video/mp4">
</video>
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-06-v1-zh/sceneManipulator2_CN_v1.mp4" type="video/mp4">
</video>
### 第 5 步:找到您的工作文件
#### <b>第 5.1 步:打开 Visual Studio</b>
转至 `Extensions`(扩展功能)选项卡。
单击 `Widget Info`(小组件信息)扩展功能以在右侧打开扩展功能概述。
单击文件夹图标旁边的 `VS Code` 图标:
<br>

<br>
系统将弹出单独的 `VS Code` 窗口,如下所示:

<br>
#### <b>第 5.2 步:找到操控器脚本</b>
在左列下拉菜单中的以下位置找到此会话所需的文件:
`exts -> omni.example.ui_scene.widget_info\omni\example\ui_scene\widget_info`
您当前位于:
`widget_info_manipulator.py`
<br>

<br>
### 第 6 步:修复损坏的滑块
>#### 第 6.1 步:添加新导入
在脚本顶部找到 `imports`。
添加新导入:
```python
from pxr import Gf
```
现在,导入的库将如下所示:

<br>
在以下步骤中,您将使用 `Graphics Foundation`(简称 Gf),它是一个包含基础图形类和操作的软件包。
#### <b>第 6.2 步:找到函数 `update_scale`</b>
在脚本底部找到以下函数:
```python
# 更新滑块
def update_scale(prim_name, value):
```
此函数会更新小组件中的滑块。但是,它目前没有任何代码用来更新缩放比例。让我们开始添加所需的代码来实现这一点!
#### <b>第 6.3 步:获取当前场景</b>
在 `update_scale` 函数内部,找到 `print` 调用。
定义`stage` 变量,例如:
```python
stage = self.model.usd_context.get_stage()
```
从 USD 上下文中,我们抓取当前活动的stage,并将其存储到 `stage` 变量中。
`Stage` 是您的 prims 在层次结构中嵌套的地方。
现在,`update_scale` 应如下所示:

<br>
><span>❗</span>请确保新的 stage 变量与 print 调用的缩进列是对齐的。否则,请添加或删除制表符(tab键),直到实现对齐。
<br>
#### <b>第 6.4 步:获取已选择的 prim(基元)</b>
接下来,在stage 变量的下面为当前选择的 prim 添加变量:
```python
prim = stage.GetPrimAtPath(self.model._current_path)
```
`update_scale` 现在如下所示:

><span>❗</span> 此 prim 变量应与其上方的 stage 和 print 调用保持对齐。
<br>
#### <b>第 6.5 步:更新 `scale`</b>
在下一行中添加新的 `scale` 变量。
在此变量中,您将获得`xform` 的 `scale`(缩放比例)属性,然后设置 `scale` 的 `Vector3` 值,如下所示:
```python
scale = prim.GetAttribute("xformOp:scale")
scale.Set(Gf.Vec3d(value, value, value))
```
现在,您已完成,`update_scale` 函数将如下所示:

><span>❗</span>`scale` 变量应与其上方的变量保持对齐。
<br>
### 第 7 步:它起作用了吗?
#### <b>第 7.1 步:保存并测试!</b>
保存操控器脚本,并检查缩放滑块在小组件中是否起作用!
><span>❗</span> 保存时,您可能会注意到小组件在视口中消失。这是预期行为,再次单击基元即可显示小组件。

函数 `update_scale` 正在更新您的滑块,在此函数中,您添加了可获取 `stage` 和当前所选择的 `prim`(小组件显示在其上方)的属性,然后在滑块移动时调用 scale 的 Vector3,以在各个方向上改变 prim(基元)的大小。
><span>❗</span>不起作用? 查看 `Console`(控制台)以调试任何错误。
>
>
<br>
>#### 💡 <b>第 8 步(自我挑战):更大的缩放比例</b>
><i>本培训中的所有挑战都是可选的。</i>
>
>您能否更改函数,实现对一个 prim(基元)以大于 1.0 的比例进行缩放?
>
><details>
><summary>单击此处获取答案</summary>
>
>设置 `value` 变量,并将其值乘以一个数字。
>
>例如:
>
>```python
> def update_scale(prim_name, value):
> if value <= 0:
> value = 0.01
> print(f"changing scale of {prim_name}, {value}")
> ## 新的值变量添加在下方
> value = 10*value
> stage = self.model.usd_context.get_stage()
> prim = stage.GetPrimAtPath(self.model._current_path)
> scale = prim.GetAttribute("xformOp:scale")
> scale.Set(Gf.Vec3d(value, value, value))
> if self._slider_model:
> self._slider_subscription = None
> self._slider_model.as_float = 1.0
> self._slider_subscription = self._slider_model.subscribe_value_changed_fn(
> lambda m, p=self.model.get_item("name"): update_scale(p, m.as_float)
> )
>```
>
></details>
<br>
>#### <span>🧠</span><b>第 9 步(自我挑战):您希望使用小组件控制其他哪些属性?</b>
><i>本培训中的所有挑战都是可选的。</i>
>
> 针对您可能要添加到此小组件的其他 3-5 个属性展开头脑风暴。稍后我们将就此进行公开讨论。
<br>
>### <span>⛔</span> 建议在此处停留,思考一下,再继续学习第 III 部分。
<br>
## 第 III 部分:
<video width="560" height="315" controls>
<source src="https://dli-lms.s3.amazonaws.com/assets/x-ov-06-v1-zh/sceneManipulator3_CN_v1.mp4" type="video/mp4">
</video>
### 第 10 步:创建您的场景
#### <b>第 10.1 步:缩放各种物品!</b>
在您的场景中随意选取一个 prim(基元)并缩放它,例如变出非常大的大理石或很小的罐子。
如何打造独特的场景?
><span>⭐</span>请在完成后按 `Play`(播放)按钮!
>
>
<br>

<br>
>#### <span>🧠</span><b>第 11 步(自我挑战):在一个轴上缩放</b>
><i>本培训中的所有挑战都是可选的。</i>
>
>您能否更改函数,实现仅在一个坐标轴的方向上对基元进行缩放?
>
><details>
><summary>单击此处获取答案</summary>
>
>对于您不希望进行缩放的轴方向,在 `scale.Set(Gf.Vec3d(value,value,value))` 中将对应该坐标轴的值更改为 1。
>
>例如:
>
>```python
>scale.Set(Gf.Vec3d(value,1,1))
>```
>
>这会将缩放更改为仅在 X 轴上进行,因为 Y 轴和 Z 轴的值保留为 1,而 X 轴会更改。
>
></details>
<br>
>#### <span>🧠</span><b>第 12 步(自我挑战):打开光线操控器</b>
><i>本培训中的所有挑战都是可选的。</i>
>
>打开光线操控器扩展程序,然后单击面光源。
>
>如何使用此工具更改光线强度?
>
><details>
><summary>单击此处获取答案</summary>
>
>在 `Extensions`(扩展功能)选项卡中,在 `Community/Third Party`(社区/第三方)中搜索“Light”(光线),然后安装/启用 `Omni.Ui Scene Sample for Manipulating Select Light` 扩展程序。
>
>
>
><br>
>
>在层次结构中选择一个面光源。
>
>
>
><br>
>
>使用光标抓取光线工具的边,然后通过向前或向后拖动来更改光线强度。
>
>
>
></details>
<br>
## 恭喜!
您已完成本培训!希望您喜欢学习和使用 Omniverse!
[欢迎在 Discord 上加入我们,进行更深入的交流!](https://discord.com/invite/nvidiaomniverse)
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