Usg Python API

AssetPath

class usg.AssetPath

Bases: pybind11_object

A path to an external asset.

__init__(text: str) None

Create an asset path from the given string.

assetPath() str

Return the asset path.

resolvedPath() str

Return the resolved asset path.

Attribute

class usg.Attribute

Bases: pybind11_object

An attribute.

block() None

Unsets any authored value on the attribute.

clear() None

Unsets any authored value on the attribute.

clearAllTimeSamples() None

Removes all time samples from the attribute, leaving the default value unaffected.

clearAtTime(arg0: float) None

Removes a specific time sample, ignoring default value.

clearDefault() None

Removes the default value, leaving time samples unaffected.

get(time: float = nan) object

Return the value of this attribute as an int, float, vector, Token, AssetPath…

getAllowedTokens() usg::Array<usg::Token>

Returns an array of the allowed Tokens for this Attribute.

getField(arg0: usg::Token) usg::Value

Return a field of the attribute.

getInterpolation() usg::Token

Return the interpolation of the attribute.

getName() str

Return the name of this attribute.

getNumDataElements() int

Returns the number of data elements for each value. For example, 3 for a Vector3 or 16 for a Matrix4.

getPath() usg::Path

Return the path of this attribute.

getTimeSamples() std::vector<double, std::allocator<double> >

Return the list of authored time samples for this attribute.

getType() usg::Value::Type

Return the type of this attribute.

getTypeName() str

Return the type of this attribute as a string.

getUsgValue(time: float = nan) usg::Value

Return the underlying usg::Value of this attribute.

hasAllowedTokens() bool

Returns true if this Attribute has a set of allowed Tokens.

hasValue() bool

Returns true if the attribute has any authored values, either a default or time samples, or if there’s a fallback value provided by a schema. Returns false if the attribute has been blocked and there is no fallback value.

isAuthored() bool

Return whether there are any authored opinions for this property in any layer that contributes to this stage.

isValid() bool

Return whether this attribute is valid or not.

set(value: object, time: float = nan) None

Set the value of this attribute with an int, float, vector, Token, AssetPath…

setField(arg0: usg::Token, arg1: usg::Value) bool

Set a field of the attribute.

setInterpolation(arg0: usg::Token) None

Set the interpolation of the attribute.

Layer

class usg.Layer

Bases: pybind11_object

The wrapper class for a reference to a USD layer.

clearOwner() None

Clears the layer’s owner.

property colorConfiguration

Property for the documentation metadata.

property colorManagementSystem

Property for the documentation metadata.

property comment

Property for the comment metadata.

static create(identifier: str, file_args: usg._usg.KeyValueMapSorted = KeyValueMapSorted{}) usg._usg.Layer

Creates a new layer with the given identifier.

static createAnonymous(identifier: str, file_args: usg._usg.KeyValueMapSorted = KeyValueMapSorted{}) usg._usg.Layer

Creates a new layer with the given identifier.

property defaultPrim

Property for the default prim metadata.

definePrim(path: usg::Path, typeName: usg::Token) usg::Prim

Define an abstract prim in this layer. The ‘typeName’ is the prim’s schema name like ‘Mesh’, ‘Scope’, ‘Xform’, etc.

If a prim already exists at ‘path’ it is returned unchanged.

property documentation

Property for the documentation metadata.

property endTimeCode

Property for the end time code metadata.

exportToFile(filepath: str, comment: str, fileFormatArgs: usg._usg.KeyValueMapSorted) bool

Exports the flattened layer to a file.

exportToString() object

Return the flattened layer as a string.

static findOrOpen(identifier: str, file_args: usg._usg.KeyValueMapSorted = KeyValueMapSorted{}) usg._usg.Layer

Searches for a layer with the given identifier in the layer cache, opening it if it’s not already.

property framePrecision

Property for the frame precision metadata.

property framesPerSecond

Property for the frames per second metadata.

getIdentifier() str
static getLoadedLayers() usg._usg.LayerRefSet

Returns all loaded layers.

getUsdLayer() object

Returns the underlying USD py::object of the usg::Layer

isAnonymous() bool

Returns true if the layer is anonymous (in-memory).

isValid() bool

Return true if the layer is valid (has a valid object binding).

overridePrim(*args, **kwargs)

Overloaded function.

  1. overridePrim(self: usg._usg.Layer, path: usg::Path) -> usg::Prim

    Same as definePrim() but the created prim will have an ‘over’ specifier with no Type.

  2. overridePrim(self: usg._usg.Layer, path: usg::Path, typeName: usg::Token) -> usg::Prim

    Same as definePrim() but the created prim will have an ‘over’ specifier.

  3. overridePrim(self: usg._usg.Layer, src_prim: usg::Prim) -> usg::Prim

    Similar to definePrim() but the created Prim will have an ‘over’ specifier and the schema class is taken from the provided source Prim.

property owner

Property for the owner metadata.

reload() None

Reloads the layer.

property sessionOwner

Property for the session owner metadata.

setOwner(owner: str) None

Sets the layer’s owner.

property startTimeCode

Property for the start time code metadata.

property timeCodesPerSecond

Property for the time codes per second metadata.

transferContent(layer: usg._usg.Layer) None

Transfers the content of the layer into this layer.

property upAxis

Property for the documentation metadata.

Path

class usg.Path

Bases: pybind11_object

A path value used to locate objects in layers or scenegraphs.

static IsValidPathString(arg0: str) tuple

Static method to return whether the given string path would be valid and an error message if not.

__init__(text: str) None

Create a path from the given string.

Create an empty path if the given string does not represent a valid path.

appendChild(*args, **kwargs)

Overloaded function.

  1. appendChild(self: usg._usg.Path, suffix: usg::Token) -> usg._usg.Path

    Create a path by appending an element to this path.

    This path must be a prim path, the AbsoluteRootPath or the ReflexiveRelativePath. If it is not, or the child is not a valid prim name return an empty path.

  2. appendChild(self: usg._usg.Path, suffix: str) -> usg._usg.Path

    Create a path by appending an element to this path.

    This path must be a prim path, the AbsoluteRootPath or the ReflexiveRelativePath. If it is not, or the child is not a valid prim name return an empty path.

appendPath(path: usg._usg.Path) usg._usg.Path

Create a path by appending a given relative path to this path.

This path must be a prim path or the ReflexiveRelativePath. If it is not, return an empty path.

appendProperty(property: usg::Token) usg._usg.Path

Create a path by appending a property to this path.

This path must be a prim path or the ReflexiveRelativePath. If it is not, return an empty path.

clear() None

Clear the path so that it is empty.

empty() bool

Return True if this is an empty path or False otherwise.

isValidPath() tuple

Return whether this path is valid and an error message if not.

makeAbsolutePath(anchor: usg._usg.Path) usg._usg.Path

Return the absolute form of this path using another path as the relative basis.

If this path is already an absolute path, return a copy.

makeRelativePath(anchor: usg._usg.Path) usg._usg.Path

Return the relative form of this path using another path as the relative basis.

name() str

Return the name of the prim, property or relational attribute identified by the path.

parent() usg._usg.Path

Return the path that identifies this path’s namespace parent.

Prim

class usg.Prim

Bases: pybind11_object

The wrapper class for a reference to a USD prim.

createCustomAttr(name: usg::Token, type: usg::Value::Type, is_time_varying: usg::TimeVariability) usg::Attribute

Create a attach a custom attribute to this prim. If the named GeomAttr object already exists return it at its current value.

If this Prim has just been defined on a GeomLayer then the new attribute will be defined on that GeomLayer.

If this Prim is being edited then the attribute will be created on the editable GeomStage and saved to the GeomStage’s current edit target GeomLayer.

defineInLayer(path: usg::Path, typeName: usg::Token) usg._usg.Prim

Add this prim to a given layer.

getAttr(name: str) object

Return named attribute if it exists on the prim. Otherwise return None.

getAttributeNames() list

Returns the list of attribute names.

getAttributes() list

Returns the list of attributes.

getKind() usg::Token

Return the kind of this prim.

getMetadata(arg0: str) object

Return metadata value for prim for a given key.

getName() str

Return the name of this prim.

getPath() usg::Path

Get geometry path (location) of this prim.

getRelationship(name: str) object

Return named relationship if it exists on the prim. Otherwise return None.

getRelationshipNames() list

Returns the list of relationship names.

getRelationships() list

Returns the list of relationships.

getTypeName() usg::Token

Get the type of this prim as a string.

getVariantSelection(arg0: str) str

Return the variant selection for a given variant set name.

getVariantSets() std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > >

Get variant sets from prim as a StringArray.

getVariants(arg0: str) std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > >

Get variants for a given variant set name as a StringArray.

isActive() bool

Return true if this prim is active.

isLoaded() bool

Return true if this prim is active, and either it is loadable and it is loaded, or its nearest loadable ancestor is loaded, or it has no loadable ancestor; false otherwise.

isValid() bool

Return whether this prim is valid or not.

Relationship

class usg.Relationship

Bases: pybind11_object

The wrapper class for a reference to a Relationship.

getName() str

Return the name of this Relationship.

getPath() usg::Path

Full path including the Prim parent.

getTarget() usg::Path

Retrieve the first target path.

getTargets() usg::Array<usg::Path>

Retrieves the relationship’s target paths.

isValid() bool

Return whether this Relationship is valid or not.

setTarget(arg0: usg::Path) None

Sets the relationship’s target path to a single path.

setTargets(arg0: usg::Array<usg::Path>) None

Sets the relationship’s target paths.

Stage

class usg.Stage

Bases: pybind11_object

The wrapper class for a reference to a stage.

static create(sessionLayer: usg::Layer) usg._usg.Stage

Creates a new Stage from the session layer.

static createMasked(sessionLayer: usg::Layer, maskPaths: usg::Array<usg::Path>) usg._usg.Stage

Creates a new Stage from the session layer.

exportToString() object

Return the flattened stage as a string.

flatten(addComment: bool = True) usg::Layer

Return an anonymous layer containing the flattened stage.

getLayerStack() std::vector<std::shared_ptr<usg::Layer>, std::allocator<std::shared_ptr<usg::Layer> > >

Returns the layer stack.

getPrimAtPath(path: str) object

Return prim at given path from that stage. Otherwise return None.

getRootLayer() usg::Layer

Return this stage’s root layer.

getUsdStage() object

Returns the underlying USD py::object of the usg::Stage

isValid() bool

Return true if the stage is valid (has a valid binding to a USD stage).

StageNotifications

class usg.StageNotifications

Bases: pybind11_object

Stage notifications

__init__(arg0: usg._usg.Stage) None
clearChanged() None
isChanged() bool

Token

class usg.Token

Bases: pybind11_object

The wrapper class for PXR_NS::TfToken.

__init__(text: str) None

Create a token from the given text.

Value

class usg.Value

Bases: pybind11_object

An object which can hold many types of value.

ASSETPATH_DATA = <DataType.ASSETPATH_DATA: 2>
AssetPath = <Type.AssetPath: 6>
AssetPathArray = <Type.AssetPathArray: 7>
Bool = <Type.Bool: 8>
BoolArray = <Type.BoolArray: 9>
Channel = <Type.Channel: 64>
ChannelArray = <Type.ChannelArray: 65>
Color = <Type.Color: 66>
Color3d = <Type.Color3d: 72>
Color3dArray = <Type.Color3dArray: 73>
Color3f = <Type.Color3f: 70>
Color3fArray = <Type.Color3fArray: 71>
Color3h = <Type.Color3h: 68>
Color3hArray = <Type.Color3hArray: 69>
Color4d = <Type.Color4d: 78>
Color4dArray = <Type.Color4dArray: 79>
Color4f = <Type.Color4f: 76>
Color4fArray = <Type.Color4fArray: 77>
Color4h = <Type.Color4h: 74>
Color4hArray = <Type.Color4hArray: 75>
ColorArray = <Type.ColorArray: 67>
DOUBLE_DATA = <DataType.DOUBLE_DATA: 9>
class DataType

Bases: pybind11_object

Members:

STRING_DATA

TOKEN_DATA

ASSETPATH_DATA

INT8_DATA

INT16_DATA

INT32_DATA

INT64_DATA

HALF_DATA

FLOAT_DATA

DOUBLE_DATA

ASSETPATH_DATA = <DataType.ASSETPATH_DATA: 2>
DOUBLE_DATA = <DataType.DOUBLE_DATA: 9>
FLOAT_DATA = <DataType.FLOAT_DATA: 8>
HALF_DATA = <DataType.HALF_DATA: 7>
INT16_DATA = <DataType.INT16_DATA: 4>
INT32_DATA = <DataType.INT32_DATA: 5>
INT64_DATA = <DataType.INT64_DATA: 6>
INT8_DATA = <DataType.INT8_DATA: 3>
STRING_DATA = <DataType.STRING_DATA: 0>
TOKEN_DATA = <DataType.TOKEN_DATA: 1>
__init__(value: int) None
property name
property value
Double = <Type.Double: 24>
Double2 = <Type.Double2: 34>
Double2Array = <Type.Double2Array: 35>
Double3 = <Type.Double3: 42>
Double3Array = <Type.Double3Array: 43>
Double4 = <Type.Double4: 50>
Double4Array = <Type.Double4Array: 51>
DoubleArray = <Type.DoubleArray: 25>
FLOAT_DATA = <DataType.FLOAT_DATA: 8>
Float = <Type.Float: 22>
Float2 = <Type.Float2: 32>
Float2Array = <Type.Float2Array: 33>
Float3 = <Type.Float3: 40>
Float3Array = <Type.Float3Array: 41>
Float4 = <Type.Float4: 48>
Float4Array = <Type.Float4Array: 49>
FloatArray = <Type.FloatArray: 23>
Frame4d = <Type.Frame4d: 118>
Frame4dArray = <Type.Frame4dArray: 119>
HALF_DATA = <DataType.HALF_DATA: 7>
Half = <Type.Half: 20>
Half2 = <Type.Half2: 30>
Half2Array = <Type.Half2Array: 31>
Half3 = <Type.Half3: 38>
Half3Array = <Type.Half3Array: 39>
Half4 = <Type.Half4: 46>
Half4Array = <Type.Half4Array: 47>
HalfArray = <Type.HalfArray: 21>
INT16_DATA = <DataType.INT16_DATA: 4>
INT32_DATA = <DataType.INT32_DATA: 5>
INT64_DATA = <DataType.INT64_DATA: 6>
INT8_DATA = <DataType.INT8_DATA: 3>
Int = <Type.Int: 10>
Int2 = <Type.Int2: 28>
Int2Array = <Type.Int2Array: 29>
Int3 = <Type.Int3: 36>
Int3Array = <Type.Int3Array: 37>
Int4 = <Type.Int4: 44>
Int4Array = <Type.Int4Array: 45>
Int64 = <Type.Int64: 12>
Int64Array = <Type.Int64Array: 13>
IntArray = <Type.IntArray: 11>
InvalidType = <Type.InvalidType: 126>
Matrix = <Type.Matrix: 116>
Matrix2d = <Type.Matrix2d: 52>
Matrix2dArray = <Type.Matrix2dArray: 53>
Matrix3d = <Type.Matrix3d: 54>
Matrix3dArray = <Type.Matrix3dArray: 55>
Matrix4d = <Type.Matrix4d: 56>
Matrix4dArray = <Type.Matrix4dArray: 57>
MatrixArray = <Type.MatrixArray: 117>
Normal = <Type.Normal: 80>
Normal3d = <Type.Normal3d: 86>
Normal3dArray = <Type.Normal3dArray: 87>
Normal3f = <Type.Normal3f: 84>
Normal3fArray = <Type.Normal3fArray: 85>
Normal3h = <Type.Normal3h: 82>
Normal3hArray = <Type.Normal3hArray: 83>
NormalArray = <Type.NormalArray: 81>
Point = <Type.Point: 88>
Point3d = <Type.Point3d: 94>
Point3dArray = <Type.Point3dArray: 95>
Point3f = <Type.Point3f: 92>
Point3fArray = <Type.Point3fArray: 93>
Point3h = <Type.Point3h: 90>
Point3hArray = <Type.Point3hArray: 91>
PointArray = <Type.PointArray: 89>
Quatd = <Type.Quatd: 62>
QuatdArray = <Type.QuatdArray: 63>
Quatf = <Type.Quatf: 60>
QuatfArray = <Type.QuatfArray: 61>
Quath = <Type.Quath: 58>
QuathArray = <Type.QuathArray: 59>
STRING_DATA = <DataType.STRING_DATA: 0>
String = <Type.String: 0>
StringArray = <Type.StringArray: 1>
Struct = <Type.Struct: 120>
StructArray = <Type.StructArray: 121>
TOKEN_DATA = <DataType.TOKEN_DATA: 1>
Terminal = <Type.Terminal: 122>
TerminalArray = <Type.TerminalArray: 123>
TexCoord2d = <Type.TexCoord2d: 108>
TexCoord2dArray = <Type.TexCoord2dArray: 109>
TexCoord2f = <Type.TexCoord2f: 106>
TexCoord2fArray = <Type.TexCoord2fArray: 107>
TexCoord2h = <Type.TexCoord2h: 104>
TexCoord2hArray = <Type.TexCoord2hArray: 105>
TexCoord3d = <Type.TexCoord3d: 114>
TexCoord3dArray = <Type.TexCoord3dArray: 115>
TexCoord3f = <Type.TexCoord3f: 112>
TexCoord3fArray = <Type.TexCoord3fArray: 113>
TexCoord3h = <Type.TexCoord3h: 110>
TexCoord3hArray = <Type.TexCoord3hArray: 111>
TimeCode = <Type.TimeCode: 26>
TimeCodeArray = <Type.TimeCodeArray: 27>
Token = <Type.Token: 2>
TokenArray = <Type.TokenArray: 3>
class Type

