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Utilities for the following tasks that require consideration of a USD asset's external dependencies: More...
Go to the source code of this file.
Typedefs | |
using | UsdUtilsModifyAssetPathFn = std::function< std::string(const std::string &assetPath)> |
Callback that is used to modify asset paths in a layer. More... | |
Functions | |
USDUTILS_API void | UsdUtilsExtractExternalReferences (const std::string &filePath, std::vector< std::string > *subLayers, std::vector< std::string > *references, std::vector< std::string > *payloads) |
Parses the file at filePath , identifying external references, and sorting them into separate type-based buckets. More... | |
USDUTILS_API bool | UsdUtilsCreateNewUsdzPackage (const SdfAssetPath &assetPath, const std::string &usdzFilePath, const std::string &firstLayerName=std::string()) |
Creates a USDZ package containing the specified asset, identified by its assetPath . More... | |
USDUTILS_API bool | UsdUtilsCreateNewARKitUsdzPackage (const SdfAssetPath &assetPath, const std::string &usdzFilePath, const std::string &firstLayerName=std::string()) |
Similar to UsdUtilsCreateNewUsdzPackage, this function packages all of the dependencies of the given asset. More... | |
USDUTILS_API bool | UsdUtilsComputeAllDependencies (const SdfAssetPath &assetPath, std::vector< SdfLayerRefPtr > *layers, std::vector< std::string > *assets, std::vector< std::string > *unresolvedPaths) |
Recursively computes all the dependencies of the given asset and populates layers with all the dependencies that can be opened as an SdfLayer. More... | |
USDUTILS_API void | UsdUtilsModifyAssetPaths (const SdfLayerHandle &layer, const UsdUtilsModifyAssetPathFn &modifyFn) |
Helper function that visits every asset path in layer , calls modifyFn and replaces the value with the return value of modifyFn . More... | |
Utilities for the following tasks that require consideration of a USD asset's external dependencies:
Definition in file dependencies.h.
using UsdUtilsModifyAssetPathFn = std::function<std::string( const std::string& assetPath)> |
Callback that is used to modify asset paths in a layer.
The assetPath
will contain the string value that's authored. The returned value is the new value that should be authored in the layer. If the function returns an empty string, that value will be removed from the layer.
Definition at line 167 of file dependencies.h.
USDUTILS_API bool UsdUtilsComputeAllDependencies | ( | const SdfAssetPath & | assetPath, |
std::vector< SdfLayerRefPtr > * | layers, | ||
std::vector< std::string > * | assets, | ||
std::vector< std::string > * | unresolvedPaths | ||
) |
Recursively computes all the dependencies of the given asset and populates layers
with all the dependencies that can be opened as an SdfLayer.
All of the resolved non-layer dependencies are populated in assets
. Any unresolved (layer and non-layer) asset paths are populated in unresolvedPaths
.
The input vectors to be populated with the results are are cleared before any results are added to them.
Returns true if the given asset was resolved correctly.
USDUTILS_API bool UsdUtilsCreateNewARKitUsdzPackage | ( | const SdfAssetPath & | assetPath, |
const std::string & | usdzFilePath, | ||
const std::string & | firstLayerName = std::string() |
||
) |
Similar to UsdUtilsCreateNewUsdzPackage, this function packages all of the dependencies of the given asset.
Assets targeted at the initial usdz implementation in ARKit operate under greater constraints than usdz files for more general 'in house' uses, and this option attempts to ensure that these constraints are honored; this may involve more transformations to the data, which may cause loss of features such as VariantSets.
If firstLayerName
is specified, it is modified to have the ".usdc" extension, as required by the initial usdz implementation in ARKit.
Returns true if the package was created successfully.
assetPath
(including the root layer and all transitive layer dependencies) in-place. However, it does not save the layers before copying them into the package that is created. It also does not revert the changes it makes to the layers. Therefore, it is strongly recommended that you run this function in isolation after any source UsdStages have been closed. If you have UsdStages open during the function call that reference the layers being modified, you may receive warnings or composition errors which may not affect the resulting package adversely.USDUTILS_API bool UsdUtilsCreateNewUsdzPackage | ( | const SdfAssetPath & | assetPath, |
const std::string & | usdzFilePath, | ||
const std::string & | firstLayerName = std::string() |
||
) |
Creates a USDZ package containing the specified asset, identified by its assetPath
.
The created package will include a localized version of the asset itself and all of its external dependencies. Due to localization, the packaged layers might be modified to have different asset paths.
You can optionally specify a different package-internal name for the first layer of the asset by specifying firstLayerName
. By default, firstLayerName
is empty, meaning that the original name is preserved.
Returns true if the package was created successfully.
assetPath
(including the root layer and all transitive layer dependencies) in-place. However, it does not save the layers before copying them into the package that is created. It also does not revert the changes it makes to the layers. Therefore, it is strongly recommended that you run this function in isolation after any source UsdStages have been closed. If you have UsdStages open during the function call that reference the layers being modified, you may receive warnings or composition errors which may not affect the resulting package adversely.USDUTILS_API void UsdUtilsExtractExternalReferences | ( | const std::string & | filePath, |
std::vector< std::string > * | subLayers, | ||
std::vector< std::string > * | references, | ||
std::vector< std::string > * | payloads | ||
) |
Parses the file at filePath
, identifying external references, and sorting them into separate type-based buckets.
Sublayers are returned in the sublayers
vector, references, whether prim references, value clip references or values from asset path attributes, are returned in the references
vector. Payload paths are returned in payloads
.
USDUTILS_API void UsdUtilsModifyAssetPaths | ( | const SdfLayerHandle & | layer, |
const UsdUtilsModifyAssetPathFn & | modifyFn | ||
) |
Helper function that visits every asset path in layer
, calls modifyFn
and replaces the value with the return value of modifyFn
.
This modifies layer
in place.
This can be useful in preparing a layer for consumption in contexts that do not have access to the ArResolver for which the layer's asset paths were authored: we can replace all paths with their fully resolved equivalents, for example.