1 // 2 // Copyright 2016 Pixar 3 // 4 // Licensed under the Apache License, Version 2.0 (the "Apache License") 5 // with the following modification; you may not use this file except in 6 // compliance with the Apache License and the following modification to it: 7 // Section 6. Trademarks. is deleted and replaced with: 8 // 9 // 6. Trademarks. This License does not grant permission to use the trade 10 // names, trademarks, service marks, or product names of the Licensor 11 // and its affiliates, except as required to comply with Section 4(c) of 12 // the License and to reproduce the content of the NOTICE file. 13 // 14 // You may obtain a copy of the Apache License at 15 // 16 // http://www.apache.org/licenses/LICENSE-2.0 17 // 18 // Unless required by applicable law or agreed to in writing, software 19 // distributed under the Apache License with the above modification is 20 // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 21 // KIND, either express or implied. See the Apache License for the specific 22 // language governing permissions and limitations under the Apache License. 23 // 24 #ifndef USDLUX_GENERATED_SPHERELIGHT_H 25 #define USDLUX_GENERATED_SPHERELIGHT_H 26 27 /// \file usdLux/sphereLight.h 28 29 #include "pxr/pxr.h" 30 #include "pxr/usd/usdLux/api.h" 31 #include "pxr/usd/usdLux/boundableLightBase.h" 32 #include "pxr/usd/usd/prim.h" 33 #include "pxr/usd/usd/stage.h" 34 #include "pxr/usd/usdLux/tokens.h" 35 36 #include "pxr/base/vt/value.h" 37 38 #include "pxr/base/gf/vec3d.h" 39 #include "pxr/base/gf/vec3f.h" 40 #include "pxr/base/gf/matrix4d.h" 41 42 #include "pxr/base/tf/token.h" 43 #include "pxr/base/tf/type.h" 44 45 PXR_NAMESPACE_OPEN_SCOPE 46 47 class SdfAssetPath; 48 49 // -------------------------------------------------------------------------- // 50 // SPHERELIGHT // 51 // -------------------------------------------------------------------------- // 52 53 /// \class UsdLuxSphereLight 54 /// 55 /// Light emitted outward from a sphere. 56 /// 57 /// For any described attribute \em Fallback \em Value or \em Allowed \em Values below 58 /// that are text/tokens, the actual token is published and defined in \ref UsdLuxTokens. 59 /// So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded 60 /// as the value. 61 /// 62 class UsdLuxSphereLight : public UsdLuxBoundableLightBase 63 { 64 public: 65 /// Compile time constant representing what kind of schema this class is. 66 /// 67 /// \sa UsdSchemaKind 68 static const UsdSchemaKind schemaKind = UsdSchemaKind::ConcreteTyped; 69 70 /// Construct a UsdLuxSphereLight on UsdPrim \p prim . 71 /// Equivalent to UsdLuxSphereLight::Get(prim.GetStage(), prim.GetPath()) 72 /// for a \em valid \p prim, but will not immediately throw an error for 73 /// an invalid \p prim 74 explicit UsdLuxSphereLight(const UsdPrim& prim=UsdPrim()) UsdLuxBoundableLightBase(prim)75 : UsdLuxBoundableLightBase(prim) 76 { 77 } 78 79 /// Construct a UsdLuxSphereLight on the prim held by \p schemaObj . 80 /// Should be preferred over UsdLuxSphereLight(schemaObj.GetPrim()), 81 /// as it preserves SchemaBase state. UsdLuxSphereLight(const UsdSchemaBase & schemaObj)82 explicit UsdLuxSphereLight(const UsdSchemaBase& schemaObj) 83 : UsdLuxBoundableLightBase(schemaObj) 84 { 85 } 86 87 /// Destructor. 88 USDLUX_API 89 virtual ~UsdLuxSphereLight(); 90 91 /// Return a vector of names of all pre-declared attributes for this schema 92 /// class and all its ancestor classes. Does not include attributes that 93 /// may be authored by custom/extended methods of the schemas involved. 94 USDLUX_API 95 static const TfTokenVector & 96 GetSchemaAttributeNames(bool includeInherited=true); 97 98 /// Return a UsdLuxSphereLight holding the prim adhering to this 99 /// schema at \p path on \p stage. If no prim exists at \p path on 100 /// \p stage, or if the prim at that path does not adhere to this schema, 101 /// return an invalid schema object. This is shorthand for the following: 102 /// 103 /// \code 104 /// UsdLuxSphereLight(stage->GetPrimAtPath(path)); 105 /// \endcode 106 /// 107 USDLUX_API 108 static UsdLuxSphereLight 109 Get(const UsdStagePtr &stage, const SdfPath &path); 110 111 /// Attempt to ensure a \a UsdPrim adhering to this schema at \p path 112 /// is defined (according to UsdPrim::IsDefined()) on this stage. 