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C++ UsdPrim类代码示例

本文整理汇总了C++中UsdPrim的典型用法代码示例。如果您正苦于以下问题:C++ UsdPrim类的具体用法?C++ UsdPrim怎么用?C++ UsdPrim使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了UsdPrim类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: UsdSkelAnimQuery

UsdSkelAnimQuery
UsdSkel_CacheImpl::ReadScope::FindOrCreateAnimQuery(const UsdPrim& prim)
{
    TRACE_FUNCTION();

    if(ARCH_UNLIKELY(!prim || !prim.IsActive()))
        return UsdSkelAnimQuery();

    if(prim.IsInstanceProxy())
        return FindOrCreateAnimQuery(prim.GetPrimInMaster());

    {
        _PrimToAnimMap::const_accessor a;
        if(_cache->_animQueryCache.find(a, prim))
            return UsdSkelAnimQuery(a->second);
    }

    if (UsdSkelIsSkelAnimationPrim(prim)) {
        _PrimToAnimMap::accessor a;
        if(_cache->_animQueryCache.insert(a, prim)) {
            a->second = UsdSkel_AnimQueryImpl::New(prim);
        }
        return UsdSkelAnimQuery(a->second);
    }
    return UsdSkelAnimQuery();
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:26,代码来源:cacheImpl.cpp

示例2: getUsdPrim

UT_StringHolder
GusdGU_PackedUSD::intrinsicType() const
{
    // Return the USD prim type so it can be displayed in the spreadsheet.
    UsdPrim prim = getUsdPrim();
    return GusdUSD_Utils::TokenToStringHolder( prim.GetTypeName() );
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:7,代码来源:GU_PackedUSD.cpp

示例3: shared_from_this

SdfPath
UsdImagingMaterialAdapter::Populate(UsdPrim const& prim,
                            UsdImagingIndexProxy* index,
                            UsdImagingInstancerContext const* instancerContext)
{
    // Since material are populated by reference, they need to take care not to
    // be populated multiple times.
    SdfPath cachePath = prim.GetPath();
    if (index->IsPopulated(cachePath)) {
        return cachePath;
    }

    index->InsertSprim(HdPrimTypeTokens->material,
                       cachePath,
                       prim, shared_from_this());
    HD_PERF_COUNTER_INCR(UsdImagingTokens->usdPopulatedPrimCount);

    // Also register this adapter on behalf of any descendent
    // UsdShadeShader prims, since they are consumed to
    // create the material network.
    for (UsdPrim const& child: prim.GetDescendants()) {
        if (child.IsA<UsdShadeShader>()) {
            index->AddPrimInfo(child.GetPath(), child, shared_from_this());
        }
    }

    return prim.GetPath();
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:28,代码来源:materialAdapter.cpp

示例4: FindOrCreateSkelDefinition

UsdSkel_SkelDefinitionRefPtr
UsdSkel_CacheImpl::ReadScope::FindOrCreateSkelDefinition(const UsdPrim& prim)
{
    TRACE_FUNCTION();

    if(ARCH_UNLIKELY(!prim || !prim.IsActive()))
        return nullptr;

    if(prim.IsInstanceProxy())
        return FindOrCreateSkelDefinition(prim.GetPrimInMaster());

    {
        _PrimToSkelDefinitionMap::const_accessor a;
        if(_cache->_skelDefinitionCache.find(a, prim))
            return a->second;
    }

    if(prim.IsA<UsdSkelSkeleton>()) {
        _PrimToSkelDefinitionMap::accessor a;
        if(_cache->_skelDefinitionCache.insert(a, prim)) {
            a->second = UsdSkel_SkelDefinition::New(UsdSkelSkeleton(prim));
        }
        return a->second;
    }
    return nullptr;
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:26,代码来源:cacheImpl.cpp

示例5: TRACE_FUNCTION

bool
UsdGeomPrimvarsAPI::HasPossiblyInheritedPrimvar(const TfToken &name) const
{
    TRACE_FUNCTION();

