UsdLuxRectLight#
Fully qualified name: usdrt::UsdLuxRectLight
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class UsdLuxRectLight : public usdrt::UsdLuxBoundableLightBase#
- Light emitted from one side of a rectangle. The rectangle is centered in the XY plane and emits light along the -Z axis. The rectangle is 1 unit in length in the X and Y axis. In the default position, a texture file’s min coordinates should be at (+X, +Y) and max coordinates at (-X, -Y). For any described attribute Fallback Value or Allowed Values below that are text/tokens, the actual token is published and defined in UsdLuxTokens. So to set an attribute to the value “rightHanded”, use UsdLuxTokens->rightHanded as the value. - Public Functions - 
inline explicit UsdLuxRectLight(const UsdPrim &prim = UsdPrim())#
- Construct a UsdLuxRectLight on UsdPrim - prim. Equivalent to UsdLuxRectLight::Get(prim.GetStage(), prim.GetPath()) for a valid- prim, but will not immediately throw an error for an invalid- prim.
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inline explicit UsdLuxRectLight(const UsdSchemaBase &schemaObj)#
- Construct a UsdLuxRectLight on the prim held by - schemaObj. Should be preferred over UsdLuxRectLight(schemaObj.GetPrim()), as it preserves SchemaBase state.
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inline virtual ~UsdLuxRectLight()#
- Destructor. 
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inline UsdAttribute GetLightShaderIdAttr() const#
- Declaration - uniform token light:shaderId = "RectLight"- C++ Type - Usd Type - SdfValueTypeNames->Token - Variability - SdfVariabilityUniform 
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inline UsdAttribute CreateLightShaderIdAttr() const#
- See GetLightShaderIdAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetWidthAttr() const#
- Width of the rectangle, in the local X axis. - Declaration - float inputs:width = 1- C++ Type - float - Usd Type - SdfValueTypeNames->Float 
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inline UsdAttribute CreateWidthAttr() const#
- See GetWidthAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetHeightAttr() const#
- Height of the rectangle, in the local Y axis. - Declaration - float inputs:height = 1- C++ Type - float - Usd Type - SdfValueTypeNames->Float 
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inline UsdAttribute CreateHeightAttr() const#
- See GetHeightAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetTextureFileAttr() const#
- A color texture to use on the rectangle. - Declaration - asset inputs:texture:file- C++ Type - Usd Type - SdfValueTypeNames->Asset 
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inline UsdAttribute CreateTextureFileAttr() const#
- See GetTextureFileAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetExtentAttr() const#
- Extent is a three dimensional range measuring the geometric extent of the authored gprim in its own local space (i.e. its own transform not applied), without accounting for any shader-induced displacement. If any extent value has been authored for a given Boundable, then it should be authored at every timeSample at which geometry-affecting properties are authored, to ensure correct evaluation via ComputeExtent(). If no extent value has been authored, then ComputeExtent() will call the Boundable’s registered ComputeExtentFunction(), which may be expensive, which is why we strongly encourage proper authoring of extent. - An authored extent on a prim which has children is expected to include the extent of all children, as they will be pruned from BBox computation during traversal. - See also - ComputeExtent() - See also - Declaration - float3[] extent- C++ Type - VtArray<GfVec3f> - Usd Type - SdfValueTypeNames->Float3Array 
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inline UsdAttribute CreateExtentAttr() const#
- See GetExtentAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetXformOpOrderAttr() const#
- Encodes the sequence of transformation operations in the order in which they should be pushed onto a transform stack while visiting a UsdStage’s prims in a graph traversal that will effect the desired positioning for this prim and its descendant prims. - You should rarely, if ever, need to manipulate this attribute directly. It is managed by the AddXformOp(), SetResetXformStack(), and SetXformOpOrder(), and consulted by GetOrderedXformOps() and GetLocalTransformation(). - Declaration - uniform token[] xformOpOrder- C++ Type - VtArray<TfToken> - Usd Type - SdfValueTypeNames->TokenArray - Variability - SdfVariabilityUniform 