Bases: pybind11_object

Members:

String

StringArray

Token

TokenArray

AssetPath

AssetPathArray

Bool

BoolArray

Int

IntArray

Int64

Int64Array

UChar

UCharArray

UInt

UIntArray

UInt64

UInt64Array

Half

HalfArray

Float

FloatArray

Double

DoubleArray

TimeCode

TimeCodeArray

Int2

Int2Array

Half2

Half2Array

Float2

Float2Array

Double2

Double2Array

Int3

Int3Array

Half3

Half3Array

Float3

Float3Array

Double3

Double3Array

Int4

Int4Array

Half4

Half4Array

Float4

Float4Array

Double4

Double4Array

Matrix2d

Matrix2dArray

Matrix3d

Matrix3dArray

Matrix4d

Matrix4dArray

Quath

QuathArray

Quatf

QuatfArray

Quatd

QuatdArray

Channel

ChannelArray

Color

ColorArray

Color3h

Color3hArray

Color3f

Color3fArray

Color3d

Color3dArray

Color4h

Color4hArray

Color4f

Color4fArray

Color4d

Color4dArray

Normal

NormalArray

Normal3h

Normal3hArray

Normal3f

Normal3fArray

Normal3d

Normal3dArray

Point

PointArray

Point3h

Point3hArray

Point3f

Point3fArray

Point3d

Point3dArray

Vector

VectorArray

Vector3h

Vector3hArray

Vector3f

Vector3fArray

Vector3d

Vector3dArray

TexCoord2h

TexCoord2hArray

TexCoord2f

TexCoord2fArray

TexCoord2d

TexCoord2dArray

TexCoord3h

TexCoord3hArray

TexCoord3f

TexCoord3fArray

TexCoord3d

TexCoord3dArray

Matrix

MatrixArray

Frame4d

Frame4dArray

Struct

StructArray

Terminal

TerminalArray

Vstruct

VstructArray

InvalidType

AssetPath = <Type.AssetPath: 6>
AssetPathArray = <Type.AssetPathArray: 7>
Bool = <Type.Bool: 8>
BoolArray = <Type.BoolArray: 9>
Channel = <Type.Channel: 64>
ChannelArray = <Type.ChannelArray: 65>
Color = <Type.Color: 66>
Color3d = <Type.Color3d: 72>
Color3dArray = <Type.Color3dArray: 73>
Color3f = <Type.Color3f: 70>
Color3fArray = <Type.Color3fArray: 71>
Color3h = <Type.Color3h: 68>
Color3hArray = <Type.Color3hArray: 69>
Color4d = <Type.Color4d: 78>
Color4dArray = <Type.Color4dArray: 79>
Color4f = <Type.Color4f: 76>
Color4fArray = <Type.Color4fArray: 77>
Color4h = <Type.Color4h: 74>
Color4hArray = <Type.Color4hArray: 75>
ColorArray = <Type.ColorArray: 67>
Double = <Type.Double: 24>
Double2 = <Type.Double2: 34>
Double2Array = <Type.Double2Array: 35>
Double3 = <Type.Double3: 42>
Double3Array = <Type.Double3Array: 43>
Double4 = <Type.Double4: 50>
Double4Array = <Type.Double4Array: 51>
DoubleArray = <Type.DoubleArray: 25>
Float = <Type.Float: 22>
Float2 = <Type.Float2: 32>
Float2Array = <Type.Float2Array: 33>
Float3 = <Type.Float3: 40>
Float3Array = <Type.Float3Array: 41>
Float4 = <Type.Float4: 48>
Float4Array = <Type.Float4Array: 49>
FloatArray = <Type.FloatArray: 23>
Frame4d = <Type.Frame4d: 118>
Frame4dArray = <Type.Frame4dArray: 119>
Half = <Type.Half: 20>
Half2 = <Type.Half2: 30>
Half2Array = <Type.Half2Array: 31>
Half3 = <Type.Half3: 38>
Half3Array = <Type.Half3Array: 39>
Half4 = <Type.Half4: 46>
Half4Array = <Type.Half4Array: 47>
HalfArray = <Type.HalfArray: 21>
Int = <Type.Int: 10>
Int2 = <Type.Int2: 28>
Int2Array = <Type.Int2Array: 29>
Int3 = <Type.Int3: 36>
Int3Array = <Type.Int3Array: 37>
Int4 = <Type.Int4: 44>
Int4Array = <Type.Int4Array: 45>
Int64 = <Type.Int64: 12>
Int64Array = <Type.Int64Array: 13>
IntArray = <Type.IntArray: 11>
InvalidType = <Type.InvalidType: 126>
Matrix = <Type.Matrix: 116>
Matrix2d = <Type.Matrix2d: 52>
Matrix2dArray = <Type.Matrix2dArray: 53>
Matrix3d = <Type.Matrix3d: 54>
Matrix3dArray = <Type.Matrix3dArray: 55>
Matrix4d = <Type.Matrix4d: 56>
Matrix4dArray = <Type.Matrix4dArray: 57>
MatrixArray = <Type.MatrixArray: 117>
Normal = <Type.Normal: 80>
Normal3d = <Type.Normal3d: 86>
Normal3dArray = <Type.Normal3dArray: 87>
Normal3f = <Type.Normal3f: 84>
Normal3fArray = <Type.Normal3fArray: 85>
Normal3h = <Type.Normal3h: 82>
Normal3hArray = <Type.Normal3hArray: 83>
NormalArray = <Type.NormalArray: 81>
Point = <Type.Point: 88>
Point3d = <Type.Point3d: 94>
Point3dArray = <Type.Point3dArray: 95>
Point3f = <Type.Point3f: 92>
Point3fArray = <Type.Point3fArray: 93>
Point3h = <Type.Point3h: 90>
Point3hArray = <Type.Point3hArray: 91>
PointArray = <Type.PointArray: 89>
Quatd = <Type.Quatd: 62>
QuatdArray = <Type.QuatdArray: 63>
Quatf = <Type.Quatf: 60>
QuatfArray = <Type.QuatfArray: 61>
Quath = <Type.Quath: 58>
QuathArray = <Type.QuathArray: 59>
String = <Type.String: 0>
StringArray = <Type.StringArray: 1>
Struct = <Type.Struct: 120>
StructArray = <Type.StructArray: 121>
Terminal = <Type.Terminal: 122>
TerminalArray = <Type.TerminalArray: 123>
TexCoord2d = <Type.TexCoord2d: 108>
TexCoord2dArray = <Type.TexCoord2dArray: 109>
TexCoord2f = <Type.TexCoord2f: 106>
TexCoord2fArray = <Type.TexCoord2fArray: 107>
TexCoord2h = <Type.TexCoord2h: 104>
TexCoord2hArray = <Type.TexCoord2hArray: 105>
TexCoord3d = <Type.TexCoord3d: 114>
TexCoord3dArray = <Type.TexCoord3dArray: 115>
TexCoord3f = <Type.TexCoord3f: 112>
TexCoord3fArray = <Type.TexCoord3fArray: 113>
TexCoord3h = <Type.TexCoord3h: 110>
TexCoord3hArray = <Type.TexCoord3hArray: 111>
TimeCode = <Type.TimeCode: 26>
TimeCodeArray = <Type.TimeCodeArray: 27>
Token = <Type.Token: 2>
TokenArray = <Type.TokenArray: 3>
UChar = <Type.UChar: 14>
UCharArray = <Type.UCharArray: 15>
UInt = <Type.UInt: 16>
UInt64 = <Type.UInt64: 18>
UInt64Array = <Type.UInt64Array: 19>
UIntArray = <Type.UIntArray: 17>
Vector = <Type.Vector: 96>
Vector3d = <Type.Vector3d: 102>
Vector3dArray = <Type.Vector3dArray: 103>
Vector3f = <Type.Vector3f: 100>
Vector3fArray = <Type.Vector3fArray: 101>
Vector3h = <Type.Vector3h: 98>
Vector3hArray = <Type.Vector3hArray: 99>
VectorArray = <Type.VectorArray: 97>
Vstruct = <Type.Vstruct: 124>
VstructArray = <Type.VstructArray: 125>
__init__(value: int) None
baseDataType() usg._usg.Value.DataType
baseType() usg._usg.Value.Type
name()

__str__(*args, **kwargs) Overloaded function.

  1. __str__(self: usg._usg.Value.Type) -> str

  2. __str__(self: handle) -> str

property value
UChar = <Type.UChar: 14>
UCharArray = <Type.UCharArray: 15>
UInt = <Type.UInt: 16>
UInt64 = <Type.UInt64: 18>
UInt64Array = <Type.UInt64Array: 19>
UIntArray = <Type.UIntArray: 17>
Vector = <Type.Vector: 96>
Vector3d = <Type.Vector3d: 102>
Vector3dArray = <Type.Vector3dArray: 103>
Vector3f = <Type.Vector3f: 100>
Vector3fArray = <Type.Vector3fArray: 101>
Vector3h = <Type.Vector3h: 98>
Vector3hArray = <Type.Vector3hArray: 99>
VectorArray = <Type.VectorArray: 97>
Vstruct = <Type.Vstruct: 124>
VstructArray = <Type.VstructArray: 125>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Value, data: object, type: usg::Value::Type) -> None

    Create a Value of the Value type specified by the type argument with given data. This method only supports the Types which are implicitly cast, all other types should use the default single argument constructor. The Types this method supports are: UChar, Bool, Int, Int64, UInt, UInt64, Float, Double. Will return an invalid value if the cast failed or the type is not supported.

  2. __init__(self: usg._usg.Value, data: str) -> None

    Create a Value of type String with given data.

  3. __init__(self: usg._usg.Value, data: usg._usg.Token) -> None

    Create a Value of type Token with given input data.

  4. __init__(self: usg._usg.Value, arg0: usg._usg.AssetPath) -> None

    Create a Value of type AssetPath with given input data.

  5. __init__(self: usg._usg.Value, arg0: usg._usg.Path) -> None

    Create a Value of type Path with given input data.

  6. __init__(self: usg._usg.Value, data: std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > >) -> None

    Create a Value of type StringArray with given input data.

  7. __init__(self: usg._usg.Value, data: usg::Array<usg::Token>) -> None

    Create a Value of type TokenArray with given input data.

  8. __init__(self: usg._usg.Value, data: bool) -> None

    Create a Value of type Bool with given input data.

  9. __init__(self: usg._usg.Value, data: int) -> None

    Create a Value of type Int with given input data.

  10. __init__(self: usg._usg.Value, data: usg::Array<int>) -> None

    Create a Value of type IntArray with given input data.

  11. __init__(self: usg._usg.Value, data: usg::Array<long>) -> None

    Create a Value of type Int64Array with given input data.

  12. __init__(self: usg._usg.Value, data: usg::Array<unsigned int>) -> None

    Create a Value of type UIntArray with given input data.

  13. __init__(self: usg._usg.Value, data: usg::Array<unsigned long>) -> None

    Create a Value of type UInt64Array with given input data.

  14. __init__(self: usg._usg.Value, data: fdk::half) -> None

    Create a Value of type half with given input data.

  15. __init__(self: usg._usg.Value, data: float) -> None

    Create a Value of type Double with given input data.

  16. __init__(self: usg._usg.Value, data: usg::Array<float>) -> None

    Create a Value of type FloatArray with given input data.

  17. __init__(self: usg._usg.Value, data: usg::Array<double>) -> None

    Create a Value of type DoubleArray with given input data.

  18. __init__(self: usg._usg.Value, data: fdk::Vec2<fdk::half>) -> None

    Create a Value of type Half2 with given input data.

  19. __init__(self: usg._usg.Value, data: fdk::Vec2<float>) -> None

    Create a Value of type Float2 with given input data.

  20. __init__(self: usg._usg.Value, data: fdk::Vec2<double>) -> None

    Create a Value of type Double2 with given input data.

  21. __init__(self: usg._usg.Value, data: fdk::Vec2<int>) -> None

    Create a Value of type Int2 with given data.

  22. __init__(self: usg._usg.Value, data: fdk::Vec3<fdk::half>) -> None

    Create a Value of type Half3 with given input data.

  23. __init__(self: usg._usg.Value, data: fdk::Vec3<float>) -> None

    Create a Value of type Float3 with given input data.

  24. __init__(self: usg._usg.Value, data: fdk::Vec3<double>) -> None

    Create a Value of type Double3 with given input data.

  25. __init__(self: usg._usg.Value, data: fdk::Vec3<int>) -> None

    Create a Value of type Int3 with given data.

  26. __init__(self: usg._usg.Value, data: fdk::Vec4<fdk::half>) -> None

    Create a Value of type Half4 with given input data.

  27. __init__(self: usg._usg.Value, data: fdk::Vec4<float>) -> None

    Create a Value of type Float4 with given input data.

  28. __init__(self: usg._usg.Value, data: fdk::Vec4<double>) -> None

    Create a Value of type Double4 with given input data.

  29. __init__(self: usg._usg.Value, data: fdk::Vec4<int>) -> None

    Create a Value of type Int4 with given data.

  30. __init__(self: usg._usg.Value, data: fdk::Quat<fdk::half>) -> None

    Create a Value of type Quath with given data.

  31. __init__(self: usg._usg.Value, data: fdk::Quat<float>) -> None

    Create a Value of type Quatf with given input data.

  32. __init__(self: usg._usg.Value, data: fdk::Quat<double>) -> None

    Create a Value of type Quatd with given input data.

  33. __init__(self: usg._usg.Value, data: fdk::Mat4<double>) -> None

    Create a Value of type Matrix4d with given input data.

  34. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec2<fdk::half> >) -> None

    Create a Value of type Half2Array with given input data.

  35. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec2<float> >) -> None

    Create a Value of type Float2Array with given input data.

  36. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec2<double> >) -> None

    Create a Value of type Double2Array with given input data.

  37. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec2<int> >) -> None

    Create a Value of type Int2Array with given data.

  38. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec3<fdk::half> >) -> None

    Create a Value of type Half3Array with given input data.

  39. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec3<float> >) -> None

    Create a Value of type Float3Array with given input data.

  40. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec3<double> >) -> None

    Create a Value of type Double3Array with given input data.

  41. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec3<int> >) -> None

    Create a Value of type Int3Array with given data.

  42. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec4<fdk::half> >) -> None

    Create a Value of type Half4Array with given input data.

  43. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec4<float> >) -> None

    Create a Value of type Float4Array with given input data.

  44. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec4<double> >) -> None

    Create a Value of type Double4Array with given input data.

  45. __init__(self: usg._usg.Value, data: usg::Array<fdk::Vec4<int> >) -> None

    Create a Value of type Int4Array with given data.

  46. __init__(self: usg._usg.Value, data: usg::Array<fdk::Quat<fdk::half> >) -> None

    Create a Value of type QuathArray with given data.

  47. __init__(self: usg._usg.Value, data: usg::Array<fdk::Quat<float> >) -> None

    Create a Value of type QuatfArray with given input data.

  48. __init__(self: usg._usg.Value, data: usg::Array<fdk::Quat<double> >) -> None

    Create a Value of type QuatdArray with given input data.

