// // Copyright 2019 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. // #ifndef PXR_IMAGING_HD_COORD_SYS_H #define PXR_IMAGING_HD_COORD_SYS_H #include "pxr/pxr.h" #include "pxr/imaging/hd/api.h" #include "pxr/imaging/hd/version.h" #include "pxr/imaging/hd/sprim.h" #include "pxr/base/vt/dictionary.h" #include "pxr/base/vt/value.h" #include #include PXR_NAMESPACE_OPEN_SCOPE class HdSceneDelegate; /// \class HdCoordSys /// /// HdCoordSys representes a coordinate system as a Hydra state prim. /// /// Coordinate systems may be referred to by name from a shader network. /// Following the convention in UsdShadeCoordSysAPI, we use the Hydra /// id to establish the name, where the id is a namespaced property /// path of the form <.../prim.coordSys:NAME>. GetName() /// will retrieve the name. /// /// Each rprim may have a set of bound coordinate systems, which /// may be retrieved via the HdTokens->coordSysBindings key. /// The returned value is of type HdIdVectorSharedPtr, a reference- /// counted pointer to a vector of ids of coordinate systems. /// The intention of this design is to make it efficient for scene /// delegates to communicate to renderer delegates the common /// mappings of bound coordinate systems across groups of rprims. /// /// The transform value of an HdCoordSys is the matrix representation /// of the transform from its local space to world space. In other /// words, it has the same interpretation as the transform for rprims. /// class HdCoordSys : public HdSprim { public: HD_API HdCoordSys(SdfPath const & id); HD_API virtual ~HdCoordSys(); // Change tracking for HdCoordSys enum DirtyBits : HdDirtyBits { Clean = 0, DirtyTransform = 1 << 0, AllDirty = DirtyTransform }; /// Returns the name bound to this coordinate system. /// /// There may be multiple coordinate systems with the same /// name, but they must associate with disjoint sets of rprims. TfToken GetName() const { return _name; } private: TfToken _name; }; PXR_NAMESPACE_CLOSE_SCOPE #endif // PXR_IMAGING_HD_COORD_SYS_H