HDK
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#include <drawModeSceneIndex.h>
Static Public Member Functions | |
static USDIMAGING_API UsdImagingDrawModeSceneIndexRefPtr | New (const HdSceneIndexBaseRefPtr &inputSceneIndex, const HdContainerDataSourceHandle &inputArgs) |
Static Public Member Functions inherited from TfRefBase | |
static TF_API void | SetUniqueChangedListener (UniqueChangedListener listener) |
Additional Inherited Members | |
Public Types inherited from TfRefBase | |
typedef void(* | UniqueChangedFuncPtr )(TfRefBase const *, bool) |
A scene index replacing geometry based on the draw mode.
Inspects a prim's values for drawMode and applyDrawMode (see UsdImagingModelSchema). If the drawMode is valid and not the default and applyDrawMode is true, the prim and all its descendents are replaced by stand-in geometry specified by the draw mode.
Note that the material that ensures the correct texture is used on each face is using glslfx nodes and thus only works properly in Storm.
Using a UsdPreviewSurface instead (so that it works accross different renderers) probably requires breaking up the geometry into several pieces.
Definition at line 51 of file drawModeSceneIndex.h.
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Implements HdSingleInputFilteringSceneIndexBase.
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overrideprotectedvirtual |
Implements HdSingleInputFilteringSceneIndexBase.
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overrideprotectedvirtual |
Implements HdSingleInputFilteringSceneIndexBase.
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Returns the paths of all scene index prims located immediately below primPath
. This function can be used to traverse the scene by recursing from SdfPath::AbsoluteRootPath()
; such a traversal is expected to give the same set of prims as the flattening of the scene index's PrimsAdded
and PrimsRemoved
messages. This function is expected to be threadsafe.
Implements HdSceneIndexBase.
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Returns a pair of (prim type, datasource) for the object at primPath
. If no such object exists, the type will be the empty token and the datasource will be null. This function is expected to be threadsafe.
Implements HdSceneIndexBase.
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static |
inputArgs unused for now. In the future, we might use it to say that we want to break up the geometry and use UsdPreviewSurface to work across different renderers.