  49. __init__(self: usg._usg.Value, data: usg::Array<fdk::Mat4<double> >) -> None

    Create a Value of type Matrix4dArray with given input data.

get() object

Return value of Value as a python type.

getBaseDataType() usg::Value::DataType

Return the base data type for this Value.

getNumDataElements() int

Return the number of data elements for the Type. For example, 3 for a Vector3 or 16 for a Matrix4. 0 is returned if Value is not valid.

getSize() int

Return the number of values in the Value. 0 is returned if Value not valid. 1 is returned if Value is not an array type, otherwise array size is returned.

getType() usg::Value::Type

Return a usg.Value.Type of the type name stored in the value.

isArray() bool

Return true if Value is valid and an array.

isValid() bool

Return true if Value is valid.

Utils

Utility functions

usg.utils.GetConcreteSchemaTypeNames() usg._usg.StringArray

Returns a usg.StringArray of the all the registered Concrete Schema. Will load any associated plugin to discover the total set available in the current USD session.

usg.utils.GetAPISchemaTypeNames() usg._usg.StringArray

Returns a usg.StringArray of the all the registered API Schema types. Will load any associated plugin to discover the total set available in the current USD session.

usg.utils.GetSchemaTfTypeNames() usg._usg.StringArray

Returns a usg.StringArray of the all the registered Schema types. Will load any associated plugin to discover the total set available in the current USD session.

usg.utils.GetDefaultAttributesForType(arg0: usg._usg.Token) usg._usg.AttributeArray

Returns a list of usg.Attributes defined for the a provided name of a Concrete Type

usg.utils.GetDefaultAttributesForAPISchema(arg0: usg._usg.Token) usg._usg.AttributeArray

Returns a list of usg.Attributes defined for the a provided name of an APISchema

usg.utils.GetDefaultRelationshipsForType(arg0: usg._usg.Token) usg._usg.RelationshipArray

Returns a list of usg.Relationships defined for the a provided name of a Concrete Type

usg.utils.GetDefaultRelationshipsForAPISchema(arg0: usg._usg.Token) usg._usg.RelationshipArray

Returns a list of usg.Relationships defined for the a provided name of an APISchema

Other Prims

class usg.BasisCurvesPrim

Bases: CurvesPrim

__init__(arg0: usg._usg.Prim) None
createBasisAttr(arg0: usg._usg.Value) usg._usg.Attribute
createTypeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createWrapAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.BasisCurvesPrim
getBasis(time: float = nan) usg._usg.Token
getBasisAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.BasisCurvesPrim
getType(time: float = nan) usg._usg.Token
getTypeAttr() usg._usg.Attribute
getWrap(time: float = nan) usg._usg.Token
getWrapAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.BasisCurvesPrim
setBasis(value: usg._usg.Token, time: float = nan) None
setType(value: usg._usg.Token, time: float = nan) None
setWrap(value: usg._usg.Token, time: float = nan) None
class usg.BoundablePrim

Bases: XformablePrim

__init__(arg0: usg._usg.Prim) None
createExtentAttr(arg0: usg._usg.Value) usg._usg.Attribute
getExtent(time: float = nan) usg._usg.Vec3fArray
getExtentAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.BoundablePrim
overrideInLayer(arg0: usg._usg.Prim) usg._usg.BoundablePrim
setExtent(value: usg._usg.Vec3fArray, time: float = nan) None
class usg.CameraPrim

Bases: XformablePrim

__init__(arg0: usg._usg.Prim) None
createClippingPlanesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createClippingRangeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCloseAttr(arg0: usg._usg.Value) usg._usg.Attribute
createExposureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFStopAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFocalLengthAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFocusDistanceAttr(arg0: usg._usg.Value) usg._usg.Attribute
createHorizontalApertureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createHorizontalApertureOffsetAttr(arg0: usg._usg.Value) usg._usg.Attribute
createOpenAttr(arg0: usg._usg.Value) usg._usg.Attribute
createProjectionAttr(arg0: usg._usg.Value) usg._usg.Attribute
createStereoRoleAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVerticalApertureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVerticalApertureOffsetAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.CameraPrim
getClippingPlanes(time: float = nan) usg._usg.Vec4fArray
getClippingPlanesAttr() usg._usg.Attribute
getClippingRange(time: float = nan) usg._usg.Vec2f
getClippingRangeAttr() usg._usg.Attribute
getClose(time: float = nan) float
getCloseAttr() usg._usg.Attribute
getExposure(time: float = nan) float
getExposureAttr() usg._usg.Attribute
getFStop(time: float = nan) float
getFStopAttr() usg._usg.Attribute
getFocalLength(time: float = nan) float
getFocalLengthAttr() usg._usg.Attribute
getFocusDistance(time: float = nan) float
getFocusDistanceAttr() usg._usg.Attribute
getHorizontalAperture(time: float = nan) float
getHorizontalApertureAttr() usg._usg.Attribute
getHorizontalApertureOffset(time: float = nan) float
getHorizontalApertureOffsetAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.CameraPrim
getOpen(time: float = nan) float
getOpenAttr() usg._usg.Attribute
getProjection(time: float = nan) usg._usg.Token
getProjectionAttr() usg._usg.Attribute
getStereoRole(time: float = nan) usg._usg.Token
getStereoRoleAttr() usg._usg.Attribute
getVerticalAperture(time: float = nan) float
getVerticalApertureAttr() usg._usg.Attribute
getVerticalApertureOffset(time: float = nan) float
getVerticalApertureOffsetAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.CameraPrim
setClippingPlanes(value: usg._usg.Vec4fArray, time: float = nan) None
setClippingRange(value: usg._usg.Vec2f, time: float = nan) None
setClose(value: float, time: float = nan) None
setExposure(value: float, time: float = nan) None
setFStop(value: float, time: float = nan) None
setFocalLength(value: float, time: float = nan) None
setFocusDistance(value: float, time: float = nan) None
setHorizontalAperture(value: float, time: float = nan) None
setHorizontalApertureOffset(value: float, time: float = nan) None
setOpen(value: float, time: float = nan) None
setProjection(value: usg._usg.Token, time: float = nan) None
setStereoRole(value: usg._usg.Token, time: float = nan) None
setVerticalAperture(value: float, time: float = nan) None
setVerticalApertureOffset(value: float, time: float = nan) None
class usg.CapsulePrim

Bases: GprimPrim

__init__(arg0: usg._usg.Prim) None
createAxisAttr(arg0: usg._usg.Value) usg._usg.Attribute
createHeightAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRadiusAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.CapsulePrim
getAxis(time: float = nan) usg._usg.Token
getAxisAttr() usg._usg.Attribute
getHeight(time: float = nan) float
getHeightAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.CapsulePrim
getRadius(time: float = nan) float
getRadiusAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.CapsulePrim
setAxis(value: usg._usg.Token, time: float = nan) None
setHeight(value: float, time: float = nan) None
setRadius(value: float, time: float = nan) None
class usg.ConePrim

Bases: GprimPrim

__init__(arg0: usg._usg.Prim) None
createAxisAttr(arg0: usg._usg.Value) usg._usg.Attribute
createHeightAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRadiusAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.ConePrim
getAxis(time: float = nan) usg._usg.Token
getAxisAttr() usg._usg.Attribute
getHeight(time: float = nan) float
getHeightAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.ConePrim
getRadius(time: float = nan) float
getRadiusAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.ConePrim
setAxis(value: usg._usg.Token, time: float = nan) None
setHeight(value: float, time: float = nan) None
setRadius(value: float, time: float = nan) None
class usg.CubePrim

Bases: GprimPrim

__init__(arg0: usg._usg.Prim) None
createSizeAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.CubePrim
getInStage(arg0: usg._usg.Path) usg._usg.CubePrim
getSize(time: float = nan) float
getSizeAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.CubePrim
setSize(value: float, time: float = nan) None
class usg.CurvesPrim

Bases: PointBasedPrim

__init__(arg0: usg._usg.Prim) None
createCurveVertexCountsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createWidthsAttr(arg0: usg._usg.Value) usg._usg.Attribute
getCurveVertexCounts(time: float = nan) usg._usg.IntArray
getCurveVertexCountsAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.CurvesPrim
getWidths(time: float = nan) usg._usg.FloatArray
getWidthsAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.CurvesPrim
setCurveVertexCounts(value: usg._usg.IntArray, time: float = nan) None
setWidths(value: usg._usg.FloatArray, time: float = nan) None
class usg.CylinderPrim

Bases: GprimPrim

__init__(arg0: usg._usg.Prim) None
createAxisAttr(arg0: usg._usg.Value) usg._usg.Attribute
createHeightAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRadiusAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.CylinderPrim
getAxis(time: float = nan) usg._usg.Token
getAxisAttr() usg._usg.Attribute
getHeight(time: float = nan) float
getHeightAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.CylinderPrim
getRadius(time: float = nan) float
getRadiusAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.CylinderPrim
setAxis(value: usg._usg.Token, time: float = nan) None
setHeight(value: float, time: float = nan) None
setRadius(value: float, time: float = nan) None
class usg.GeomSubsetPrim

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
createElementTypeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFamilyNameAttr(arg0: usg._usg.Value) usg._usg.Attribute
createIndicesAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.GeomSubsetPrim
getElementType(time: float = nan) usg._usg.Token
getElementTypeAttr() usg._usg.Attribute
getFamilyName(time: float = nan) usg._usg.Token
getFamilyNameAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.GeomSubsetPrim
getIndices(time: float = nan) usg._usg.IntArray
getIndicesAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.GeomSubsetPrim
setElementType(value: usg._usg.Token, time: float = nan) None
setFamilyName(value: usg._usg.Token, time: float = nan) None
setIndices(value: usg._usg.IntArray, time: float = nan) None
class usg.GprimPrim

Bases: BoundablePrim

__init__(arg0: usg._usg.Prim) None
createDisplayColorAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDisplayOpacityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDoubleSidedAttr(arg0: usg._usg.Value) usg._usg.Attribute
createOrientationAttr(arg0: usg._usg.Value) usg._usg.Attribute
getDisplayColor(time: float = nan) usg._usg.Vec3fArray
getDisplayColorAttr() usg._usg.Attribute
getDisplayOpacity(time: float = nan) usg._usg.FloatArray
getDisplayOpacityAttr() usg._usg.Attribute
getDoubleSided(time: float = nan) bool
getDoubleSidedAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.GprimPrim
getOrientation(time: float = nan) usg._usg.Token
getOrientationAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.GprimPrim
setDisplayColor(value: usg._usg.Vec3fArray, time: float = nan) None
setDisplayOpacity(value: usg._usg.FloatArray, time: float = nan) None
setDoubleSided(value: bool, time: float = nan) None
setOrientation(value: usg._usg.Token, time: float = nan) None
class usg.HermiteCurvesPrim

Bases: CurvesPrim

__init__(arg0: usg._usg.Prim) None
createTangentsAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.HermiteCurvesPrim
getInStage(arg0: usg._usg.Path) usg._usg.HermiteCurvesPrim
getTangents(time: float = nan) usg._usg.Vec3fArray
getTangentsAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.HermiteCurvesPrim
setTangents(value: usg._usg.Vec3fArray, time: float = nan) None
class usg.ImageablePrim

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
createProxyPrimRel() usg._usg.Relationship
createPurposeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.ImageablePrim
getProxyPrimRel() usg._usg.Relationship
getPurpose(time: float = nan) usg._usg.Token
getPurposeAttr() usg._usg.Attribute
getVisibility(time: float = nan) usg._usg.Token
getVisibilityAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.ImageablePrim
setPurpose(value: usg._usg.Token, time: float = nan) None
setVisibility(value: usg._usg.Token, time: float = nan) None
class usg.MeshPrim

Bases: PointBasedPrim

__init__(arg0: usg._usg.Prim) None
createCornerIndicesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCornerSharpnessesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCreaseIndicesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCreaseLengthsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCreaseSharpnessesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFaceVaryingLinearInterpolationAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFaceVertexCountsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFaceVertexIndicesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createHoleIndicesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createInterpolateBoundaryAttr(arg0: usg._usg.Value) usg._usg.Attribute
createSubdivisionSchemeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createTriangleSubdivisionRuleAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.MeshPrim
getCornerIndices(time: float = nan) usg._usg.IntArray
getCornerIndicesAttr() usg._usg.Attribute
getCornerSharpnesses(time: float = nan) usg._usg.FloatArray
getCornerSharpnessesAttr() usg._usg.Attribute
getCreaseIndices(time: float = nan) usg._usg.IntArray
getCreaseIndicesAttr() usg._usg.Attribute
getCreaseLengths(time: float = nan) usg._usg.IntArray
getCreaseLengthsAttr() usg._usg.Attribute
getCreaseSharpnesses(time: float = nan) usg._usg.FloatArray
getCreaseSharpnessesAttr() usg._usg.Attribute
getFaceVaryingLinearInterpolation(time: float = nan) usg._usg.Token
getFaceVaryingLinearInterpolationAttr() usg._usg.Attribute
getFaceVertexCounts(time: float = nan) usg._usg.IntArray
getFaceVertexCountsAttr() usg._usg.Attribute
getFaceVertexIndices(time: float = nan) usg._usg.IntArray
getFaceVertexIndicesAttr() usg._usg.Attribute
getHoleIndices(time: float = nan) usg._usg.IntArray
getHoleIndicesAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.MeshPrim
getInterpolateBoundary(time: float = nan) usg._usg.Token
getInterpolateBoundaryAttr() usg._usg.Attribute
getSubdivisionScheme(time: float = nan) usg._usg.Token
getSubdivisionSchemeAttr() usg._usg.Attribute
getTriangleSubdivisionRule(time: float = nan) usg._usg.Token
getTriangleSubdivisionRuleAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.MeshPrim
setCornerIndices(value: usg._usg.IntArray, time: float = nan) None
setCornerSharpnesses(value: usg._usg.FloatArray, time: float = nan) None
setCreaseIndices(value: usg._usg.IntArray, time: float = nan) None
setCreaseLengths(value: usg._usg.IntArray, time: float = nan) None
setCreaseSharpnesses(value: usg._usg.FloatArray, time: float = nan) None
setFaceVaryingLinearInterpolation(value: usg._usg.Token, time: float = nan) None
setFaceVertexCounts(value: usg._usg.IntArray, time: float = nan) None
setFaceVertexIndices(value: usg._usg.IntArray, time: float = nan) None
setHoleIndices(value: usg._usg.IntArray, time: float = nan) None
setInterpolateBoundary(value: usg._usg.Token, time: float = nan) None
setSubdivisionScheme(value: usg._usg.Token, time: float = nan) None
setTriangleSubdivisionRule(value: usg._usg.Token, time: float = nan) None
class usg.NurbsCurvesPrim

Bases: CurvesPrim

__init__(arg0: usg._usg.Prim) None
createKnotsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRangesAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.NurbsCurvesPrim
getInStage(arg0: usg._usg.Path) usg._usg.NurbsCurvesPrim
getKnots(time: float = nan) usg._usg.DoubleArray
getKnotsAttr() usg._usg.Attribute
getOrder(time: float = nan) usg._usg.IntArray
getOrderAttr() usg._usg.Attribute
getRanges(time: float = nan) usg._usg.Vec2dArray
getRangesAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.NurbsCurvesPrim
setKnots(value: usg._usg.DoubleArray, time: float = nan) None
setOrder(value: usg._usg.IntArray, time: float = nan) None
setRanges(value: usg._usg.Vec2dArray, time: float = nan) None
class usg.NurbsPatchPrim

