HDK
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#include <coordSys.h>
Public Types | |
enum | DirtyBits : HdDirtyBits { Clean = 0, DirtyTransform = 1 << 0, AllDirty = DirtyTransform } |
Public Member Functions | |
HD_API | HdCoordSys (SdfPath const &id) |
virtual HD_API | ~HdCoordSys () |
TfToken | GetName () const |
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HD_API | HdSprim (SdfPath const &id) |
virtual HD_API | ~HdSprim () |
SdfPath const & | GetId () const |
virtual void | Sync (HdSceneDelegate *sceneDelegate, HdRenderParam *renderParam, HdDirtyBits *dirtyBits)=0 |
virtual HD_API void | Finalize (HdRenderParam *renderParam) |
virtual HdDirtyBits | GetInitialDirtyBitsMask () const =0 |
HdCoordSys representes a coordinate system as a Hydra state prim.
Coordinate systems may be referred to by name from a shader network. Following the convention in UsdShadeCoordSysAPI, we use the Hydra id to establish the name, where the id is a namespaced property path of the form <.../prim.coordSys:NAME>
. GetName() will retrieve the name.
Each rprim may have a set of bound coordinate systems, which may be retrieved via the HdTokens->coordSysBindings
key. The returned value is of type HdIdVectorSharedPtr, a reference- counted pointer to a vector of ids of coordinate systems. The intention of this design is to make it efficient for scene delegates to communicate to renderer delegates the common mappings of bound coordinate systems across groups of rprims.
The transform value of an HdCoordSys is the matrix representation of the transform from its local space to world space. In other words, it has the same interpretation as the transform for rprims.
Definition at line 64 of file coordSys.h.
enum HdCoordSys::DirtyBits : HdDirtyBits |
Enumerator | |
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Clean | |
DirtyTransform | |
AllDirty |
Definition at line 72 of file coordSys.h.
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virtual |
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inline |
Returns the name bound to this coordinate system.
There may be multiple coordinate systems with the same name, but they must associate with disjoint sets of rprims.
Definition at line 82 of file coordSys.h.