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UsdLayerManager/README.md
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# 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.
![Screenshot](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 (Storm, Embree, Arnold, Cycles); grid overlay; selection bounding boxes; camera wireframes
- **Multi-Viewport** — Single, horizontal split, vertical split, and quad layouts; per-tile camera and render settings; Space to maximize/restore
- **Camera Control** — Free orbital camera (tumble/truck/dolly) or drive from USD camera prims; auto near/far clipping; frame selection; correct camera prim orientation for Y-up and Z-up stages
- **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; Ctrl+Z / Ctrl+Y hotkeys; Edit menu integration
- **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`) |
### Optional Render Delegates
| Delegate | Variable | Notes |
|---|---|---|
| **hdEmbree** | `HDEMBREE_USD_ROOT` | USD build with `PXR_ENABLE_EMBREE_PLUGIN=ON`; set `EMBREE_LOCATION` if embree DLLs are not in `HDEMBREE_USD_ROOT/bin` |
| **hdArnold** | `HDARNOLD_ROOT`, `ARNOLD_LOCATION` | [arnold-usd](https://github.com/Autodesk/arnold-usd) install dir + MtoA root for `ai.dll` |
| **hdCycles** | `WITH_CYCLES=ON` | Built from source under `third_party/cycles` via ExternalProject; requires MSVC |
All delegate paths are pre-configured in `CMakePresets.json`.
## 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 executable lives in `install/bin/`.
**Presets**`default` (Release + tests), `debug`, `release`, `no-tests`.
### Building with Cycles
`WITH_CYCLES=ON` is set in the default preset. The first build compiles Blender Cycles from `third_party/cycles` via ExternalProject — expect a significantly longer initial build. Subsequent builds are incremental.
Cycles runtime dependencies (`embree4.dll`, `openvdb.dll`, `OpenImageDenoise.dll`, `tbb12.dll`, etc.) are automatically deployed to the output directory by a post-build step. CRT DLLs bundled inside the Cycles install are excluded to avoid version conflicts with the app's own MSVC runtime.
### 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 with undo
│ ├── 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
│ ├── TransformCommand — Undoable translate/rotate/scale
│ ├── CreatePrimCommand — Undoable prim creation (with camera orientation)
│ ├── DeletePrimCommand — Undoable prim deletion (SdfCopySpec snapshot)
│ ├── AttributeSetCommand — Type-agnostic undoable attribute writes
│ ├── AddReferenceCommand — Undoable reference addition
│ ├── ReplaceReferenceCommand — Undoable reference replacement
│ └── LayerCommands — Create, remove, reorder sublayers
├── ui/ — ImGui panels and application shell
│ ├── Application — App shell (owns managers/panels, docking, menus)
│ ├── ImGuiContext — Win32+OpenGL+ImGui initialization and loop
│ ├── ViewportPanel — Viewport container (layout, divider drag, maximize)
│ ├── ViewportTile — Single viewport tile (camera, rendering, overlays, picking)
│ ├── 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 |
| `.kilo/` | Kilo AI configuration (commands, agents, skills) |
| `openspec/changes/` | Feature proposals and implementation tracking |
## Development Workflow
This project uses **OpenSpec** for feature development:
1. **Propose** — Create a new change under `openspec/changes/<name>/` with `proposal.md`, `design.md`, `specs/`, and `tasks.md`
2. **Implement** — Work through checkbox-tracked tasks in `tasks.md`
3. **Archive** — Move completed changes to `openspec/archive/` when done
Use Kilo's `openspec-*` skills to streamline this workflow.
## Runtime Requirements
- **Python 3.12** — OpenUSD requires `python312.dll` at runtime. CMake copies it to the output directory via `POST_BUILD` commands.
- **USD Plugin Path** — The app scans `<exe_dir>/usd/` for `plugInfo.json` and registers plugins via `pxr::PlugRegistry`.
- **Render delegate DLLs** — hdEmbree, hdArnold, and hdCycles each bring their own runtime dependencies (Embree, Arnold SDK, Cycles libs). CMake `POST_BUILD` steps deploy all required DLLs next to the executable automatically.
## Contributing
Before writing any OpenUSD API call, verify the API exists in the actual SDK:
```powershell
findstr /r /s "FunctionName" third_party\OpenUSD_v25.05\include\
```
Always build and install before running tests:
```powershell
cmake --build build --config Release
cmake --install build --config Release
ctest --test-dir build -C Release
```
## License
See [LICENSE](LICENSE) file for details.