Bases: PointBasedPrim

__init__(arg0: usg._usg.Prim) None
createCountsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createKnotsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createOrdersAttr(arg0: usg._usg.Value) usg._usg.Attribute
createPointWeightsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createPointsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRangesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createUFormAttr(arg0: usg._usg.Value) usg._usg.Attribute
createUKnotsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createUOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
createURangeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createUVertexCountAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVFormAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVKnotsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVRangeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVVertexCountAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVertexCountsAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.NurbsPatchPrim
getCounts(time: float = nan) usg._usg.IntArray
getCountsAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.NurbsPatchPrim
getKnots(time: float = nan) usg._usg.DoubleArray
getKnotsAttr() usg._usg.Attribute
getOrders(time: float = nan) usg._usg.IntArray
getOrdersAttr() usg._usg.Attribute
getPointWeights(time: float = nan) usg._usg.DoubleArray
getPointWeightsAttr() usg._usg.Attribute
getPoints(time: float = nan) usg._usg.Vec3dArray
getPointsAttr() usg._usg.Attribute
getRanges(time: float = nan) usg._usg.Vec2dArray
getRangesAttr() usg._usg.Attribute
getUForm(time: float = nan) usg._usg.Token
getUFormAttr() usg._usg.Attribute
getUKnots(time: float = nan) usg._usg.DoubleArray
getUKnotsAttr() usg._usg.Attribute
getUOrder(time: float = nan) int
getUOrderAttr() usg._usg.Attribute
getURange(time: float = nan) usg._usg.Vec2d
getURangeAttr() usg._usg.Attribute
getUVertexCount(time: float = nan) int
getUVertexCountAttr() usg._usg.Attribute
getVForm(time: float = nan) usg._usg.Token
getVFormAttr() usg._usg.Attribute
getVKnots(time: float = nan) usg._usg.DoubleArray
getVKnotsAttr() usg._usg.Attribute
getVOrder(time: float = nan) int
getVOrderAttr() usg._usg.Attribute
getVRange(time: float = nan) usg._usg.Vec2d
getVRangeAttr() usg._usg.Attribute
getVVertexCount(time: float = nan) int
getVVertexCountAttr() usg._usg.Attribute
getVertexCounts(time: float = nan) usg._usg.IntArray
getVertexCountsAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.NurbsPatchPrim
setCounts(value: usg._usg.IntArray, time: float = nan) None
setKnots(value: usg._usg.DoubleArray, time: float = nan) None
setOrders(value: usg._usg.IntArray, time: float = nan) None
setPointWeights(value: usg._usg.DoubleArray, time: float = nan) None
setPoints(value: usg._usg.Vec3dArray, time: float = nan) None
setRanges(value: usg._usg.Vec2dArray, time: float = nan) None
setUForm(value: usg._usg.Token, time: float = nan) None
setUKnots(value: usg._usg.DoubleArray, time: float = nan) None
setUOrder(value: int, time: float = nan) None
setURange(value: usg._usg.Vec2d, time: float = nan) None
setUVertexCount(value: int, time: float = nan) None
setVForm(value: usg._usg.Token, time: float = nan) None
setVKnots(value: usg._usg.DoubleArray, time: float = nan) None
setVOrder(value: int, time: float = nan) None
setVRange(value: usg._usg.Vec2d, time: float = nan) None
setVVertexCount(value: int, time: float = nan) None
setVertexCounts(value: usg._usg.IntArray, time: float = nan) None
class usg.PointBasedPrim

Bases: GprimPrim

__init__(arg0: usg._usg.Prim) None
createAccelerationsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createNormalsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createPointsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVelocitiesAttr(arg0: usg._usg.Value) usg._usg.Attribute
getAccelerations(time: float = nan) usg._usg.Vec3fArray
getAccelerationsAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.PointBasedPrim
getNormals(time: float = nan) usg._usg.Vec3fArray
getNormalsAttr() usg._usg.Attribute
getPoints(time: float = nan) usg._usg.Vec3fArray
getPointsAttr() usg._usg.Attribute
getVelocities(time: float = nan) usg._usg.Vec3fArray
getVelocitiesAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.PointBasedPrim
setAccelerations(value: usg._usg.Vec3fArray, time: float = nan) None
setNormals(value: usg._usg.Vec3fArray, time: float = nan) None
setPoints(value: usg._usg.Vec3fArray, time: float = nan) None
setVelocities(value: usg._usg.Vec3fArray, time: float = nan) None
class usg.PointInstancerPrim

Bases: BoundablePrim

__init__(arg0: usg._usg.Prim) None
createAccelerationsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createAngularVelocitiesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createIdsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createInvisibleIdsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createOrientationsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createPositionsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createProtoIndicesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createPrototypesRel() usg._usg.Relationship
createScalesAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVelocitiesAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.PointInstancerPrim
getAccelerations(time: float = nan) usg._usg.Vec3fArray
getAccelerationsAttr() usg._usg.Attribute
getAngularVelocities(time: float = nan) usg._usg.Vec3fArray
getAngularVelocitiesAttr() usg._usg.Attribute
getIds(time: float = nan) usg._usg.Int64Array
getIdsAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.PointInstancerPrim
getInvisibleIds(time: float = nan) usg._usg.Int64Array
getInvisibleIdsAttr() usg._usg.Attribute
getOrientations(time: float = nan) usg._usg.QuathArray
getOrientationsAttr() usg._usg.Attribute
getPositions(time: float = nan) usg._usg.Vec3fArray
getPositionsAttr() usg._usg.Attribute
getProtoIndices(time: float = nan) usg._usg.IntArray
getProtoIndicesAttr() usg._usg.Attribute
getPrototypesRel() usg._usg.Relationship
getScales(time: float = nan) usg._usg.Vec3fArray
getScalesAttr() usg._usg.Attribute
getVelocities(time: float = nan) usg._usg.Vec3fArray
getVelocitiesAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.PointInstancerPrim
setAccelerations(value: usg._usg.Vec3fArray, time: float = nan) None
setAngularVelocities(value: usg._usg.Vec3fArray, time: float = nan) None
setIds(value: usg._usg.Int64Array, time: float = nan) None
setInvisibleIds(value: usg._usg.Int64Array, time: float = nan) None
setOrientations(value: usg._usg.QuathArray, time: float = nan) None
setPositions(value: usg._usg.Vec3fArray, time: float = nan) None
setProtoIndices(value: usg._usg.IntArray, time: float = nan) None
setScales(value: usg._usg.Vec3fArray, time: float = nan) None
setVelocities(value: usg._usg.Vec3fArray, time: float = nan) None
class usg.PointsPrim

Bases: PointBasedPrim

__init__(arg0: usg._usg.Prim) None
createIdsAttr(arg0: usg._usg.Value) usg._usg.Attribute
createWidthsAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.PointsPrim
getIds(time: float = nan) usg._usg.Int64Array
getIdsAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.PointsPrim
getWidths(time: float = nan) usg._usg.FloatArray
getWidthsAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.PointsPrim
setIds(value: usg._usg.Int64Array, time: float = nan) None
setWidths(value: usg._usg.FloatArray, time: float = nan) None
class usg.ScopePrim

Bases: ImageablePrim

__init__(arg0: usg._usg.Prim) None
defineInLayer(arg0: usg._usg.Path) usg._usg.ScopePrim
getInStage(arg0: usg._usg.Path) usg._usg.ScopePrim
overrideInLayer(arg0: usg._usg.Prim) usg._usg.ScopePrim
class usg.SpherePrim

Bases: GprimPrim

__init__(arg0: usg._usg.Prim) None
createRadiusAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.SpherePrim
getInStage(arg0: usg._usg.Path) usg._usg.SpherePrim
getRadius(time: float = nan) float
getRadiusAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.SpherePrim
setRadius(value: float, time: float = nan) None
class usg.XformablePrim

Bases: ImageablePrim

__init__(arg0: usg._usg.Prim) None
createXformOpOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.XformablePrim
getXformOpOrder(time: float = nan) usg._usg.TokenArray
getXformOpOrderAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.XformablePrim
setXformOpOrder(value: usg._usg.TokenArray, time: float = nan) None
class usg.XformPrim

Bases: XformablePrim

__init__(arg0: usg._usg.Prim) None
defineInLayer(arg0: usg._usg.Path) usg._usg.XformPrim
getInStage(arg0: usg._usg.Path) usg._usg.XformPrim
overrideInLayer(arg0: usg._usg.Prim) usg._usg.XformPrim

Lux Prims

Classes dealing with lights

class usg.lux.BoundableLightBasePrim

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
getInStage(arg0: usg._usg.Path) usg._usg.lux.BoundableLightBasePrim
overrideInLayer(arg0: usg._usg.Prim) usg._usg.lux.BoundableLightBasePrim
class usg.lux.CylinderLightPrim

Bases: BoundableLightBasePrim

__init__(arg0: usg._usg.Prim) None
createColorAttr(arg0: usg._usg.Value) usg._usg.Attribute
createColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDiffuseAttr(arg0: usg._usg.Value) usg._usg.Attribute
createEnableColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createExposureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFiltersRel() usg._usg.Relationship
createIntensityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createLengthAttr(arg0: usg._usg.Value) usg._usg.Attribute
createNormalizeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createProxyPrimRel() usg._usg.Relationship
createPurposeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRadiusAttr(arg0: usg._usg.Value) usg._usg.Attribute
createShaderIdAttr(arg0: usg._usg.Value) usg._usg.Attribute
createSpecularAttr(arg0: usg._usg.Value) usg._usg.Attribute
createTreatAsLineAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createXformOpOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.lux.CylinderLightPrim
getColor(time: float = nan) usg._usg.Vec3f
getColorAttr() usg._usg.Attribute
getColorTemperature(time: float = nan) float
getColorTemperatureAttr() usg._usg.Attribute
getDiffuse(time: float = nan) float
getDiffuseAttr() usg._usg.Attribute
getEnableColorTemperature(time: float = nan) bool
getEnableColorTemperatureAttr() usg._usg.Attribute
getExposure(time: float = nan) float
getExposureAttr() usg._usg.Attribute
getFiltersRel() usg._usg.Relationship
getInStage(arg0: usg._usg.Path) usg._usg.lux.CylinderLightPrim
getIntensity(time: float = nan) float
getIntensityAttr() usg._usg.Attribute
getLength(time: float = nan) float
getLengthAttr() usg._usg.Attribute
getNormalize(time: float = nan) bool
getNormalizeAttr() usg._usg.Attribute
getProxyPrimRel() usg._usg.Relationship
getPurpose(time: float = nan) usg._usg.Token
getPurposeAttr() usg._usg.Attribute
getRadius(time: float = nan) float
getRadiusAttr() usg._usg.Attribute
getShaderId(time: float = nan) usg._usg.Token
getShaderIdAttr() usg._usg.Attribute
getSpecular(time: float = nan) float
getSpecularAttr() usg._usg.Attribute
getTreatAsLine(time: float = nan) bool
getTreatAsLineAttr() usg._usg.Attribute
getVisibility(time: float = nan) usg._usg.Token
getVisibilityAttr() usg._usg.Attribute
getXformOpOrder(time: float = nan) usg._usg.TokenArray
getXformOpOrderAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.lux.CylinderLightPrim
setColor(value: usg._usg.Vec3f, time: float = nan) None
setColorTemperature(value: float, time: float = nan) None
setDiffuse(value: float, time: float = nan) None
setEnableColorTemperature(value: bool, time: float = nan) None
setExposure(value: float, time: float = nan) None
setIntensity(value: float, time: float = nan) None
setLength(value: float, time: float = nan) None
setNormalize(value: bool, time: float = nan) None
setPurpose(value: usg._usg.Token, time: float = nan) None
setRadius(value: float, time: float = nan) None
setShaderId(value: usg._usg.Token, time: float = nan) None
setSpecular(value: float, time: float = nan) None
setTreatAsLine(value: bool, time: float = nan) None
setVisibility(value: usg._usg.Token, time: float = nan) None
setXformOpOrder(value: usg._usg.TokenArray, time: float = nan) None
class usg.lux.DiskLightPrim

Bases: BoundableLightBasePrim

__init__(arg0: usg._usg.Prim) None
createColorAttr(arg0: usg._usg.Value) usg._usg.Attribute
createColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDiffuseAttr(arg0: usg._usg.Value) usg._usg.Attribute
createEnableColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createExposureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFiltersRel() usg._usg.Relationship
createIntensityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createNormalizeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createProxyPrimRel() usg._usg.Relationship
createPurposeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRadiusAttr(arg0: usg._usg.Value) usg._usg.Attribute
createShaderIdAttr(arg0: usg._usg.Value) usg._usg.Attribute
createSpecularAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createXformOpOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.lux.DiskLightPrim
getColor(time: float = nan) usg._usg.Vec3f
getColorAttr() usg._usg.Attribute
getColorTemperature(time: float = nan) float
getColorTemperatureAttr() usg._usg.Attribute
getDiffuse(time: float = nan) float
getDiffuseAttr() usg._usg.Attribute
getEnableColorTemperature(time: float = nan) bool
getEnableColorTemperatureAttr() usg._usg.Attribute
getExposure(time: float = nan) float
getExposureAttr() usg._usg.Attribute
getFiltersRel() usg._usg.Relationship
getInStage(arg0: usg._usg.Path) usg._usg.lux.DiskLightPrim
getIntensity(time: float = nan) float
getIntensityAttr() usg._usg.Attribute
getNormalize(time: float = nan) bool
getNormalizeAttr() usg._usg.Attribute
getProxyPrimRel() usg._usg.Relationship
getPurpose(time: float = nan) usg._usg.Token
getPurposeAttr() usg._usg.Attribute
getRadius(time: float = nan) float
getRadiusAttr() usg._usg.Attribute
getShaderId(time: float = nan) usg._usg.Token
getShaderIdAttr() usg._usg.Attribute
getSpecular(time: float = nan) float
getSpecularAttr() usg._usg.Attribute
getVisibility(time: float = nan) usg._usg.Token
getVisibilityAttr() usg._usg.Attribute
getXformOpOrder(time: float = nan) usg._usg.TokenArray
getXformOpOrderAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.lux.DiskLightPrim
setColor(value: usg._usg.Vec3f, time: float = nan) None
setColorTemperature(value: float, time: float = nan) None
setDiffuse(value: float, time: float = nan) None
setEnableColorTemperature(value: bool, time: float = nan) None
setExposure(value: float, time: float = nan) None
setIntensity(value: float, time: float = nan) None
setNormalize(value: bool, time: float = nan) None
setPurpose(value: usg._usg.Token, time: float = nan) None
setRadius(value: float, time: float = nan) None
setShaderId(value: usg._usg.Token, time: float = nan) None
setSpecular(value: float, time: float = nan) None
setVisibility(value: usg._usg.Token, time: float = nan) None
setXformOpOrder(value: usg._usg.TokenArray, time: float = nan) None
class usg.lux.DistantLightPrim

Bases: NonboundableLightBasePrim

__init__(arg0: usg._usg.Prim) None
createAngleAttr(arg0: usg._usg.Value) usg._usg.Attribute
createColorAttr(arg0: usg._usg.Value) usg._usg.Attribute
createColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDiffuseAttr(arg0: usg._usg.Value) usg._usg.Attribute
createEnableColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createExposureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFiltersRel() usg._usg.Relationship
createIntensityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createNormalizeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createProxyPrimRel() usg._usg.Relationship
createPurposeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createShaderIdAttr(arg0: usg._usg.Value) usg._usg.Attribute
createSpecularAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createXformOpOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.lux.DistantLightPrim
getAngle(time: float = nan) float
getAngleAttr() usg._usg.Attribute
getColor(time: float = nan) usg._usg.Vec3f
getColorAttr() usg._usg.Attribute
getColorTemperature(time: float = nan) float
getColorTemperatureAttr() usg._usg.Attribute
getDiffuse(time: float = nan) float
getDiffuseAttr() usg._usg.Attribute
getEnableColorTemperature(time: float = nan) bool
getEnableColorTemperatureAttr() usg._usg.Attribute
getExposure(time: float = nan) float
getExposureAttr() usg._usg.Attribute
getFiltersRel() usg._usg.Relationship
getInStage(arg0: usg._usg.Path) usg._usg.lux.DistantLightPrim
getIntensity(time: float = nan) float
getIntensityAttr() usg._usg.Attribute
getNormalize(time: float = nan) bool
getNormalizeAttr() usg._usg.Attribute
getProxyPrimRel() usg._usg.Relationship
getPurpose(time: float = nan) usg._usg.Token
getPurposeAttr() usg._usg.Attribute
getShaderId(time: float = nan) usg._usg.Token
getShaderIdAttr() usg._usg.Attribute
getSpecular(time: float = nan) float
getSpecularAttr() usg._usg.Attribute
getVisibility(time: float = nan) usg._usg.Token
getVisibilityAttr() usg._usg.Attribute
getXformOpOrder(time: float = nan) usg._usg.TokenArray
getXformOpOrderAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.lux.DistantLightPrim
setAngle(value: float, time: float = nan) None
setColor(value: usg._usg.Vec3f, time: float = nan) None
setColorTemperature(value: float, time: float = nan) None
setDiffuse(value: float, time: float = nan) None
setEnableColorTemperature(value: bool, time: float = nan) None
setExposure(value: float, time: float = nan) None
setIntensity(value: float, time: float = nan) None
setNormalize(value: bool, time: float = nan) None
setPurpose(value: usg._usg.Token, time: float = nan) None
setShaderId(value: usg._usg.Token, time: float = nan) None
setSpecular(value: float, time: float = nan) None
setVisibility(value: usg._usg.Token, time: float = nan) None
setXformOpOrder(value: usg._usg.TokenArray, time: float = nan) None
class usg.lux.DomeLightPrim