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inline UsdAttribute CreateXformOpOrderAttr() const#
- See GetXformOpOrderAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetVisibilityAttr() const#
- Visibility is meant to be the simplest form of “pruning” visibility that is supported by most DCC apps. Visibility is animatable, allowing a sub-tree of geometry to be present for some segment of a shot, and absent from others; unlike the action of deactivating geometry prims, invisible geometry is still available for inspection, for positioning, for defining volumes, etc. - Declaration - token visibility = "inherited"- C++ Type - Usd Type - SdfValueTypeNames->Token - Allowed Values - inherited, invisible 
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inline UsdAttribute CreateVisibilityAttr() const#
- See GetVisibilityAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdAttribute GetPurposeAttr() const#
- Purpose is a classification of geometry into categories that can each be independently included or excluded from traversals of prims on a stage, such as rendering or bounding-box computation traversals. - See UsdGeom_ImageablePurpose for more detail about how purpose is computed and used. - Declaration - uniform token purpose = "default"- C++ Type - Usd Type - SdfValueTypeNames->Token - Variability - SdfVariabilityUniform - Allowed Values - default, render, proxy, guide 
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inline UsdAttribute CreatePurposeAttr() const#
- See GetPurposeAttr(), and also Create vs Get Property Methods for when to use Get vs Create. If specified, author - defaultValueas the attribute’s default, sparsely (when it makes sense to do so) if- writeSparselyis- true- the default for- writeSparselyis- false.
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inline UsdRelationship GetProxyPrimRel() const#
- The proxyPrim relationship allows us to link a prim whose purpose is “render” to its (single target) purpose=”proxy” prim. This is entirely optional, but can be useful in several scenarios: - In a pipeline that does pruning (for complexity management) by deactivating prims composed from asset references, when we deactivate a purpose=”render” prim, we will be able to discover and additionally deactivate its associated purpose=”proxy” prim, so that preview renders reflect the pruning accurately. 
 - DCC importers may be able to make more aggressive optimizations for interactive processing and display if they can discover the proxy for a given render prim. 
 - With a little more work, a Hydra-based application will be able to map a picked proxy prim back to its render geometry for selection. 
 - Note - It is only valid to author the proxyPrim relationship on prims whose purpose is “render”. 
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inline UsdRelationship CreateProxyPrimRel() const#
- See GetProxyPrimRel(), and also Create vs Get Property Methods for when to use Get vs Create. 
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inline explicit operator bool() const#
- Check if this schema object is compatible with it’s held prim and that the prim is valid. - A typed schema object is compatible if the held prim’s type is or is a subtype of the schema’s type. Based on - prim.IsA().- An API schema object is compatible if the API is of type SingleApplyAPI or UsdSchemaType::MultipleApplyAPI, and the schema has been applied to the prim. Based on - prim.HasAPI.- This method invokes polymorphic behaviour. - See also - Returns:
- True if the help prim is valid, and the schema object is compatible with its held prim. 
 
 - Public Static Functions - static inline UsdLuxRectLight Define(
- const UsdStageRefPtr &stage,
- const SdfPath &path,
- Attempt to ensure a UsdPrim adhering to this schema at - pathis defined (according to UsdPrim::IsDefined()) on this stage.
 
 - Public Static Attributes - 
static const UsdSchemaType schemaType = UsdSchemaType::ConcreteTyped#
- Compile time constant representing what kind of schema this class is. - See also 
 - Protected Functions - 
inline virtual bool _IsCompatible() const#
- Helper for subclasses to do specific compatibility checking with the given prim. Subclassess may override - _isCompatibleto for example check type compatibility or value compatibility on the prim.- Overrides exist for UsdTyped and UsdAPISchemaBase. - This check is called when clients invoke the bool operator. - Returns:
- True if the schema object is compatible with its held prim. 
 
 
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inline explicit UsdLuxRectLight(const UsdPrim &prim = UsdPrim())#