# USD Layer Manager A C++17 / Windows desktop application providing a **Maya Render Layers-style** USD scene editor using **OpenUSD v25.05**, **ImGui 1.92.7** (docking branch), and **OpenGL 3.3** (via GLAD). Users can open, edit, and save USD files, manage layered stage overrides, inspect and edit prim properties, and interact with 3D scenes through a Hydra viewport. !["SceenShot"](docs/icons/screenshot_01.png) ## Features - **Layer Stack Management** — Create, reorder, mute/unmute sublayers with full undo support - **Scene Hierarchy** — Browse prim tree with per-type SVG icons; create, delete, rename prims; add/replace references - **Property Editor** — Maya Channel Box-style attribute editing with type-aware drag inputs, color pickers, and undoable transforms - **3D Viewport** — Hydra rendering via `UsdImagingGLEngine` into an offscreen FBO; switchable render delegates; grid overlay; selection bounding boxes; camera wireframes - **Camera Control** — Free orbital camera (tumble/truck/dolly) or drive from USD camera prims; auto near/far clipping; frame selection - **Transform Gizmo** — Pure ImDrawList-based manipulator (translate/rotate/scale) in object or world space - **Undo/Redo** — Full command history for prim creation/deletion, attribute edits, transform changes, and layer operations - **Multi-select** — Rectangular selection in viewport with cross-panel syncing ## Dependencies | Dependency | Version | Notes | |---|---|---| | [OpenUSD](https://github.com/PixarAnimationStudios/OpenUSD) | v25.05 | Prebuilt; found via `FindOpenUSD.cmake` | | [Dear ImGui](https://github.com/ocornut/imgui) | v1.92.7 | Docking branch; Win32 + OpenGL3 backends | | [GLAD](https://glad.dav1d.de/) | — | OpenGL 3.3 core loader | | Python | 3.12 | Required by OpenUSD runtime (`python312.dll`) | ## Build ### Prerequisites - Visual Studio 17 2022 (MSVC v143) with C++17 support - CMake 3.20+ - Python 3.12 installed at `%LOCALAPPDATA%\Programs\Python\Python312\` ### Steps ```powershell cmake --preset default cmake --build build --config Release cmake --install build --config Release ``` The installed `App.exe` lives in `install/bin/`. **Presets** — `default` (Release + tests), `debug`, `release`, `no-tests`. ### Tests ```powershell cmake --build build --config Release ctest --test-dir build -C Release ``` ## Architecture ``` src/ ├── main.cpp — Entry point (plugin path init, app lifecycle) ├── core/ — USD business logic (no UI dependency) │ ├── UsdStageManager — Stage open/create/save/close lifecycle │ ├── LayerManager — Layer stack introspection and mutation │ ├── PropertyManager — Property read/write via edit target │ ├── CommandHistory — Undo/redo stack for ICommand instances │ ├── UsdSceneRenderer — Hydra rendering + picking + overlays │ ├── ViewportCamera — Free / USD-camera-driven orbital camera │ └── commands/ — ICommand subclasses for all mutable operations ├── ui/ — ImGui panels and application shell │ ├── Application — App shell (owns managers/panels, docking, menus) │ ├── ImGuiContext — Win32+OpenGL+ImGui initialization and loop │ ├── ViewportPanel — 3D viewport with toolbar, picking, camera │ ├── SceneHierarchyPanel — Prim tree browser with context menus │ ├── PropertyPanel — Attribute/transform editor (channel box-style) │ ├── LayerPanel — Layer stack editor with modal dialogs │ ├── TransformManipulator — ImDrawList gizmo (move/rotate/scale) │ └── IconManager — SVG icon rasterization via NanoSVG └── utils/ — Cross-cutting utilities ├── Logger — Thread-safe logging (file + console) ├── FileDialog — Win32 file open/save dialogs ├── PathUtils — Exe-relative path resolution └── GLExt — GLAD extension initialization ``` ## Key Design Patterns - **Command Pattern** — All mutable USD operations go through `ICommand` → `CommandHistory` for undo/redo - **Panel-Manager Separation** — UI panels hold pointers to core managers but contain no USD layer/prim logic - **Callback Wiring** — Cross-panel communication via `std::function` callbacks (e.g. viewport pick → hierarchy select → property panel update) - **Render-Delegate Plugability** — `UsdSceneRenderer` can switch Hydra render plugins at runtime - **Gizmo as 2D Overlay** — `TransformManipulator` uses pure `ImDrawList` calls (no GL resources), same approach as ImGuizmo ## Project Configuration | Config | Purpose | |---|---| | `cmake/modules/FindOpenUSD.cmake` | OpenUSD SDK discovery | | `cmake/modules/FindImgui.cmake` | ImGui source integration | | `cmake/modules/FindGlad.cmake` | GLAD loader setup | | `CMakePresets.json` | Build presets (VS 17 2022, x64) | | `AGENTS.md` | AI agent build/architecture guide |