Bases: NonboundableLightBasePrim

__init__(arg0: usg._usg.Prim) None
createColorAttr(arg0: usg._usg.Value) usg._usg.Attribute
createColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDiffuseAttr(arg0: usg._usg.Value) usg._usg.Attribute
createEnableColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createExposureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFiltersRel() usg._usg.Relationship
createGuideRadiusAttr(arg0: usg._usg.Value) usg._usg.Attribute
createIntensityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createNormalizeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createPortalsRel() usg._usg.Relationship
createProxyPrimRel() usg._usg.Relationship
createPurposeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createShaderIdAttr(arg0: usg._usg.Value) usg._usg.Attribute
createSpecularAttr(arg0: usg._usg.Value) usg._usg.Attribute
createTextureFileAttr(arg0: usg._usg.Value) usg._usg.Attribute
createTextureFormatAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createXformOpOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.lux.DomeLightPrim
getColor(time: float = nan) usg._usg.Vec3f
getColorAttr() usg._usg.Attribute
getColorTemperature(time: float = nan) float
getColorTemperatureAttr() usg._usg.Attribute
getDiffuse(time: float = nan) float
getDiffuseAttr() usg._usg.Attribute
getEnableColorTemperature(time: float = nan) bool
getEnableColorTemperatureAttr() usg._usg.Attribute
getExposure(time: float = nan) float
getExposureAttr() usg._usg.Attribute
getFiltersRel() usg._usg.Relationship
getGuideRadius(time: float = nan) float
getGuideRadiusAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.lux.DomeLightPrim
getIntensity(time: float = nan) float
getIntensityAttr() usg._usg.Attribute
getNormalize(time: float = nan) bool
getNormalizeAttr() usg._usg.Attribute
getPortalsRel() usg._usg.Relationship
getProxyPrimRel() usg._usg.Relationship
getPurpose(time: float = nan) usg._usg.Token
getPurposeAttr() usg._usg.Attribute
getShaderId(time: float = nan) usg._usg.Token
getShaderIdAttr() usg._usg.Attribute
getSpecular(time: float = nan) float
getSpecularAttr() usg._usg.Attribute
getTextureFile(time: float = nan) usg._usg.AssetPath
getTextureFileAttr() usg._usg.Attribute
getTextureFormat(time: float = nan) usg._usg.Token
getTextureFormatAttr() usg._usg.Attribute
getVisibility(time: float = nan) usg._usg.Token
getVisibilityAttr() usg._usg.Attribute
getXformOpOrder(time: float = nan) usg._usg.TokenArray
getXformOpOrderAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.lux.DomeLightPrim
setColor(value: usg._usg.Vec3f, time: float = nan) None
setColorTemperature(value: float, time: float = nan) None
setDiffuse(value: float, time: float = nan) None
setEnableColorTemperature(value: bool, time: float = nan) None
setExposure(value: float, time: float = nan) None
setGuideRadius(value: float, time: float = nan) None
setIntensity(value: float, time: float = nan) None
setNormalize(value: bool, time: float = nan) None
setPurpose(value: usg._usg.Token, time: float = nan) None
setShaderId(value: usg._usg.Token, time: float = nan) None
setSpecular(value: float, time: float = nan) None
setTextureFile(value: usg._usg.AssetPath, time: float = nan) None
setTextureFormat(value: usg._usg.Token, time: float = nan) None
setVisibility(value: usg._usg.Token, time: float = nan) None
setXformOpOrder(value: usg._usg.TokenArray, time: float = nan) None
class usg.lux.NonboundableLightBasePrim

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
getInStage(arg0: usg._usg.Path) usg._usg.lux.NonboundableLightBasePrim
overrideInLayer(arg0: usg._usg.Prim) usg._usg.lux.NonboundableLightBasePrim
class usg.lux.RectLightPrim

Bases: BoundableLightBasePrim

__init__(arg0: usg._usg.Prim) None
createColorAttr(arg0: usg._usg.Value) usg._usg.Attribute
createColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDiffuseAttr(arg0: usg._usg.Value) usg._usg.Attribute
createEnableColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createExposureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFiltersRel() usg._usg.Relationship
createHeightAttr(arg0: usg._usg.Value) usg._usg.Attribute
createIntensityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createNormalizeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createProxyPrimRel() usg._usg.Relationship
createPurposeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createShaderIdAttr(arg0: usg._usg.Value) usg._usg.Attribute
createSpecularAttr(arg0: usg._usg.Value) usg._usg.Attribute
createTextureFileAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createWidthAttr(arg0: usg._usg.Value) usg._usg.Attribute
createXformOpOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.lux.RectLightPrim
getColor(time: float = nan) usg._usg.Vec3f
getColorAttr() usg._usg.Attribute
getColorTemperature(time: float = nan) float
getColorTemperatureAttr() usg._usg.Attribute
getDiffuse(time: float = nan) float
getDiffuseAttr() usg._usg.Attribute
getEnableColorTemperature(time: float = nan) bool
getEnableColorTemperatureAttr() usg._usg.Attribute
getExposure(time: float = nan) float
getExposureAttr() usg._usg.Attribute
getFiltersRel() usg._usg.Relationship
getHeight(time: float = nan) float
getHeightAttr() usg._usg.Attribute
getInStage(arg0: usg._usg.Path) usg._usg.lux.RectLightPrim
getIntensity(time: float = nan) float
getIntensityAttr() usg._usg.Attribute
getNormalize(time: float = nan) bool
getNormalizeAttr() usg._usg.Attribute
getProxyPrimRel() usg._usg.Relationship
getPurpose(time: float = nan) usg._usg.Token
getPurposeAttr() usg._usg.Attribute
getShaderId(time: float = nan) usg._usg.Token
getShaderIdAttr() usg._usg.Attribute
getSpecular(time: float = nan) float
getSpecularAttr() usg._usg.Attribute
getTextureFile(time: float = nan) usg._usg.AssetPath
getTextureFileAttr() usg._usg.Attribute
getVisibility(time: float = nan) usg._usg.Token
getVisibilityAttr() usg._usg.Attribute
getWidth(time: float = nan) float
getWidthAttr() usg._usg.Attribute
getXformOpOrder(time: float = nan) usg._usg.TokenArray
getXformOpOrderAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.lux.RectLightPrim
setColor(value: usg._usg.Vec3f, time: float = nan) None
setColorTemperature(value: float, time: float = nan) None
setDiffuse(value: float, time: float = nan) None
setEnableColorTemperature(value: bool, time: float = nan) None
setExposure(value: float, time: float = nan) None
setHeight(value: float, time: float = nan) None
setIntensity(value: float, time: float = nan) None
setNormalize(value: bool, time: float = nan) None
setPurpose(value: usg._usg.Token, time: float = nan) None
setShaderId(value: usg._usg.Token, time: float = nan) None
setSpecular(value: float, time: float = nan) None
setTextureFile(value: usg._usg.AssetPath, time: float = nan) None
setVisibility(value: usg._usg.Token, time: float = nan) None
setWidth(value: float, time: float = nan) None
setXformOpOrder(value: usg._usg.TokenArray, time: float = nan) None
class usg.lux.SphereLightPrim

Bases: BoundableLightBasePrim

__init__(arg0: usg._usg.Prim) None
createColorAttr(arg0: usg._usg.Value) usg._usg.Attribute
createColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDiffuseAttr(arg0: usg._usg.Value) usg._usg.Attribute
createEnableColorTemperatureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createExposureAttr(arg0: usg._usg.Value) usg._usg.Attribute
createFiltersRel() usg._usg.Relationship
createIntensityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createNormalizeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createProxyPrimRel() usg._usg.Relationship
createPurposeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRadiusAttr(arg0: usg._usg.Value) usg._usg.Attribute
createShaderIdAttr(arg0: usg._usg.Value) usg._usg.Attribute
createSpecularAttr(arg0: usg._usg.Value) usg._usg.Attribute
createTreatAsPointAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createXformOpOrderAttr(arg0: usg._usg.Value) usg._usg.Attribute
defineInLayer(arg0: usg._usg.Path) usg._usg.lux.SphereLightPrim
getColor(time: float = nan) usg._usg.Vec3f
getColorAttr() usg._usg.Attribute
getColorTemperature(time: float = nan) float
getColorTemperatureAttr() usg._usg.Attribute
getDiffuse(time: float = nan) float
getDiffuseAttr() usg._usg.Attribute
getEnableColorTemperature(time: float = nan) bool
getEnableColorTemperatureAttr() usg._usg.Attribute
getExposure(time: float = nan) float
getExposureAttr() usg._usg.Attribute
getFiltersRel() usg._usg.Relationship
getInStage(arg0: usg._usg.Path) usg._usg.lux.SphereLightPrim
getIntensity(time: float = nan) float
getIntensityAttr() usg._usg.Attribute
getNormalize(time: float = nan) bool
getNormalizeAttr() usg._usg.Attribute
getProxyPrimRel() usg._usg.Relationship
getPurpose(time: float = nan) usg._usg.Token
getPurposeAttr() usg._usg.Attribute
getRadius(time: float = nan) float
getRadiusAttr() usg._usg.Attribute
getShaderId(time: float = nan) usg._usg.Token
getShaderIdAttr() usg._usg.Attribute
getSpecular(time: float = nan) float
getSpecularAttr() usg._usg.Attribute
getTreatAsPoint(time: float = nan) bool
getTreatAsPointAttr() usg._usg.Attribute
getVisibility(time: float = nan) usg._usg.Token
getVisibilityAttr() usg._usg.Attribute
getXformOpOrder(time: float = nan) usg._usg.TokenArray
getXformOpOrderAttr() usg._usg.Attribute
overrideInLayer(arg0: usg._usg.Prim) usg._usg.lux.SphereLightPrim
setColor(value: usg._usg.Vec3f, time: float = nan) None
setColorTemperature(value: float, time: float = nan) None
setDiffuse(value: float, time: float = nan) None
setEnableColorTemperature(value: bool, time: float = nan) None
setExposure(value: float, time: float = nan) None
setIntensity(value: float, time: float = nan) None
setNormalize(value: bool, time: float = nan) None
setPurpose(value: usg._usg.Token, time: float = nan) None
setRadius(value: float, time: float = nan) None
setShaderId(value: usg._usg.Token, time: float = nan) None
setSpecular(value: float, time: float = nan) None
setTreatAsPoint(value: bool, time: float = nan) None
setVisibility(value: usg._usg.Token, time: float = nan) None
setXformOpOrder(value: usg._usg.TokenArray, time: float = nan) None

APIs

class usg.CollectionAPI

Bases: pybind11_object

__init__(arg0: usg._usg.Prim, arg1: usg._usg.Token) None
apply() None
createExcludesRel() usg._usg.Relationship
createExpansionRuleAttr(arg0: usg._usg.Value) usg._usg.Attribute
createIncludeRootAttr(arg0: usg._usg.Value) usg._usg.Attribute
createIncludesRel() usg._usg.Relationship
getExcludes() usg._usg.PathArray
getExcludesRel() usg._usg.Relationship
getExpansionRule(time: float = nan) usg._usg.Token
getExpansionRuleAttr() usg._usg.Attribute
getIncludeRoot(time: float = nan) bool
getIncludeRootAttr() usg._usg.Attribute
getIncludes() usg._usg.PathArray
getIncludesRel() usg._usg.Relationship
setExpansionRule(value: usg._usg.Token, time: float = nan) None
setIncludeRoot(value: bool, time: float = nan) None
class usg.GeomModelAPI

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
apply() None
createApplyDrawModeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCardGeometryAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCardTextureXNegAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCardTextureXPosAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCardTextureYNegAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCardTextureYPosAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCardTextureZNegAttr(arg0: usg._usg.Value) usg._usg.Attribute
createCardTextureZPosAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDrawModeAttr(arg0: usg._usg.Value) usg._usg.Attribute
createDrawModeColorAttr(arg0: usg._usg.Value) usg._usg.Attribute
getApplyDrawMode(time: float = nan) bool
getApplyDrawModeAttr() usg._usg.Attribute
getCardGeometry(time: float = nan) usg._usg.Token
getCardGeometryAttr() usg._usg.Attribute
getCardTextureXNeg(time: float = nan) usg._usg.AssetPath
getCardTextureXNegAttr() usg._usg.Attribute
getCardTextureXPos(time: float = nan) usg._usg.AssetPath
getCardTextureXPosAttr() usg._usg.Attribute
getCardTextureYNeg(time: float = nan) usg._usg.AssetPath
getCardTextureYNegAttr() usg._usg.Attribute
getCardTextureYPos(time: float = nan) usg._usg.AssetPath
getCardTextureYPosAttr() usg._usg.Attribute
getCardTextureZNeg(time: float = nan) usg._usg.AssetPath
getCardTextureZNegAttr() usg._usg.Attribute
getCardTextureZPos(time: float = nan) usg._usg.AssetPath
getCardTextureZPosAttr() usg._usg.Attribute
getDrawMode(time: float = nan) usg._usg.Token
getDrawModeAttr() usg._usg.Attribute
getDrawModeColor(time: float = nan) usg._usg.Vec3f
getDrawModeColorAttr() usg._usg.Attribute
setApplyDrawMode(value: bool, time: float = nan) None
setCardGeometry(value: usg._usg.Token, time: float = nan) None
setCardTextureXNeg(value: usg._usg.AssetPath, time: float = nan) None
setCardTextureXPos(value: usg._usg.AssetPath, time: float = nan) None
setCardTextureYNeg(value: usg._usg.AssetPath, time: float = nan) None
setCardTextureYPos(value: usg._usg.AssetPath, time: float = nan) None
setCardTextureZNeg(value: usg._usg.AssetPath, time: float = nan) None
setCardTextureZPos(value: usg._usg.AssetPath, time: float = nan) None
setDrawMode(value: usg._usg.Token, time: float = nan) None
setDrawModeColor(value: usg._usg.Vec3f, time: float = nan) None
class usg.MotionAPI

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
apply() None
createBlurScaleAttr(arg0: usg._usg.Value) usg._usg.Attribute
createNonlinearSampleCountAttr(arg0: usg._usg.Value) usg._usg.Attribute
createVelocityScaleAttr(arg0: usg._usg.Value) usg._usg.Attribute
getBlurScale(time: float = nan) float
getBlurScaleAttr() usg._usg.Attribute
getNonlinearSampleCount(time: float = nan) int
getNonlinearSampleCountAttr() usg._usg.Attribute
getVelocityScale(time: float = nan) float
getVelocityScaleAttr() usg._usg.Attribute
setBlurScale(value: float, time: float = nan) None
setNonlinearSampleCount(value: int, time: float = nan) None
setVelocityScale(value: float, time: float = nan) None
class usg.PrimvarsAPI

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
apply() None
class usg.VisibilityAPI

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
apply() None
createGuideVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createProxyVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
createRenderVisibilityAttr(arg0: usg._usg.Value) usg._usg.Attribute
getGuideVisibility(time: float = nan) usg._usg.Token
getGuideVisibilityAttr() usg._usg.Attribute
getProxyVisibility(time: float = nan) usg._usg.Token
getProxyVisibilityAttr() usg._usg.Attribute
getRenderVisibility(time: float = nan) usg._usg.Token
getRenderVisibilityAttr() usg._usg.Attribute
setGuideVisibility(value: usg._usg.Token, time: float = nan) None
setProxyVisibility(value: usg._usg.Token, time: float = nan) None
setRenderVisibility(value: usg._usg.Token, time: float = nan) None
class usg.XformCommonAPI

Bases: pybind11_object

__init__(arg0: usg._usg.Prim) None
apply() None

Math

class usg.Half

Bases: pybind11_object

__init__(arg0: float) None

Initialize from floating point number.

class usg.Mat4d

Bases: pybind11_object

A 4x4 transformation matrix. You multiply a Vec4 by one of these to go from a transformed space to normal space.

The data is stored packed together in OpenGL order, which is transposed from the way used in most modern graphics literature. This affects how the element method works. You can directly access the entries with the aRC members, where R is the row and C is the column.

For instance matrix.a03 is the top-right corner of the matrix in most literature. It is multiplied by the W of a vector to produce part of the X of the output vector, and can be considered the X translation of the matrix.