113 /// 114 /// If a prim adhering to this schema at \p path is already defined on this 115 /// stage, return that prim. Otherwise author an \a SdfPrimSpec with 116 /// \a specifier == \a SdfSpecifierDef and this schema's prim type name for 117 /// the prim at \p path at the current EditTarget. Author \a SdfPrimSpec s 118 /// with \p specifier == \a SdfSpecifierDef and empty typeName at the 119 /// current EditTarget for any nonexistent, or existing but not \a Defined 120 /// ancestors. 121 /// 122 /// The given \a path must be an absolute prim path that does not contain 123 /// any variant selections. 124 /// 125 /// If it is impossible to author any of the necessary PrimSpecs, (for 126 /// example, in case \a path cannot map to the current UsdEditTarget's 127 /// namespace) issue an error and return an invalid \a UsdPrim. 128 /// 129 /// Note that this method may return a defined prim whose typeName does not 130 /// specify this schema class, in case a stronger typeName opinion overrides 131 /// the opinion at the current EditTarget. 132 /// 133 USDLUX_API 134 static UsdLuxSphereLight 135 Define(const UsdStagePtr &stage, const SdfPath &path); 136 137 protected: 138 /// Returns the kind of schema this class belongs to. 139 /// 140 /// \sa UsdSchemaKind 141 USDLUX_API 142 UsdSchemaKind _GetSchemaKind() const override; 143 144 private: 145 // needs to invoke _GetStaticTfType. 146 friend class UsdSchemaRegistry; 147 USDLUX_API 148 static const TfType &_GetStaticTfType(); 149 150 static bool _IsTypedSchema(); 151 152 // override SchemaBase virtuals. 153 USDLUX_API 154 const TfType &_GetTfType() const override; 155 156 public: 157 // --------------------------------------------------------------------- // 158 // RADIUS 159 // --------------------------------------------------------------------- // 160 /// Radius of the sphere. 161 /// 162 /// | || 163 /// | -- | -- | 164 /// | Declaration | `float inputs:radius = 0.5` | 165 /// | C++ Type | float | 166 /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float | 167 USDLUX_API 168 UsdAttribute GetRadiusAttr() const; 169 170 /// See GetRadiusAttr(), and also 171 /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. 172 /// If specified, author \p defaultValue as the attribute's default, 173 /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - 174 /// the default for \p writeSparsely is \c false. 175 USDLUX_API 176 UsdAttribute CreateRadiusAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; 177 178 public: 179 // --------------------------------------------------------------------- // 180 // TREATASPOINT 181 // --------------------------------------------------------------------- // 182 /// A hint that this light can be treated as a 'point' 183 /// light (effectively, a zero-radius sphere) by renderers that 184 /// benefit from non-area lighting. Renderers that only support 185 /// area lights can disregard this. 186 /// 187 /// | || 188 /// | -- | -- | 189 /// | Declaration | `bool treatAsPoint = 0` | 190 /// | C++ Type | bool | 191 /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Bool | 192 USDLUX_API 193 UsdAttribute GetTreatAsPointAttr() const; 194 195 /// See GetTreatAsPointAttr(), and also 196 /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. 197 /// If specified, author \p defaultValue as the attribute's default, 198 /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - 199 /// the default for \p writeSparsely is \c false. 200 USDLUX_API 201 UsdAttribute CreateTreatAsPointAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; 202 203 public: 204 // ===================================================================== // 205 // Feel free to add custom code below this line, it will be preserved by 206 // the code generator. 207 // 208 // Just remember to: 209 // - Close the class declaration with }; 210 // - Close the namespace with PXR_NAMESPACE_CLOSE_SCOPE 211 // - Close the include guard with #endif 212 // ===================================================================== // 213 // --(BEGIN CUSTOM CODE)-- 214 }; 215 216 PXR_NAMESPACE_CLOSE_SCOPE 217 218 #endif 219