    UsdPrim prim = GetPrim();
    if (!prim) {
        TF_CODING_ERROR("HasPossiblyInheritedPrimvar called on invalid prim: %s", 
                        UsdDescribe(prim).c_str());
        return false;
    }
    UsdGeomPrimvar  pv = GetPrimvar(name);
    if (pv.HasAuthoredValue()){
        return true;
    }

    const TfToken attrName = UsdGeomPrimvar::_MakeNamespaced(name);
    if (attrName.IsEmpty()) {
        return false;
    }
    for (prim = prim.GetParent(); prim && !prim.IsPseudoRoot();
         prim = prim.GetParent()) {
        UsdAttribute attr = prim.GetAttribute(attrName);
        if (attr.HasAuthoredValue() && UsdGeomPrimvar::IsPrimvar(attr)) {
            // Only constant primvars can be inherited.
            // Non-constant interpolation blocks inheritance.
            return UsdGeomPrimvar(attr).GetInterpolation()
                == UsdGeomTokens->constant;
        }
    }
    return false;
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:32,代码来源:primvarsAPI.cpp

示例6: if

/* static */
GfMatrix4d
GusdPrimWrapper::computeTransform( 
        const UsdPrim&              prim,
        UsdTimeCode                 time,
        const UT_Matrix4D&          houXform,
        const GusdSimpleXformCache& xformCache ) {

    // We need the transform into the prims space.
    // If the prim is in a hierarchy that we have written on this frame, 
    // its transform will be in the xformCache. Otherwise, we can read it 
    // from the global cache. 
    //
    // The transform cache is necessary because the gobal cache 
    // will only contain transform that we read from the stage and 
    // not anything that we have modified.

    UT_Matrix4D primXform;
    auto it = xformCache.find( prim.GetPath() );
    if( it != xformCache.end() ) {
        primXform = it->second;
    }
    else if( !GusdUSD_XformCache::GetInstance().GetLocalToWorldTransform( 
                        prim,
                        time,
                        primXform )) {
        TF_WARN( "Failed to get transform for %s.", prim.GetPath().GetText() );
        primXform.identity();
    }
    return GusdUT_Gf::Cast( houXform ) / GusdUT_Gf::Cast( primXform );
}
开发者ID:mplanck,项目名称:USD,代码行数:31,代码来源:primWrapper.cpp

示例7: getUsdPrim

bool
GusdGU_PackedUSD::unpackGeometry(GU_Detail &destgdp,
                                 const char* primvarPattern) const
{
    UsdPrim usdPrim = getUsdPrim();

    if( !usdPrim )
    {
        TF_WARN( "Invalid prim found" );
        return false;
    }

    UT_Matrix4D xform(1);
    const GU_PrimPacked *prim = getPrim();
    if( prim ) {
        prim->getFullTransform4(xform);
    }

    GT_RefineParms      rparms;
    // Need to manually force polysoup to be turned off.
    rparms.setAllowPolySoup( false );

    if (primvarPattern) {
        rparms.set("usd:primvarPattern", primvarPattern);
    }

    GT_PrimitiveHandle gtPrim;

    DBG( cerr << "GusdGU_PackedUSD::unpackGeometry: " << usdPrim.GetTypeName() << ", " << usdPrim.GetPath() << endl; )
开发者ID:lvxejay,项目名称:USD,代码行数:29,代码来源:GU_PackedUSD.cpp

示例8: initUsdPrim

bool GusdXformWrapper::
initUsdPrim(const UsdStagePtr& stage,
            const SdfPath& path,
            bool asOverride)
{
    bool newPrim = true;
    if( asOverride ) {
        UsdPrim existing = stage->GetPrimAtPath( path );
        if( existing ) {
            // Note that we are creating a Xformable rather than a Xform. 
            // If we are writing an overlay and the ROP sees a geometry packed prim,
            // we want to write just the xform. In that case we can use a xform
            // wrapper to write the xform on any prim type.
            m_usdXformForWrite = UsdGeomXformable(stage->OverridePrim( path ));
            newPrim = false;
        }
        else {
            m_usdXformForWrite = UsdGeomXform::Define( stage, path );

            // Make sure our ancestors have proper types.
            UsdPrim p = m_usdXformForWrite.GetPrim().GetParent();
            while( p && p.GetTypeName().IsEmpty() ) {
                UsdGeomXform::Define( stage, p.GetPath() );
                p = p.GetParent();
            } 
        }
    }
    else {
        m_usdXformForWrite = UsdGeomXform::Define( stage, path );
    }
    if( !m_usdXformForWrite || !m_usdXformForWrite.GetPrim().IsValid() ) {
        TF_WARN( "Unable to create %s xform '%s'.", newPrim ? "new" : "override", path.GetText() );
    }
    return bool(m_usdXformForWrite);
}
开发者ID:mplanck,项目名称:USD,代码行数:35,代码来源:xformWrapper.cpp

