// // 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. // #ifndef USDLUX_GENERATED_SHADOWAPI_H #define USDLUX_GENERATED_SHADOWAPI_H /// \file usdLux/shadowAPI.h #include "pxr/pxr.h" #include "pxr/usd/usdLux/api.h" #include "pxr/usd/usd/apiSchemaBase.h" #include "pxr/usd/usd/prim.h" #include "pxr/usd/usd/stage.h" #include "pxr/usd/usdLux/tokens.h" #include "pxr/base/vt/value.h" #include "pxr/base/gf/vec3d.h" #include "pxr/base/gf/vec3f.h" #include "pxr/base/gf/matrix4d.h" #include "pxr/base/tf/token.h" #include "pxr/base/tf/type.h" PXR_NAMESPACE_OPEN_SCOPE class SdfAssetPath; // -------------------------------------------------------------------------- // // SHADOWAPI // // -------------------------------------------------------------------------- // /// \class UsdLuxShadowAPI /// /// Controls to refine a light's shadow behavior. These are /// non-physical controls that are valuable for visual lighting work. /// class UsdLuxShadowAPI : public UsdAPISchemaBase { public: /// Compile time constant representing what kind of schema this class is. /// /// \sa UsdSchemaType static const UsdSchemaType schemaType = UsdSchemaType::SingleApplyAPI; /// Construct a UsdLuxShadowAPI on UsdPrim \p prim . /// Equivalent to UsdLuxShadowAPI::Get(prim.GetStage(), prim.GetPath()) /// for a \em valid \p prim, but will not immediately throw an error for /// an invalid \p prim explicit UsdLuxShadowAPI(const UsdPrim& prim=UsdPrim()) : UsdAPISchemaBase(prim) { } /// Construct a UsdLuxShadowAPI on the prim held by \p schemaObj . /// Should be preferred over UsdLuxShadowAPI(schemaObj.GetPrim()), /// as it preserves SchemaBase state. explicit UsdLuxShadowAPI(const UsdSchemaBase& schemaObj) : UsdAPISchemaBase(schemaObj) { } /// Destructor. USDLUX_API virtual ~UsdLuxShadowAPI(); /// Return a vector of names of all pre-declared attributes for this schema /// class and all its ancestor classes. Does not include attributes that /// may be authored by custom/extended methods of the schemas involved. USDLUX_API static const TfTokenVector & GetSchemaAttributeNames(bool includeInherited=true); /// Return a UsdLuxShadowAPI holding the prim adhering to this /// schema at \p path on \p stage. If no prim exists at \p path on /// \p stage, or if the prim at that path does not adhere to this schema, /// return an invalid schema object. This is shorthand for the following: /// /// \code /// UsdLuxShadowAPI(stage->GetPrimAtPath(path)); /// \endcode /// USDLUX_API static UsdLuxShadowAPI Get(const UsdStagePtr &stage, const SdfPath &path); /// Applies this single-apply API schema to the given \p prim. /// This information is stored by adding "ShadowAPI" to the /// token-valued, listOp metadata \em apiSchemas on the prim. /// /// \return A valid UsdLuxShadowAPI object is returned upon success. /// An invalid (or empty) UsdLuxShadowAPI object is returned upon /// failure. See \ref UsdPrim::ApplyAPI() for conditions /// resulting in failure. /// /// \sa UsdPrim::GetAppliedSchemas() /// \sa UsdPrim::HasAPI() /// \sa UsdPrim::ApplyAPI() /// \sa UsdPrim::RemoveAPI() /// USDLUX_API static UsdLuxShadowAPI Apply(const UsdPrim &prim); protected: /// Returns the type of schema this class belongs to. /// /// \sa UsdSchemaType USDLUX_API UsdSchemaType _GetSchemaType() const override; private: // needs to invoke _GetStaticTfType. friend class UsdSchemaRegistry; USDLUX_API static const TfType &_GetStaticTfType(); static bool _IsTypedSchema(); // override SchemaBase virtuals. USDLUX_API const TfType &_GetTfType() const override; public: // --------------------------------------------------------------------- // // SHADOWENABLE // --------------------------------------------------------------------- // /// Enables shadows to be cast by this light. /// /// | || /// | -- | -- | /// | Declaration | `bool shadow:enable = 1` | /// | C++ Type | bool | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Bool | USDLUX_API UsdAttribute GetShadowEnableAttr() const; /// See GetShadowEnableAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDLUX_API UsdAttribute CreateShadowEnableAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // SHADOWCOLOR // --------------------------------------------------------------------- // /// The color of shadows cast by the light. This is a /// non-physical control. The default is to cast black shadows. /// /// | || /// | -- | -- | /// | Declaration | `color3f shadow:color = (0, 0, 0)` | /// | C++ Type | GfVec3f | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Color3f | USDLUX_API UsdAttribute GetShadowColorAttr() const; /// See GetShadowColorAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDLUX_API UsdAttribute CreateShadowColorAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // SHADOWDISTANCE // --------------------------------------------------------------------- // /// The maximum distance shadows are cast. /// The default value (-1) indicates no limit. /// /// /// | || /// | -- | -- | /// | Declaration | `float shadow:distance = -1` | /// | C++ Type | float | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float | USDLUX_API UsdAttribute GetShadowDistanceAttr() const; /// See GetShadowDistanceAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDLUX_API UsdAttribute CreateShadowDistanceAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // SHADOWFALLOFF // --------------------------------------------------------------------- // /// The near distance at which shadow falloff begins. /// The default value (-1) indicates no falloff. /// /// /// | || /// | -- | -- | /// | Declaration | `float shadow:falloff = -1` | /// | C++ Type | float | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float | USDLUX_API UsdAttribute GetShadowFalloffAttr() const; /// See GetShadowFalloffAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDLUX_API UsdAttribute CreateShadowFalloffAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // SHADOWFALLOFFGAMMA // --------------------------------------------------------------------- // /// A gamma (i.e., exponential) control over shadow strength /// with linear distance within the falloff zone. /// This requires the use of shadowDistance and shadowFalloff. /// /// | || /// | -- | -- | /// | Declaration | `float shadow:falloffGamma = 1` | /// | C++ Type | float | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Float | USDLUX_API UsdAttribute GetShadowFalloffGammaAttr() const; /// See GetShadowFalloffGammaAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDLUX_API UsdAttribute CreateShadowFalloffGammaAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // ===================================================================== // // Feel free to add custom code below this line, it will be preserved by // the code generator. // // Just remember to: // - Close the class declaration with }; // - Close the namespace with PXR_NAMESPACE_CLOSE_SCOPE // - Close the include guard with #endif // ===================================================================== // // --(BEGIN CUSTOM CODE)-- }; PXR_NAMESPACE_CLOSE_SCOPE #endif