However matrix.a03 is matrix.element(12)

__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Mat4d, arg0: float, arg1: float, arg2: float, arg3: float, arg4: float, arg5: float, arg6: float, arg7: float, arg8: float, arg9: float, arg10: float, arg11: float, arg12: float, arg13: float, arg14: float, arg15: float) -> None

Initialize with a00=a, a01=b, a02=c, etc. ie the arguments are given as rows.

  1. __init__(self: usg._usg.Mat4d, arg0: float) -> None

Initialize to identity matrix with a constant in the diagonal.

  1. __init__(self: usg._usg.Mat4d, other: usg._usg.Mat4d, transpose: bool = False) -> None

addDiagonal(arg0: float) None

Add a constant to all the diagonal elements.

applyXform(xformOrder: usg._usg.XformOrder, rotateOrder: usg._usg.RotateOrder, translation: usg._usg.Vec3d, rotations: usg._usg.Vec3d, scaling: usg._usg.Vec3d, skewing: usg._usg.Vec3d, pivotOriginTranslate: usg._usg.Vec3d, pivotOriginRotate: usg._usg.Vec3d) None

Apply a single-step SRT transform.

Rotations are assumed to be in degrees and are internally converted to radians. Skew always follows rotation.

clear() None

Set all components to 0.

element(i: int) float

Return the value of the ith matrix element.

The elements are arranged in OpenGL order, that is by column and then row: a00, a10, a20, a30, a01, a11, etc.

extractAndRemoveScalingAndShear() object

Return a tuple of the scale and shear of this matrix and them from it.

extractSHRT(arg0: usg._usg.RotateOrder) object

Return a tuple of the scale, shear, rotation and translation of the matrix or None if the extraction isn’t succesful.

extractScalingAndShear() object

Return a tuple of the scale and shear of this matrix.

getDeterminant() float
static getIdentity() usg._usg.Mat4d

Return an identity matrix.

getRotations(rotateOrder: usg._usg.RotateOrder) usg._usg.Vec3d

Return the rotation angles (in radians) from the matrix.

The matrix is assumed to have no shear, non-uniform scaling is handled.

getScale() usg._usg.Vec3d

Return the scaling of the matrix.

getScaleAxis() usg._usg.Vec3d

Return the scale of the matrix.

getTranslation() usg._usg.Vec3d

Return the translations of the matrix.

interpolate(m0: usg._usg.Mat4d, m1: usg._usg.Mat4d, t: float) None

Linear interpolate two matrices at offset ‘t’ which is between 0.0 and 1.0. This only interpolates position and rotation, and rotation is only valid within a certain range since it’s a linear interpolation of the xyz axes!

inverse() tuple

Return a tuple containing the determinant and inverse of this matrix.

If the determinant is non-zero then the matrix is not invertible and the returned matrix will contain garbage.

invert() usg._usg.Mat4d

Invert this matrix in place if it is invertible.

If the determinant is non-zero then the matrix is not invertible and the contents of this matrix will contain garbage.

isIdentity() bool
isNotIdentity() bool
normalTransform(n: usg._usg.Vec3d) usg._usg.Vec3d

Transform a normal. This is the same as matrix.transpose().transform(n)

rotateAboutVector(angle: float, v: usg._usg.Vec3d) None

Rotate the transformation by an angle (in radians) about the vector v.

rotateInOrder(*args, **kwargs)

Overloaded function.

  1. rotateInOrder(self: usg._usg.Mat4d, order: usg._usg.RotateOrder, x: float, y: float, z: float) -> None

Apply rotations in about each axis (in radians) in a given order.

  1. rotateInOrder(self: usg._usg.Mat4d, order: usg._usg.RotateOrder, v: usg._usg.Vec3d) -> None

Apply rotations in about each axis (in radians) in a given order.

rotateX(angle: float) None

Rotate the transformation by an angle (in radians) about the X axis.

rotateY(angle: float) None

Rotate the transformation by an angle (in radians) about the Y axis.

rotateZ(angle: float) None

Rotate the transformation by an angle (in radians) about the Z axis.

scale(*args, **kwargs)

Overloaded function.

  1. scale(self: usg._usg.Mat4d, d: float) -> None

Scale the transform by the uniform scale d.

  1. scale(self: usg._usg.Mat4d, x: float, y: float, z: float) -> None

Scale columns 0,1,2 by x,y,z.

  1. scale(self: usg._usg.Mat4d, v: usg._usg.Vec3d) -> None

Scale columns 0,1,2 by the components of v.

setToIdentity() None

Set this matrix to the identity matrix.

setToProjection(lens: float, minz: float, maxz: float, persp: bool) None

Replace the contents with a camera projection. The camera is sitting at 0,0,0 and pointing along the Z axis, and the ratio of its focal length to the width of the film is lens.

The area that will appear on the film is transformed to be in a square with X and Y ranging from -1 to 1. The plane Z=minz is transformed to be at Z=-1 and the plane Z=maxz is transformed to Z=1.

setToRotation(angle: float, v: usg._usg.Vec3d) usg._usg.Mat4d

Set the contents to a rotation by the angle (in radians) about v.

setToRotationOnly() None

Modify the transformation matrix to represent the rotation component only.

setToRotationX(arg0: float) usg._usg.Mat4d

Set the contents to a rotation by the given angle (in radians) about the x-axis.

setToRotationY(arg0: float) usg._usg.Mat4d

Set the contents to a rotation by the given angle (in radians) about the y-axis.

setToRotationZ(arg0: float) usg._usg.Mat4d

Set the contents to a rotation by the given angle (in radians) about the z-axis.

setToRotations(*args, **kwargs)

Overloaded function.

  1. setToRotations(self: usg._usg.Mat4d, order: usg._usg.RotateOrder, x: float, y: float, z: float) -> usg._usg.Mat4d

Set the contents to a rotationby angles x, y, z (in radians) in the given order.

  1. setToRotations(self: usg._usg.Mat4d, order: usg._usg.RotateOrder, r: usg._usg.Vec3d) -> usg._usg.Mat4d

Set the contents to a rotation (in radians) by each component of the vector in the given order.

setToScale(*args, **kwargs)

Overloaded function.

  1. setToScale(self: usg._usg.Mat4d, d: float) -> usg._usg.Mat4d

Set the contents to a uniform scale by d.

  1. setToScale(self: usg._usg.Mat4d, x: float, y: float, z: float) -> usg._usg.Mat4d

Set the contents to a scale by specifying the scale in each direction.

  1. setToScale(self: usg._usg.Mat4d, s: usg._usg.Vec3d) -> usg._usg.Mat4d

Set the contents to a scale by specifying the scale in each direction of a vector.

setToScaleAndRotationOnly() None

Modify the transformation matrix to represent the scale and rotation component only.

setToScaleOnly() None

Modify the transformation matrix to represent the scalecomponent only.

setToTranslation(*args, **kwargs)

Overloaded function.

  1. setToTranslation(self: usg._usg.Mat4d, x: float, y: float, z: float) -> usg._usg.Mat4d

Set the contents to a translation by x, y, z.

  1. setToTranslation(self: usg._usg.Mat4d, t: usg._usg.Vec3d) -> usg._usg.Mat4d

Set the contents to a translation by each component of the vector.

setToTranslationOnly() None

Modify the transformation matrix to represent the translation component only.

setToXform(xformOrder: usg._usg.XformOrder, rotateOrder: usg._usg.RotateOrder, translation: usg._usg.Vec3d, rotations: usg._usg.Vec3d, scaling: usg._usg.Vec3d, skewing: usg._usg.Vec3d, pivotOriginTranslate: usg._usg.Vec3d, pivotOriginRotate: usg._usg.Vec3d) None

Set this matrix to a single-step SRT transform.

Rotations are assumed to be in degrees and are internally converted to radians. Skew always follows rotation.

skew(*args, **kwargs)

Overloaded function.

  1. skew(self: usg._usg.Mat4d, a: float) -> None

Skew the transformation by a (X positions have a*Y added to them).

  1. skew(self: usg._usg.Mat4d, v: usg._usg.Vec3d) -> None

Skew the transformation in each direction by the components of v.

skewXY(x: float, y: float) None

Skew in the X direction by x and then in the Y direction by y.

skewYX(x: float, y: float) None

Skew in the Y direction by y and then in the X direction by x.

transform(*args, **kwargs)

Overloaded function.

  1. transform(self: usg._usg.Mat4d, v: usg._usg.Vec4d) -> usg._usg.Vec4d

Return the 4-vector which is the result of transforming v by this matrix.

  1. transform(self: usg._usg.Mat4d, v: usg._usg.Vec3d) -> usg._usg.Vec3d

Return the 3-vector which is the result of transforming v by this matrix.

translate(*args, **kwargs)

Overloaded function.

  1. translate(self: usg._usg.Mat4d, x: float, y: float, z: float) -> None

Translate the transformation by an x,y,z offset.

  1. translate(self: usg._usg.Mat4d, v: usg._usg.Vec3d) -> None

Translate the transformation by the vector v.

transpose() None

Transpose this matrix.

vecTransform(v: usg._usg.Vec3d) usg._usg.Vec3d

Return the 4-vector which is the result of transforming v by this matrix with no translation applied.

vectorToRotations(dir_vec: usg._usg.Vec3d, align_axis: usg._usg.AxisDirection, do_rx: bool, do_ry: bool, do_rz: bool) tuple

Return a tuple where the first element is a vector containing angles (in radians) which align_axis should be rotated about each axis so that it aligns with dir_vec. The second element is the rotation order to apply them in to best avoid gimbal lock.

class usg.Quath

Bases: pybind11_object

__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Quath, s: usg._usg.Half) -> None

Construct with a scalar part s and zero vector part.

  1. __init__(self: usg._usg.Quath, s: usg._usg.Half, x: usg._usg.Half, y: usg._usg.Half, z: usg._usg.Half) -> None

  2. __init__(self: usg._usg.Quath, s: usg._usg.Half, v: usg._usg.Vec3h) -> None

Construct with scalar part s and vector part v.

  1. __init__(self: usg._usg.Quath, arg0: usg._usg.Mat4d) -> None

Construct to represent the rotation of the given transformation matrix.

  1. __init__(self: usg._usg.Quath, arg0: usg._usg.Vec3h, arg1: usg._usg.Vec3h) -> None

Construct to represent the rotation from one vector to another.

static addIdentity() usg._usg.Quath

Return the additive identity.

addInverse() usg._usg.Quath

Return additive inverse of this quaternion.

conjugate() usg._usg.Quath
static fromAngleAxis(angle: usg._usg.Half, v: usg._usg.Vec3h) usg._usg.Quath

Return a quaternion representing a rotation by angle (in radians) about v.

length() usg._usg.Half
lengthSquared() usg._usg.Half
static multIdentity() usg._usg.Quath

Return the multiplicative identity.

multInverse() usg._usg.Quath

Return multiplicative inverse of this quaternion.

normalize() None
normalized() usg._usg.Quath
rotationMatrix() usg._usg.Mat4d

Return the transformation matrix that will represent the the Euler angle rotations that this quaternion embodies. Note - this method only affects the rotation part of the matrix. NOTE: The quaternion must be normalized before using this function.

property s
set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Quath, s: usg._usg.Half, x: usg._usg.Half, y: usg._usg.Half, z: usg._usg.Half) -> None

  2. set(self: usg._usg.Quath, s: usg._usg.Half, v: usg._usg.Vec3h) -> None

setFromAngleAxis(angle: usg._usg.Half, v: usg._usg.Vec3h) None

Set this to represent a rotation by an angle (in radians) about v.

slerp(end_quaternion: usg._usg.Quath, t: usg._usg.Half) usg._usg.Quath

Spherical linear interpolation.

This method interpolates smoothly between two quaternions. The value t should be a number between 0.0 and 1.0. When t = 0.0, this is returned. When t = 1.0, end_quat is returned.

Because of the way quaternions work, you can’t just linearly interpolate between two of them. You must interpolate along the surface of a sphere. This method returns a quaternion that is between the current quaternion and the end_quat. The value of t (which should be between 0 and 1) determines the amount of interpolation.

property v
class usg.Quatf

Bases: pybind11_object

__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Quatf, s: float) -> None

Construct with a scalar part s and zero vector part.

  1. __init__(self: usg._usg.Quatf, s: float, x: float, y: float, z: float) -> None

  2. __init__(self: usg._usg.Quatf, s: float, v: usg._usg.Vec3f) -> None

Construct with scalar part s and vector part v.

  1. __init__(self: usg._usg.Quatf, arg0: usg._usg.Mat4d) -> None

Construct to represent the rotation of the given transformation matrix.

  1. __init__(self: usg._usg.Quatf, arg0: usg._usg.Vec3f, arg1: usg._usg.Vec3f) -> None

Construct to represent the rotation from one vector to another.

static addIdentity() usg._usg.Quatf

Return the additive identity.

addInverse() usg._usg.Quatf

Return additive inverse of this quaternion.

conjugate() usg._usg.Quatf
static fromAngleAxis(angle: float, v: usg._usg.Vec3f) usg._usg.Quatf

Return a quaternion representing a rotation by angle (in radians) about v.

length() float
lengthSquared() float
static multIdentity() usg._usg.Quatf

Return the multiplicative identity.

multInverse() usg._usg.Quatf

Return multiplicative inverse of this quaternion.

normalize() None
normalized() usg._usg.Quatf
rotationMatrix() usg._usg.Mat4d

Return the transformation matrix that will represent the the Euler angle rotations that this quaternion embodies. Note - this method only affects the rotation part of the matrix. NOTE: The quaternion must be normalized before using this function.

property s
set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Quatf, s: float, x: float, y: float, z: float) -> None

  2. set(self: usg._usg.Quatf, s: float, v: usg._usg.Vec3f) -> None

setFromAngleAxis(angle: float, v: usg._usg.Vec3f) None

Set this to represent a rotation by an angle (in radians) about v.

slerp(end_quaternion: usg._usg.Quatf, t: float) usg._usg.Quatf

Spherical linear interpolation.

This method interpolates smoothly between two quaternions. The value t should be a number between 0.0 and 1.0. When t = 0.0, this is returned. When t = 1.0, end_quat is returned.

Because of the way quaternions work, you can’t just linearly interpolate between two of them. You must interpolate along the surface of a sphere. This method returns a quaternion that is between the current quaternion and the end_quat. The value of t (which should be between 0 and 1) determines the amount of interpolation.

property v
class usg.Quatd

Bases: pybind11_object

__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Quatd, s: float) -> None

Construct with a scalar part s and zero vector part.

  1. __init__(self: usg._usg.Quatd, s: float, x: float, y: float, z: float) -> None

  2. __init__(self: usg._usg.Quatd, s: float, v: usg._usg.Vec3d) -> None

Construct with scalar part s and vector part v.

  1. __init__(self: usg._usg.Quatd, arg0: usg._usg.Mat4d) -> None

Construct to represent the rotation of the given transformation matrix.

  1. __init__(self: usg._usg.Quatd, arg0: usg._usg.Vec3d, arg1: usg._usg.Vec3d) -> None

Construct to represent the rotation from one vector to another.

static addIdentity() usg._usg.Quatd

Return the additive identity.

addInverse() usg._usg.Quatd

Return additive inverse of this quaternion.

conjugate() usg._usg.Quatd
static fromAngleAxis(angle: float, v: usg._usg.Vec3d) usg._usg.Quatd

Return a quaternion representing a rotation by angle (in radians) about v.

length() float
lengthSquared() float
static multIdentity() usg._usg.Quatd

Return the multiplicative identity.

multInverse() usg._usg.Quatd

Return multiplicative inverse of this quaternion.

normalize() None
normalized() usg._usg.Quatd
rotationMatrix() usg._usg.Mat4d

Return the transformation matrix that will represent the the Euler angle rotations that this quaternion embodies. Note - this method only affects the rotation part of the matrix. NOTE: The quaternion must be normalized before using this function.

property s
set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Quatd, s: float, x: float, y: float, z: float) -> None

  2. set(self: usg._usg.Quatd, s: float, v: usg._usg.Vec3d) -> None

setFromAngleAxis(angle: float, v: usg._usg.Vec3d) None

Set this to represent a rotation by an angle (in radians) about v.

slerp(end_quaternion: usg._usg.Quatd, t: float) usg._usg.Quatd

Spherical linear interpolation.

This method interpolates smoothly between two quaternions. The value t should be a number between 0.0 and 1.0. When t = 0.0, this is returned. When t = 1.0, end_quat is returned.