示例9: attrObj

UsdAttribute
PxrUsdMayaWriteUtil::GetOrCreateUsdAttr(
    const MPlug& plg,
    const UsdPrim& usdPrim,
    const std::string &attrName,
    bool custom)
{
    MObject attrObj(plg.attribute());

    TfToken usdAttrName(attrName);
    if (usdAttrName.IsEmpty()) {
        printf("Invalid attrName '%s' for %s\n",
               attrName.c_str(),
               plg.name().asChar());
        return UsdAttribute();
    }

    // See if usdAttr already exists.  If so, return.
    UsdAttribute usdAttr = usdPrim.GetAttribute(usdAttrName);
    if (usdAttr) {
        return usdAttr;
    }

    SdfValueTypeName attrType = PxrUsdMayaWriteUtil::GetUsdTypeName(plg);

    // ---------------------
    // CreateAttribute on USD Prim if specified above
    if (attrType) {
        usdAttr = usdPrim.CreateAttribute(usdAttrName, attrType, custom);
    }
    else {
        // Skipping.  Unsupported type.
    }
    return usdAttr;
}
开发者ID:ZeroCrunch,项目名称:USD,代码行数:35,代码来源:writeUtil.cpp

示例10: _GatherRibAttributes

static bool
_GatherRibAttributes(
        const UsdPrim &prim, 
        double currentTime,
        FnKat::GroupBuilder& attrsBuilder)
{
    bool hasAttrs = false;

    // USD SHADING STYLE ATTRIBUTES
    UsdRiStatements riStatements(prim);
    if (riStatements) {
        const std::vector<UsdProperty> props = 
            riStatements.GetRiAttributes();
        std::string attrName;
        TF_FOR_ALL(propItr, props) {
            UsdProperty prop = *propItr;
            if (!prop) continue;

            std::string nameSpace = 
                riStatements.GetRiAttributeNameSpace(prop).GetString();
            nameSpace = TfStringReplace(nameSpace, ":", ".") + ".";

            attrName = nameSpace +
                riStatements.GetRiAttributeName(prop).GetString();

            VtValue vtValue;
            UsdAttribute usdAttr = prim.GetAttribute(prop.GetName());
            if (usdAttr) {
                if (not usdAttr.Get(&vtValue, currentTime)) 
                    continue;

                // XXX asShaderParam really means:
                // "For arrays, as a single attr vs a type/value pair group"
                // The type/value pair group is meaningful for attrs who don't
                // have a formal type definition -- like a "user" RiAttribute.
                // 
                // However, other array values (such as two-element shadingrate)
                // are not expecting the type/value pair form and will not
                // generate rib correctly. As such, we'll handle the "user"
                // attribute as a special case.
                bool asShaderParam = true;
                
                if (nameSpace == "user.")
                {
                    asShaderParam = false;
                }

                attrsBuilder.set(attrName, PxrUsdKatanaUtils::ConvertVtValueToKatAttr(vtValue,
                    asShaderParam) );
            }
            else {
                UsdRelationship usdRel = prim.GetRelationship(prop.GetName());
                attrsBuilder.set(attrName, PxrUsdKatanaUtils::ConvertRelTargetsToKatAttr(usdRel,
                    /* asShaderParam */ false) );
            }
            hasAttrs = true;
        }
    }
开发者ID:400dama,项目名称:USD,代码行数:58,代码来源:readPrim.cpp

示例11: endJob

void usdWriteJob::endJob()
{
    mJobCtx.processInstances();
    UsdPrimSiblingRange usdRootPrims = mJobCtx.mStage->GetPseudoRoot().GetChildren();
    
    // Write Variants (to first root prim path)
    UsdPrim usdRootPrim;
    TfToken defaultPrim;

    if (!usdRootPrims.empty()) {
        usdRootPrim = *usdRootPrims.begin();
        defaultPrim = usdRootPrim.GetName();
    }

    if (usdRootPrim && mRenderLayerObjs.length() > 1 && 
        !mJobCtx.mArgs.usdModelRootOverridePath.IsEmpty()) {
            // Get RenderLayers
            //   mArgs.usdModelRootOverridePath:
            //     Require mArgs.usdModelRootOverridePath to be set so that 
            //     the variants are put under a UsdPrim that references a BaseModel
            //     prim that has all of the geometry, transforms, and other details.
            //     This needs to be done since "local" values have stronger precedence
            //     than "variant" values, but "referencing" will cause the variant values
            //     to take precedence.
        defaultPrim = writeVariants(usdRootPrim);
    }

