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gprim.h
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//
// 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 USDGEOM_GENERATED_GPRIM_H
#define USDGEOM_GENERATED_GPRIM_H
/// \file usdGeom/gprim.h
#include "pxr/usd/usdGeom/boundable.h"
#include "pxr/usd/usd/prim.h"
#include "pxr/usd/usd/stage.h"
#include "pxr/usd/usdGeom/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"
class SdfAssetPath;
// -------------------------------------------------------------------------- //
// GPRIM //
// -------------------------------------------------------------------------- //
/// \class UsdGeomGprim
///
/// Base class for all geometric primitives.
///
/// Gprim encodes basic graphical properties such as \em doubleSided and
/// \em orientation, and provides primvars for "display color" and "display
/// opacity" that travel with geometry to be used as shader overrides.
///
/// For any described attribute \em Fallback \em Value or \em Allowed \em Values below
/// that are text/tokens, the actual token is published and defined in \ref UsdGeomTokens.
/// So to set an attribute to the value "rightHanded", use UsdGeomTokens->rightHanded
/// as the value.
///
class UsdGeomGprim : public UsdGeomBoundable
{
public:
/// Compile-time constant indicating whether or not this class corresponds
/// to a concrete instantiable prim type in scene description. If this is
/// true, GetStaticPrimDefinition() will return a valid prim definition with
/// a non-empty typeName.
static const bool IsConcrete = false;
/// Construct a UsdGeomGprim on UsdPrim \p prim .
/// Equivalent to UsdGeomGprim::Get(prim.GetStage(), prim.GetPath())
/// for a \em valid \p prim, but will not immediately throw an error for
/// an invalid \p prim
explicit UsdGeomGprim(const UsdPrim& prim=UsdPrim())
: UsdGeomBoundable(prim)
{
}
/// Construct a UsdGeomGprim on the prim held by \p schemaObj .
/// Should be preferred over UsdGeomGprim(schemaObj.GetPrim()),
/// as it preserves SchemaBase state.
explicit UsdGeomGprim(const UsdSchemaBase& schemaObj)
: UsdGeomBoundable(schemaObj)
{
}
/// Destructor.
virtual ~UsdGeomGprim();
/// 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.
static const TfTokenVector &
GetSchemaAttributeNames(bool includeInherited=true);
/// Return a UsdGeomGprim 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
/// UsdGeomGprim(stage->GetPrimAtPath(path));
/// \endcode
///
static UsdGeomGprim
Get(const UsdStagePtr &stage, const SdfPath &path);
private:
// needs to invoke _GetStaticTfType.
friend class UsdSchemaRegistry;
static const TfType &_GetStaticTfType();
static bool _IsTypedSchema();
// override SchemaBase virtuals.
virtual const TfType &_GetTfType() const;
public:
// --------------------------------------------------------------------- //
// DISPLAYCOLOR
// --------------------------------------------------------------------- //
/// It is useful to have an "official" colorSet that can be used
/// as a display or modeling color, even in the absence of any specified
/// shader for a gprim. DisplayColor serves this role; because it is a
/// UsdGeomPrimvar, it can also be used as a gprim override for any shader
/// that consumes a \em displayColor parameter.
///
/// \n C++ Type: VtArray<GfVec3f>
/// \n Usd Type: SdfValueTypeNames->Color3fArray
/// \n Variability: SdfVariabilityVarying
/// \n Fallback Value: No Fallback
UsdAttribute GetDisplayColorAttr() const;
/// See GetDisplayColorAttr(), 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.
UsdAttribute CreateDisplayColorAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
public:
// --------------------------------------------------------------------- //
// DISPLAYOPACITY
// --------------------------------------------------------------------- //
/// Companion to \em displayColor that specifies opacity, broken
/// out as an independent attribute rather than an rgba color, both so that
/// each can be indepedently overridden, and because shaders rarely consume
/// rgba parameters.
///
/// \n C++ Type: VtArray<float>
/// \n Usd Type: SdfValueTypeNames->FloatArray
/// \n Variability: SdfVariabilityVarying
/// \n Fallback Value: No Fallback
UsdAttribute GetDisplayOpacityAttr() const;
/// See GetDisplayOpacityAttr(), 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.
UsdAttribute CreateDisplayOpacityAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
public:
// --------------------------------------------------------------------- //
// DOUBLESIDED
// --------------------------------------------------------------------- //
/// Although some renderers treat all parametric or polygonal
/// surfaces as if they were effectively laminae with outward-facing
/// normals on both sides, some renderers derive significant optimizations
/// by considering these surfaces to have only a single outward side,
/// typically determined by control-point winding order and/or
/// \em orientation. By doing so they can perform "backface culling" to
/// avoid drawing the many polygons of most closed surfaces that face away
/// from the viewer.
///
/// However, it is often advantageous to model thin objects such as paper
/// and cloth as single, open surfaces that must be viewable from both
/// sides, always. Setting a gprim's \em doubleSided attribute to
/// \c true instructs all renderers to disable optimizations such as
/// backface culling for the gprim, and attempt (not all renderers are able
/// to do so, but the USD reference GL renderer always will) to provide
/// forward-facing normals on each side of the surface for lighting
/// calculations.
///
/// \n C++ Type: bool
/// \n Usd Type: SdfValueTypeNames->Bool
/// \n Variability: SdfVariabilityUniform
/// \n Fallback Value: False
UsdAttribute GetDoubleSidedAttr() const;
/// See GetDoubleSidedAttr(), 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.
UsdAttribute CreateDoubleSidedAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
public:
// --------------------------------------------------------------------- //
// ORIENTATION
// --------------------------------------------------------------------- //
/// See: http://renderman.pixar.com/resources/current/rps/attributes.html#orientation-and-sides
///
/// \n C++ Type: TfToken
/// \n Usd Type: SdfValueTypeNames->Token
/// \n Variability: SdfVariabilityUniform
/// \n Fallback Value: rightHanded
/// \n \ref UsdGeomTokens "Allowed Values": [rightHanded, leftHanded]
UsdAttribute GetOrientationAttr() const;
/// See GetOrientationAttr(), 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.
UsdAttribute CreateOrientationAttr(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 delcaration with }; and complete the
// include guard with #endif
// ===================================================================== //
// --(BEGIN CUSTOM CODE)--
/// Convenience function to get the displayColor Attribute as a Primvar.
///
/// \sa GetDisplayColorAttr()
UsdGeomPrimvar GetDisplayColorPrimvar() const;
/// Convenience function to get the displayOpacity Attribute as a Primvar.
///
/// \sa GetDisplayOpacityAttr()
UsdGeomPrimvar GetDisplayOpacityPrimvar() const;
};
#endif