// // Copyright 2016 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #include "pxr/pxr.h" #include "pxr/base/tf/pyModule.h" PXR_NAMESPACE_USING_DIRECTIVE TF_WRAP_MODULE { TF_WRAP( BBox3d ); TF_WRAP( Frustum ); TF_WRAP( Gamma ); TF_WRAP( Half ); TF_WRAP( Homogeneous ); TF_WRAP( Interval ); TF_WRAP( Limits ); TF_WRAP( Line ); TF_WRAP( LineSeg ); TF_WRAP( Math ); TF_WRAP( MultiInterval ); TF_WRAP( Matrix2d ); TF_WRAP( Matrix2f ); TF_WRAP( Matrix3d ); TF_WRAP( Matrix3f ); TF_WRAP( Matrix4f ); TF_WRAP( Matrix4d ); TF_WRAP( Plane ); TF_WRAP( Quatf ); TF_WRAP( Quatd ); TF_WRAP( Quath ); TF_WRAP( Quaternion ); TF_WRAP( Ray ); // Order of wrapping Ranges matters because in the cases where overloads // could choose either float or double, we want the double versions to be // found first and preferred so we wrap them last. TF_WRAP( Range1f ); TF_WRAP( Range1d ); TF_WRAP( Range2f ); TF_WRAP( Range2d ); TF_WRAP( Range3f ); TF_WRAP( Range3d ); TF_WRAP( Rect2i ); TF_WRAP( Rotation ); TF_WRAP( Size2 ); TF_WRAP( Size3 ); // Order of wrapping Vecs matters because in the cases where overloads could // choose either float or double, we want the double versions to be found // first and preferred so we wrap them last. TF_WRAP( Vec2h ); TF_WRAP( Vec2f ); TF_WRAP( Vec2d ); TF_WRAP( Vec2i ); TF_WRAP( Vec3h ); TF_WRAP( Vec3f ); TF_WRAP( Vec3d ); TF_WRAP( Vec3i ); TF_WRAP( Vec4h ); TF_WRAP( Vec4f ); TF_WRAP( Vec4d ); TF_WRAP( Vec4i ); // Note that Transform must be wrapped after Rotation and Vec3d so that it // can create python objects for them as keyword args. TF_WRAP( Transform ); TF_WRAP( Camera ); }