    // Restoring the currentRenderLayer
    MFnRenderLayer currentLayer(MFnRenderLayer::currentLayer());
    if (currentLayer.name() != mCurrentRenderLayerName) {
        MGlobal::executeCommand(MString("editRenderLayerGlobals -currentRenderLayer ")+
                                        mCurrentRenderLayerName, false, false);
    }

    postCallback();
    
    // Unfortunately, MGlobal::isZAxisUp() is merely session state that does
    // not get recorded in Maya files, so we cannot rely on it being set
    // properly.  Since "Y" is the more common upAxis, we'll just use
    // isZAxisUp as an override to whatever our pipeline is configured for.
    TfToken upAxis = UsdGeomGetFallbackUpAxis();
    if (MGlobal::isZAxisUp()){
        upAxis = UsdGeomTokens->z;
    }
    UsdGeomSetStageUpAxis(mJobCtx.mStage, upAxis);
    if (usdRootPrim){
        // We have already decided above that 'usdRootPrim' is the important
        // prim for the export... usdVariantRootPrimPath
        mJobCtx.mStage->GetRootLayer()->SetDefaultPrim(defaultPrim);
    }
    if (mJobCtx.mStage->GetRootLayer()->PermissionToSave()) {
        mJobCtx.mStage->GetRootLayer()->Save();
    }
    mJobCtx.mStage->Close();
    mJobCtx.mMayaPrimWriterList.clear(); // clear this so that no stage references are left around
    MGlobal::displayInfo("usdWriteJob::endJob Saving Stage");
}
开发者ID:JT-a,项目名称:USD,代码行数:57,代码来源:usdWriteJob.cpp

示例12:

SdfPath
UsdImagingSphereLightAdapter::Populate(UsdPrim const& prim, 
                            UsdImagingIndexProxy* index,
                            UsdImagingInstancerContext const* instancerContext)
{
    index->InsertSprim(HdPrimTypeTokens->sphereLight, prim.GetPath(), prim);
    HD_PERF_COUNTER_INCR(UsdImagingTokens->usdPopulatedPrimCount);

    return prim.GetPath();
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:10,代码来源:sphereLightAdapter.cpp

示例13:

UsdShadeInterfaceAttribute::UsdShadeInterfaceAttribute(
        const UsdPrim& prim,
        TfToken const& interfaceAttrName,
        SdfValueTypeName const& typeName)
    : _name(interfaceAttrName)
{
    TfToken attrName = _GetName(interfaceAttrName);
    _attr = prim.GetAttribute(attrName);
    if (not _attr) {
        _attr = prim.CreateAttribute(attrName, typeName, /* custom = */ false);
    }
}
开发者ID:400dama,项目名称:USD,代码行数:12,代码来源:interfaceAttribute.cpp

示例14:

UsdShadeOutput::UsdShadeOutput(
    UsdPrim prim,
    TfToken const &name,
    SdfValueTypeName const &typeName)
{
    // XXX what do we do if the type name doesn't match and it exists already?
    TfToken attrName = _GetOutputAttrName(name);
    _prop = prim.GetAttribute(attrName);
    if (!_prop) {
        _prop = prim.CreateAttribute(attrName, typeName, /* custom = */ false);
    }
}
开发者ID:JT-a,项目名称:USD,代码行数:12,代码来源:output.cpp

示例15: GetShaderBinding

SdfPath
UsdImagingPointsAdapter::Populate(UsdPrim const& prim, 
                            UsdImagingIndexProxy* index,
                            UsdImagingInstancerContext const* instancerContext)
{
    index->InsertPoints(prim.GetPath(),
                        GetShaderBinding(prim),
                        instancerContext);
    HD_PERF_COUNTER_INCR(UsdImagingTokens->usdPopulatedPrimCount);

    return prim.GetPath();
}
开发者ID:MWDD,项目名称:USD,代码行数:12,代码来源:pointsAdapter.cpp


注:本文中的UsdPrim类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。