Because of the way quaternions work, you can’t just linearly interpolate between two of them. You must interpolate along the surface of a sphere. This method returns a quaternion that is between the current quaternion and the end_quat. The value of t (which should be between 0 and 1) determines the amount of interpolation.

property v
class usg.Vec2i

Bases: pybind11_object

A 2D vector.

XAxis = <Vec2i [1, 0]>
YAxis = <Vec2i [0, 1]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec2i, v: int) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec2i, x: int, y: int) -> None

Construct a vector with the given x and y components.

clear() None

Set all values to 0.

cross(v: usg._usg.Vec2i) int

Return the cross product of this and v.

For 2D vectors, this returns the z component of the cross product as if they were vectors in 3D space, in the x-y plane.

distanceBetween(v: usg._usg.Vec2i) int

Return the distance between this and v.

This is the same as (this - v).length().

distanceSquared(v: usg._usg.Vec2i) int

Return the square of the distance between this and v.

dot(v: usg._usg.Vec2i) int

Return the dot product of this and v.

greaterThanZero() bool

Return true if all components are greater than zero.

interpolateTo(v: usg._usg.Vec2i, t: float) usg._usg.Vec2i

Return the linear-interpolation between this and v at time t, where t=0..1.

isZero() bool

Return True if all components are zero.

largestAxis() int

Return the absolute value of the largest element.

length() int

Return the length (magnitude) of the vector.

lengthSquared() int

Return the squared length of the vector.

maximum(arg0: usg._usg.Vec2i) usg._usg.Vec2i

Return a new vector where each component is the largest of the two.

maximumComponent() int

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec2i) usg._usg.Vec2i

Return a new vector where each component is the smallest of the two.

minimumComponent() int

Return the smallest component of this vector.

normalize() int

Normalize this vector and return the original length.

This has the result that this vector’s length will be 1.

normalized() usg._usg.Vec2i

Return the normalized unit vector from this vector.

notZero() bool

Return True if any component is not zero.

roundIfNearlyOne(threshold: int = 0) None

Round each element to one if it is within the threshold.

roundIfNearlyZero(threshold: int = 0) None

Round each element to zero if it is within the threshold.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec2i, arg0: int, arg1: int) -> None

Set the x and y components.

  1. set(self: usg._usg.Vec2i, n: int) -> None

Set all values to n.

property x

The x component of the vector.

property y

The y component of the vector.

class usg.Vec2h

Bases: pybind11_object

A 2D vector.

XAxis = <Vec2h [1, 0]>
YAxis = <Vec2h [0, 1]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec2h, v: usg._usg.Half) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec2h, x: usg._usg.Half, y: usg._usg.Half) -> None

Construct a vector with the given x and y components.

clear() None

Set all values to 0.

cross(v: usg._usg.Vec2h) usg._usg.Half

Return the cross product of this and v.

For 2D vectors, this returns the z component of the cross product as if they were vectors in 3D space, in the x-y plane.

distanceBetween(v: usg._usg.Vec2h) usg._usg.Half

Return the distance between this and v.

This is the same as (this - v).length().

distanceSquared(v: usg._usg.Vec2h) usg._usg.Half

Return the square of the distance between this and v.

dot(v: usg._usg.Vec2h) usg._usg.Half

Return the dot product of this and v.

greaterThanZero() bool

Return true if all components are greater than zero.

interpolateTo(v: usg._usg.Vec2h, t: float) usg._usg.Vec2h

Return the linear-interpolation between this and v at time t, where t=0..1.

isZero() bool

Return True if all components are zero.

largestAxis() usg._usg.Half

Return the absolute value of the largest element.

length() usg._usg.Half

Return the length (magnitude) of the vector.

lengthSquared() usg._usg.Half

Return the squared length of the vector.

maximum(arg0: usg._usg.Vec2h) usg._usg.Vec2h

Return a new vector where each component is the largest of the two.

maximumComponent() usg._usg.Half

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec2h) usg._usg.Vec2h

Return a new vector where each component is the smallest of the two.

minimumComponent() usg._usg.Half

Return the smallest component of this vector.

normalize() usg._usg.Half

Normalize this vector and return the original length.

This has the result that this vector’s length will be 1.

normalized() usg._usg.Vec2h

Return the normalized unit vector from this vector.

notZero() bool

Return True if any component is not zero.

roundIfNearlyOne(threshold: usg._usg.Half = 0.000977) None

Round each element to one if it is within the threshold.

roundIfNearlyZero(threshold: usg._usg.Half = 0.000977) None

Round each element to zero if it is within the threshold.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec2h, arg0: usg._usg.Half, arg1: usg._usg.Half) -> None

Set the x and y components.

  1. set(self: usg._usg.Vec2h, n: usg._usg.Half) -> None

Set all values to n.

property x

The x component of the vector.

property y

The y component of the vector.

class usg.Vec2f

Bases: pybind11_object

A 2D vector.

XAxis = <Vec2f [1, 0]>
YAxis = <Vec2f [0, 1]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec2f, v: float) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec2f, x: float, y: float) -> None

Construct a vector with the given x and y components.

clear() None

Set all values to 0.

cross(v: usg._usg.Vec2f) float

Return the cross product of this and v.

For 2D vectors, this returns the z component of the cross product as if they were vectors in 3D space, in the x-y plane.

distanceBetween(v: usg._usg.Vec2f) float

Return the distance between this and v.

This is the same as (this - v).length().

distanceSquared(v: usg._usg.Vec2f) float

Return the square of the distance between this and v.

dot(v: usg._usg.Vec2f) float

Return the dot product of this and v.

greaterThanZero() bool

Return true if all components are greater than zero.

interpolateTo(v: usg._usg.Vec2f, t: float) usg._usg.Vec2f

Return the linear-interpolation between this and v at time t, where t=0..1.

isZero() bool

Return True if all components are zero.

largestAxis() float

Return the absolute value of the largest element.

length() float

Return the length (magnitude) of the vector.

lengthSquared() float

Return the squared length of the vector.

maximum(arg0: usg._usg.Vec2f) usg._usg.Vec2f

Return a new vector where each component is the largest of the two.

maximumComponent() float

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec2f) usg._usg.Vec2f

Return a new vector where each component is the smallest of the two.

minimumComponent() float

Return the smallest component of this vector.

normalize() float

Normalize this vector and return the original length.

This has the result that this vector’s length will be 1.

normalized() usg._usg.Vec2f

Return the normalized unit vector from this vector.

notZero() bool

Return True if any component is not zero.

roundIfNearlyOne(threshold: float = 1.1920928955078125e-07) None

Round each element to one if it is within the threshold.

roundIfNearlyZero(threshold: float = 1.1920928955078125e-07) None

Round each element to zero if it is within the threshold.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec2f, arg0: float, arg1: float) -> None

Set the x and y components.

  1. set(self: usg._usg.Vec2f, n: float) -> None

Set all values to n.

property x

The x component of the vector.

property y

The y component of the vector.

class usg.Vec2d

Bases: pybind11_object

A 2D vector.

XAxis = <Vec2d [1, 0]>
YAxis = <Vec2d [0, 1]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec2d, v: float) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec2d, x: float, y: float) -> None

Construct a vector with the given x and y components.

clear() None

Set all values to 0.

cross(v: usg._usg.Vec2d) float

Return the cross product of this and v.

For 2D vectors, this returns the z component of the cross product as if they were vectors in 3D space, in the x-y plane.

distanceBetween(v: usg._usg.Vec2d) float

Return the distance between this and v.

This is the same as (this - v).length().

distanceSquared(v: usg._usg.Vec2d) float

Return the square of the distance between this and v.

dot(v: usg._usg.Vec2d) float

Return the dot product of this and v.

greaterThanZero() bool

Return true if all components are greater than zero.

interpolateTo(v: usg._usg.Vec2d, t: float) usg._usg.Vec2d

Return the linear-interpolation between this and v at time t, where t=0..1.

isZero() bool

Return True if all components are zero.

largestAxis() float

Return the absolute value of the largest element.

length() float

Return the length (magnitude) of the vector.

lengthSquared() float

Return the squared length of the vector.

maximum(arg0: usg._usg.Vec2d) usg._usg.Vec2d

Return a new vector where each component is the largest of the two.

maximumComponent() float

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec2d) usg._usg.Vec2d

Return a new vector where each component is the smallest of the two.

minimumComponent() float

Return the smallest component of this vector.

normalize() float

Normalize this vector and return the original length.

This has the result that this vector’s length will be 1.

normalized() usg._usg.Vec2d

Return the normalized unit vector from this vector.

notZero() bool

Return True if any component is not zero.

roundIfNearlyOne(threshold: float = 2.220446049250313e-16) None

Round each element to one if it is within the threshold.

roundIfNearlyZero(threshold: float = 2.220446049250313e-16) None

Round each element to zero if it is within the threshold.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec2d, arg0: float, arg1: float) -> None

Set the x and y components.

  1. set(self: usg._usg.Vec2d, n: float) -> None

Set all values to n.

property x

The x component of the vector.

property y

The y component of the vector.

class usg.Vec3i

Bases: pybind11_object

A 3D vector.

XAxis = <Vec3i [1, 0, 0]>
YAxis = <Vec3i [0, 1, 0]>
ZAxis = <Vec3i [0, 0, 1]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec3i, v: int) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec3i, x: int, y: int, z: int = 0) -> None

Construct a vector with the given x, y and z components.

  1. __init__(self: usg._usg.Vec3i, xy: usg._usg.Vec2i, z: int = 0) -> None

Construct a 3D vector from a 2D vector which specifies the x and y components.

asDegrees() usg._usg.Vec3i

Return a vector with each component converted form radians to degrees.

asRadians() usg._usg.Vec3i

Return a vector with each component converted form degrees to radians.

clear() None

Set all values to 0.

cross(v: usg._usg.Vec3i) usg._usg.Vec3i

Return the cross product of this and v.

For 2D vectors, this returns the z component of the cross product as if they were vectors in 3D space, in the x-y plane.

distanceBetween(v: usg._usg.Vec3i) int

Return the distance between this and v.

This is the same as (this - v).length().

distanceFromPlane(a: int, b: int, c: int, d: int) int

Return the scalar distance between this vector and the plane ABCD.

distanceSquared(v: usg._usg.Vec3i) int

Return the square of the distance between this and v.

dot(v: usg._usg.Vec3i) int

Return the dot product of this and v.

faceForward(normal: usg._usg.Vec3i) None

Negate this vector if it points in the opposite direction of the normal.

greaterThanZero() bool

Return true if all components are greater than zero.

interpolateTo(v: usg._usg.Vec3i, t: float) usg._usg.Vec3i

Return the linear-interpolation between this and v at time t, where t=0..1.

isZero() bool

Return True if all components are zero.

largestAxis() int

Return the absolute value of the largest element.

length() int

Return the length (magnitude) of the vector.

lengthSquared() int

Return the squared length of the vector.

maximum(arg0: usg._usg.Vec3i) usg._usg.Vec3i

Return a new vector where each component is the largest of the two.

maximumComponent() int

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec3i) usg._usg.Vec3i

Return a new vector where each component is the smallest of the two.

minimumComponent() int

Return the smallest component of this vector.

normalize() int

Normalize this vector and return the original length.

This has the result that this vector’s length will be 1.

normalized() usg._usg.Vec3i

Return the normalized unit vector from this vector.

notZero() bool

Return True if any component is not zero.

orientAroundNormal(normal: usg._usg.Vec3i, auto_flip: bool = True) None

Orient vector relative to a normal’s frame.

The +z axis of this vector is rotated to line up with the normal. If normal.z is negative then the up orientation of the resulting vector is flipped to avoid the degenerate case where normal.z gets near -1.0 and there’s no rotation solution.

reflect(normal: usg._usg.Vec3i) usg._usg.Vec3i

Return a vector of this one reflected around the normal vector.

rotateAroundAxis(angle: int, axis: usg._usg.Vec3i) None

Rotate a vector by an angle around a center axis vector.

roundIfNearlyOne(threshold: int = 0) None

Round each element to one if it is within the threshold.

roundIfNearlyZero(threshold: int = 0) None

Round each element to zero if it is within the threshold.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec3i, arg0: int, arg1: int, arg2: int) -> None

Set the x, y and z components of the vector.

  1. set(self: usg._usg.Vec3i, n: int) -> None

Set all values to n.

toDegrees() None

Convert each component from radians to degrees.

toRadians() None

Convert each component from degress to radians.

property x

The x component of the vector.

xy() usg._usg.Vec2i

Return a 2D vector containing the x and y components.

property y

The y component of the vector.

property z

The z component of the vector.

class usg.Vec3h

Bases: pybind11_object

A 3D vector.

XAxis = <Vec3h [1, 0, 0]>
YAxis = <Vec3h [0, 1, 0]>
ZAxis = <Vec3h [0, 0, 1]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec3h, v: usg._usg.Half) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec3h, x: usg._usg.Half, y: usg._usg.Half, z: usg._usg.Half = 0.000000) -> None

Construct a vector with the given x, y and z components.

  1. __init__(self: usg._usg.Vec3h, xy: usg._usg.Vec2h, z: usg._usg.Half = 0.000000) -> None

Construct a 3D vector from a 2D vector which specifies the x and y components.

asDegrees() usg._usg.Vec3h

Return a vector with each component converted form radians to degrees.

asRadians() usg._usg.Vec3h

Return a vector with each component converted form degrees to radians.

clear() None

Set all values to 0.

cross(v: usg._usg.Vec3h) usg._usg.Vec3h

Return the cross product of this and v.

For 2D vectors, this returns the z component of the cross product as if they were vectors in 3D space, in the x-y plane.

distanceBetween(v: usg._usg.Vec3h) usg._usg.Half

Return the distance between this and v.

This is the same as (this - v).length().

distanceFromPlane(a: usg._usg.Half, b: usg._usg.Half, c: usg._usg.Half, d: usg._usg.Half) usg._usg.Half

Return the scalar distance between this vector and the plane ABCD.

distanceSquared(v: usg._usg.Vec3h) usg._usg.Half

Return the square of the distance between this and v.

dot(v: usg._usg.Vec3h) usg._usg.Half

Return the dot product of this and v.

faceForward(normal: usg._usg.Vec3h) None

Negate this vector if it points in the opposite direction of the normal.

greaterThanZero() bool

Return true if all components are greater than zero.

interpolateTo(v: usg._usg.Vec3h, t: float) usg._usg.Vec3h

Return the linear-interpolation between this and v at time t, where t=0..1.

isZero() bool

Return True if all components are zero.

largestAxis() usg._usg.Half

Return the absolute value of the largest element.

length() usg._usg.Half

Return the length (magnitude) of the vector.

lengthSquared() usg._usg.Half

Return the squared length of the vector.

maximum(arg0: usg._usg.Vec3h) usg._usg.Vec3h

Return a new vector where each component is the largest of the two.

maximumComponent() usg._usg.Half

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec3h) usg._usg.Vec3h

Return a new vector where each component is the smallest of the two.

minimumComponent() usg._usg.Half

Return the smallest component of this vector.

normalize() usg._usg.Half

Normalize this vector and return the original length.

This has the result that this vector’s length will be 1.

normalized() usg._usg.Vec3h

Return the normalized unit vector from this vector.

notZero() bool

Return True if any component is not zero.

orientAroundNormal(normal: usg._usg.Vec3h, auto_flip: bool = True) None

Orient vector relative to a normal’s frame.

The +z axis of this vector is rotated to line up with the normal. If normal.z is negative then the up orientation of the resulting vector is flipped to avoid the degenerate case where normal.z gets near -1.0 and there’s no rotation solution.

reflect(normal: usg._usg.Vec3h) usg._usg.Vec3h

Return a vector of this one reflected around the normal vector.

rotateAroundAxis(angle: usg._usg.Half, axis: usg._usg.Vec3h) None

Rotate a vector by an angle around a center axis vector.

roundIfNearlyOne(threshold: usg._usg.Half = 0.000977) None

Round each element to one if it is within the threshold.

roundIfNearlyZero(threshold: usg._usg.Half = 0.000977) None

Round each element to zero if it is within the threshold.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec3h, arg0: usg._usg.Half, arg1: usg._usg.Half, arg2: usg._usg.Half) -> None

Set the x, y and z components of the vector.

  1. set(self: usg._usg.Vec3h, n: usg._usg.Half) -> None

Set all values to n.

toDegrees() None

Convert each component from radians to degrees.

toRadians() None

Convert each component from degress to radians.

property x

The x component of the vector.

xy() usg._usg.Vec2h

Return a 2D vector containing the x and y components.

property y

The y component of the vector.

property z

The z component of the vector.

class usg.Vec3f

Bases: pybind11_object

A 3D vector.

XAxis = <Vec3f [1, 0, 0]>
YAxis = <Vec3f [0, 1, 0]>
ZAxis = <Vec3f [0, 0, 1]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec3f, v: float) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec3f, x: float, y: float, z: float = 0.0) -> None

Construct a vector with the given x, y and z components.

  1. __init__(self: usg._usg.Vec3f, xy: usg._usg.Vec2f, z: float = 0.0) -> None

Construct a 3D vector from a 2D vector which specifies the x and y components.

asDegrees() usg._usg.Vec3f

Return a vector with each component converted form radians to degrees.

asRadians() usg._usg.Vec3f

Return a vector with each component converted form degrees to radians.

clear() None

Set all values to 0.

cross(v: usg._usg.Vec3f) usg._usg.Vec3f

Return the cross product of this and v.

For 2D vectors, this returns the z component of the cross product as if they were vectors in 3D space, in the x-y plane.

distanceBetween(v: usg._usg.Vec3f) float

Return the distance between this and v.

This is the same as (this - v).length().

distanceFromPlane(a: float, b: float, c: float, d: float) float

Return the scalar distance between this vector and the plane ABCD.

distanceSquared(v: usg._usg.Vec3f) float

Return the square of the distance between this and v.

dot(v: usg._usg.Vec3f) float

Return the dot product of this and v.

faceForward(normal: usg._usg.Vec3f) None

Negate this vector if it points in the opposite direction of the normal.

greaterThanZero() bool

Return true if all components are greater than zero.

interpolateTo(v: usg._usg.Vec3f, t: float) usg._usg.Vec3f

Return the linear-interpolation between this and v at time t, where t=0..1.

isZero() bool

Return True if all components are zero.

largestAxis() float

Return the absolute value of the largest element.

length() float

Return the length (magnitude) of the vector.

lengthSquared() float

Return the squared length of the vector.

maximum(arg0: usg._usg.Vec3f) usg._usg.Vec3f

Return a new vector where each component is the largest of the two.

maximumComponent() float

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec3f) usg._usg.Vec3f

Return a new vector where each component is the smallest of the two.

minimumComponent() float

Return the smallest component of this vector.

normalize() float

Normalize this vector and return the original length.

This has the result that this vector’s length will be 1.

normalized() usg._usg.Vec3f

Return the normalized unit vector from this vector.

notZero() bool

Return True if any component is not zero.

orientAroundNormal(normal: usg._usg.Vec3f, auto_flip: bool = True) None

Orient vector relative to a normal’s frame.

The +z axis of this vector is rotated to line up with the normal. If normal.z is negative then the up orientation of the resulting vector is flipped to avoid the degenerate case where normal.z gets near -1.0 and there’s no rotation solution.

reflect(normal: usg._usg.Vec3f) usg._usg.Vec3f

Return a vector of this one reflected around the normal vector.

rotateAroundAxis(angle: float, axis: usg._usg.Vec3f) None

Rotate a vector by an angle around a center axis vector.

roundIfNearlyOne(threshold: float = 1.1920928955078125e-07) None

Round each element to one if it is within the threshold.

roundIfNearlyZero(threshold: float = 1.1920928955078125e-07) None

Round each element to zero if it is within the threshold.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec3f, arg0: float, arg1: float, arg2: float) -> None

Set the x, y and z components of the vector.

  1. set(self: usg._usg.Vec3f, n: float) -> None

Set all values to n.

toDegrees() None

Convert each component from radians to degrees.

toRadians() None

Convert each component from degress to radians.

property x

The x component of the vector.

xy() usg._usg.Vec2f

Return a 2D vector containing the x and y components.

property y

The y component of the vector.

property z

The z component of the vector.

class usg.Vec3d

Bases: pybind11_object

A 3D vector.

XAxis = <Vec3d [1, 0, 0]>
YAxis = <Vec3d [0, 1, 0]>
ZAxis = <Vec3d [0, 0, 1]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec3d, v: float) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec3d, x: float, y: float, z: float = 0.0) -> None

Construct a vector with the given x, y and z components.

  1. __init__(self: usg._usg.Vec3d, xy: usg._usg.Vec2d, z: float = 0.0) -> None

Construct a 3D vector from a 2D vector which specifies the x and y components.

asDegrees() usg._usg.Vec3d

Return a vector with each component converted form radians to degrees.

asRadians() usg._usg.Vec3d

Return a vector with each component converted form degrees to radians.

clear() None

Set all values to 0.

cross(v: usg._usg.Vec3d) usg._usg.Vec3d

Return the cross product of this and v.

For 2D vectors, this returns the z component of the cross product as if they were vectors in 3D space, in the x-y plane.

distanceBetween(v: usg._usg.Vec3d) float

Return the distance between this and v.

This is the same as (this - v).length().

distanceFromPlane(a: float, b: float, c: float, d: float) float

Return the scalar distance between this vector and the plane ABCD.

distanceSquared(v: usg._usg.Vec3d) float

Return the square of the distance between this and v.

dot(v: usg._usg.Vec3d) float

Return the dot product of this and v.

faceForward(normal: usg._usg.Vec3d) None

Negate this vector if it points in the opposite direction of the normal.

greaterThanZero() bool

Return true if all components are greater than zero.

interpolateTo(v: usg._usg.Vec3d, t: float) usg._usg.Vec3d

Return the linear-interpolation between this and v at time t, where t=0..1.

isZero() bool

Return True if all components are zero.

largestAxis() float

Return the absolute value of the largest element.

length() float

Return the length (magnitude) of the vector.

lengthSquared() float

Return the squared length of the vector.

maximum(arg0: usg._usg.Vec3d) usg._usg.Vec3d

Return a new vector where each component is the largest of the two.

maximumComponent() float

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec3d) usg._usg.Vec3d

Return a new vector where each component is the smallest of the two.

minimumComponent() float

Return the smallest component of this vector.

normalize() float

Normalize this vector and return the original length.

This has the result that this vector’s length will be 1.

normalized() usg._usg.Vec3d

Return the normalized unit vector from this vector.

notZero() bool

Return True if any component is not zero.

orientAroundNormal(normal: usg._usg.Vec3d, auto_flip: bool = True) None

Orient vector relative to a normal’s frame.

The +z axis of this vector is rotated to line up with the normal. If normal.z is negative then the up orientation of the resulting vector is flipped to avoid the degenerate case where normal.z gets near -1.0 and there’s no rotation solution.

reflect(normal: usg._usg.Vec3d) usg._usg.Vec3d

Return a vector of this one reflected around the normal vector.

rotateAroundAxis(angle: float, axis: usg._usg.Vec3d) None

Rotate a vector by an angle around a center axis vector.

roundIfNearlyOne(threshold: float = 2.220446049250313e-16) None

Round each element to one if it is within the threshold.

roundIfNearlyZero(threshold: float = 2.220446049250313e-16) None

Round each element to zero if it is within the threshold.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec3d, arg0: float, arg1: float, arg2: float) -> None

Set the x, y and z components of the vector.

  1. set(self: usg._usg.Vec3d, n: float) -> None

Set all values to n.

toDegrees() None

Convert each component from radians to degrees.

toRadians() None

Convert each component from degress to radians.

property x

The x component of the vector.

xy() usg._usg.Vec2d

Return a 2D vector containing the x and y components.

property y

The y component of the vector.

property z

The z component of the vector.

class usg.Vec4i

Bases: pybind11_object

A 4D vector.

WAxis = <Vec4i [0, 0, 0, 1]>
XAxis = <Vec4i [1, 0, 0, 0]>
YAxis = <Vec4i [0, 1, 0, 0]>
ZAxis = <Vec4i [0, 0, 1, 0]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec4i, v: int) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec4i, x: int, y: int, z: int = 0, w: int = 1) -> None

Construct a vector with the given x, y, z and w components.

  1. __init__(self: usg._usg.Vec4i, xy: usg._usg.Vec2i, z: int = 0, w: int = 1) -> None

Construct a 4D vector from a 2D vector which specifies the x and y components.

  1. __init__(self: usg._usg.Vec4i, xyz: usg._usg.Vec3i, w: int = 1) -> None

Construct a 4D vector from a 3D vector which specifies the x, y and z components.

clear() None

Set all values to 0.

interpolateTo(v: usg._usg.Vec4i, t: float) usg._usg.Vec4i

Return the linear-interpolation between this and v at time t, where t=0..1.

largestAxis() int

Return the absolute value of the largest element.

maximum(arg0: usg._usg.Vec4i) usg._usg.Vec4i

Return a new vector where each component is the largest of the two.

maximumComponent() int

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec4i) usg._usg.Vec4i

Return a new vector where each component is the smallest of the two.

minimumComponent() int

Return the smallest component of this vector.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec4i, arg0: int, arg1: int, arg2: int, arg3: int) -> None

Set the x, y, z and w components.

  1. set(self: usg._usg.Vec4i, v: usg._usg.Vec3i, w: int = 1) -> None

Set the x, y and z components to those in the vector v.

  1. set(self: usg._usg.Vec4i, n: int) -> None

Set all values to n.

property w

The w component of the vector.

wNormalize() usg._usg.Vec4i

Divide x, y and z by w.

wNormalized() usg._usg.Vec3i

Return the result of dividing x, y and z by w.

property x

The x component of the vector.

xy() usg._usg.Vec2i
xyz() usg._usg.Vec3i
property y

The y component of the vector.

property z

The z component of the vector.

class usg.Vec4h

Bases: pybind11_object

A 4D vector.

WAxis = <Vec4h [0, 0, 0, 1]>
XAxis = <Vec4h [1, 0, 0, 0]>
YAxis = <Vec4h [0, 1, 0, 0]>
ZAxis = <Vec4h [0, 0, 1, 0]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec4h, v: usg._usg.Half) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec4h, x: usg._usg.Half, y: usg._usg.Half, z: usg._usg.Half = 0.000000, w: usg._usg.Half = 1.000000) -> None

Construct a vector with the given x, y, z and w components.

  1. __init__(self: usg._usg.Vec4h, xy: usg._usg.Vec2h, z: usg._usg.Half = 0.000000, w: usg._usg.Half = 1.000000) -> None

Construct a 4D vector from a 2D vector which specifies the x and y components.

  1. __init__(self: usg._usg.Vec4h, xyz: usg._usg.Vec3h, w: usg._usg.Half = 1.000000) -> None

Construct a 4D vector from a 3D vector which specifies the x, y and z components.

clear() None

Set all values to 0.

interpolateTo(v: usg._usg.Vec4h, t: float) usg._usg.Vec4h

Return the linear-interpolation between this and v at time t, where t=0..1.

largestAxis() usg._usg.Half

Return the absolute value of the largest element.

maximum(arg0: usg._usg.Vec4h) usg._usg.Vec4h

Return a new vector where each component is the largest of the two.

maximumComponent() usg._usg.Half

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec4h) usg._usg.Vec4h

Return a new vector where each component is the smallest of the two.

minimumComponent() usg._usg.Half

Return the smallest component of this vector.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec4h, arg0: usg._usg.Half, arg1: usg._usg.Half, arg2: usg._usg.Half, arg3: usg._usg.Half) -> None

Set the x, y, z and w components.

  1. set(self: usg._usg.Vec4h, v: usg._usg.Vec3h, w: usg._usg.Half = 1.000000) -> None

Set the x, y and z components to those in the vector v.

  1. set(self: usg._usg.Vec4h, n: usg._usg.Half) -> None

Set all values to n.

property w

The w component of the vector.

wNormalize() usg._usg.Vec4h

Divide x, y and z by w.

wNormalized() usg._usg.Vec3h

Return the result of dividing x, y and z by w.

property x

The x component of the vector.

xy() usg._usg.Vec2h
xyz() usg._usg.Vec3h
property y

The y component of the vector.

property z

The z component of the vector.

class usg.Vec4f

Bases: pybind11_object

A 4D vector.

WAxis = <Vec4f [0, 0, 0, 1]>
XAxis = <Vec4f [1, 0, 0, 0]>
YAxis = <Vec4f [0, 1, 0, 0]>
ZAxis = <Vec4f [0, 0, 1, 0]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec4f, v: float) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec4f, x: float, y: float, z: float = 0.0, w: float = 1.0) -> None

Construct a vector with the given x, y, z and w components.

  1. __init__(self: usg._usg.Vec4f, xy: usg._usg.Vec2f, z: float = 0.0, w: float = 1.0) -> None

Construct a 4D vector from a 2D vector which specifies the x and y components.

  1. __init__(self: usg._usg.Vec4f, xyz: usg._usg.Vec3f, w: float = 1.0) -> None

Construct a 4D vector from a 3D vector which specifies the x, y and z components.

clear() None

Set all values to 0.

interpolateTo(v: usg._usg.Vec4f, t: float) usg._usg.Vec4f

Return the linear-interpolation between this and v at time t, where t=0..1.

largestAxis() float

Return the absolute value of the largest element.

maximum(arg0: usg._usg.Vec4f) usg._usg.Vec4f

Return a new vector where each component is the largest of the two.

maximumComponent() float

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec4f) usg._usg.Vec4f

Return a new vector where each component is the smallest of the two.

minimumComponent() float

Return the smallest component of this vector.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec4f, arg0: float, arg1: float, arg2: float, arg3: float) -> None

Set the x, y, z and w components.

  1. set(self: usg._usg.Vec4f, v: usg._usg.Vec3f, w: float = 1.0) -> None

Set the x, y and z components to those in the vector v.

  1. set(self: usg._usg.Vec4f, n: float) -> None

Set all values to n.

property w

The w component of the vector.

wNormalize() usg._usg.Vec4f

Divide x, y and z by w.

wNormalized() usg._usg.Vec3f

Return the result of dividing x, y and z by w.

property x

The x component of the vector.

xy() usg._usg.Vec2f
xyz() usg._usg.Vec3f
property y

The y component of the vector.

property z

The z component of the vector.

class usg.Vec4d

Bases: pybind11_object

A 4D vector.

WAxis = <Vec4d [0, 0, 0, 1]>
XAxis = <Vec4d [1, 0, 0, 0]>
YAxis = <Vec4d [0, 1, 0, 0]>
ZAxis = <Vec4d [0, 0, 1, 0]>
__init__(*args, **kwargs)

Overloaded function.

  1. __init__(self: usg._usg.Vec4d, v: float) -> None

Construct a vector with all components equal to v.

  1. __init__(self: usg._usg.Vec4d, x: float, y: float, z: float = 0.0, w: float = 1.0) -> None

Construct a vector with the given x, y, z and w components.

  1. __init__(self: usg._usg.Vec4d, xy: usg._usg.Vec2d, z: float = 0.0, w: float = 1.0) -> None

Construct a 4D vector from a 2D vector which specifies the x and y components.

  1. __init__(self: usg._usg.Vec4d, xyz: usg._usg.Vec3d, w: float = 1.0) -> None

Construct a 4D vector from a 3D vector which specifies the x, y and z components.

clear() None

Set all values to 0.

interpolateTo(v: usg._usg.Vec4d, t: float) usg._usg.Vec4d

Return the linear-interpolation between this and v at time t, where t=0..1.

largestAxis() float

Return the absolute value of the largest element.

maximum(arg0: usg._usg.Vec4d) usg._usg.Vec4d

Return a new vector where each component is the largest of the two.

maximumComponent() float

Return the largest component of this vector.

minimum(arg0: usg._usg.Vec4d) usg._usg.Vec4d

Return a new vector where each component is the smallest of the two.

minimumComponent() float

Return the smallest component of this vector.

set(*args, **kwargs)

Overloaded function.

  1. set(self: usg._usg.Vec4d, arg0: float, arg1: float, arg2: float, arg3: float) -> None

Set the x, y, z and w components.

  1. set(self: usg._usg.Vec4d, v: usg._usg.Vec3d, w: float = 1.0) -> None

Set the x, y and z components to those in the vector v.

  1. set(self: usg._usg.Vec4d, n: float) -> None

Set all values to n.

property w

The w component of the vector.

wNormalize() usg._usg.Vec4d

Divide x, y and z by w.

wNormalized() usg._usg.Vec3d

Return the result of dividing x, y and z by w.

property x

The x component of the vector.

xy() usg._usg.Vec2d
xyz() usg._usg.Vec3d
property y

The y component of the vector.

property z

The z component of the vector.