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Nick Kendall-Bar committed Apr 20, 2023
1 parent f260b23 commit 646407b
Showing 1 changed file with 22 additions and 22 deletions.
44 changes: 22 additions & 22 deletions lib/mayaUsd/ufe/UsdLight.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -122,7 +122,7 @@ Ufe::Light::Type UsdLight::type() const

float getLightIntensity(const UsdPrim& prim)
{
const UsdLuxLightCommon lightSchema(prim);
const UsdLuxLightCommon lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetIntensityAttr();

float val = 0.f;
Expand All @@ -132,7 +132,7 @@ float getLightIntensity(const UsdPrim& prim)

void setLightIntensity(const UsdPrim& prim, float attrVal)
{
const UsdLuxLightCommon lightSchema(prim);
const UsdLuxLightCommon lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetIntensityAttr();

lightAttribute.Set(attrVal);
Expand All @@ -152,7 +152,7 @@ float UsdLight::intensity() const { return getLightIntensity(prim()); }

Ufe::Color3f getLightColor(const UsdPrim& prim)
{
const UsdLuxLightCommon lightSchema(prim);
const UsdLuxLightCommon lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetColorAttr();

GfVec3f val(0.f, 0.f, 0.f);
Expand All @@ -162,7 +162,7 @@ Ufe::Color3f getLightColor(const UsdPrim& prim)

void setLightColor(const UsdPrim& prim, const Ufe::Color3f& attrVal)
{
const UsdLuxLightCommon lightSchema(prim);
const UsdLuxLightCommon lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetColorAttr();

lightAttribute.Set(GfVec3f(attrVal.r(), attrVal.g(), attrVal.b()));
Expand All @@ -183,7 +183,7 @@ Ufe::Color3f UsdLight::color() const { return getLightColor(prim()); }

bool getLightShadowEnable(const UsdPrim& prim)
{
const UsdLuxShadowAPI shadowAPI(prim);
const UsdLuxShadowAPI shadowAPI(prim);
const PXR_NS::UsdAttribute lightAttribute = shadowAPI.GetShadowEnableAttr();

bool val = false;
Expand All @@ -193,7 +193,7 @@ bool getLightShadowEnable(const UsdPrim& prim)

void setLightShadowEnable(const UsdPrim& prim, bool attrVal)
{
const UsdLuxShadowAPI shadowAPI(prim);
const UsdLuxShadowAPI shadowAPI(prim);
const PXR_NS::UsdAttribute lightAttribute = shadowAPI.GetShadowEnableAttr();

lightAttribute.Set(attrVal);
Expand All @@ -213,7 +213,7 @@ bool UsdLight::shadowEnable() const { return getLightShadowEnable(prim()); }

Ufe::Color3f getLightShadowColor(const UsdPrim& prim)
{
const UsdLuxShadowAPI shadowAPI(prim);
const UsdLuxShadowAPI shadowAPI(prim);
const PXR_NS::UsdAttribute lightAttribute = shadowAPI.GetShadowColorAttr();

GfVec3f val(0.f, 0.f, 0.f);
Expand All @@ -223,7 +223,7 @@ Ufe::Color3f getLightShadowColor(const UsdPrim& prim)

void setLightShadowColor(const UsdPrim& prim, const Ufe::Color3f& attrVal)
{
const UsdLuxShadowAPI shadowAPI(prim);
const UsdLuxShadowAPI shadowAPI(prim);
const PXR_NS::UsdAttribute lightAttribute = shadowAPI.GetShadowColorAttr();

lightAttribute.Set(GfVec3f(attrVal.r(), attrVal.g(), attrVal.b()));
Expand All @@ -247,7 +247,7 @@ Ufe::Color3f UsdLight::shadowColor() const { return getLightShadowColor(prim());

float getLightDiffuse(const UsdPrim& prim)
{
const UsdLuxLightCommon lightSchema(prim);
const UsdLuxLightCommon lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetDiffuseAttr();

float val = 0.f;
Expand All @@ -257,7 +257,7 @@ float getLightDiffuse(const UsdPrim& prim)

void setLightDiffuse(const UsdPrim& prim, float attrVal)
{
const UsdLuxLightCommon lightSchema(prim);
const UsdLuxLightCommon lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetDiffuseAttr();

lightAttribute.Set(attrVal);
Expand All @@ -277,7 +277,7 @@ float UsdLight::diffuse() const { return getLightDiffuse(prim()); }

float getLightSpecular(const UsdPrim& prim)
{
const UsdLuxLightCommon lightSchema(prim);
const UsdLuxLightCommon lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetSpecularAttr();

float val = 0.f;
Expand All @@ -287,7 +287,7 @@ float getLightSpecular(const UsdPrim& prim)

void setLightSpecular(const UsdPrim& prim, float attrVal)
{
const UsdLuxLightCommon lightSchema(prim);
const UsdLuxLightCommon lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetSpecularAttr();

lightAttribute.Set(attrVal);
Expand All @@ -307,8 +307,8 @@ float UsdLight::specular() const { return getLightSpecular(prim()); }

float getLightAngle(const UsdPrim& prim)
{
const UsdLuxDistantLight lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetAngleAttr();
const UsdLuxDistantLight lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetAngleAttr();

float val = 0.f;
lightAttribute.Get(&val);
Expand All @@ -317,8 +317,8 @@ float getLightAngle(const UsdPrim& prim)

void setLightAngle(const UsdPrim& prim, float attrVal)
{
const UsdLuxDistantLight lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetAngleAttr();
const UsdLuxDistantLight lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetAngleAttr();

lightAttribute.Set(attrVal);
}
Expand All @@ -337,7 +337,7 @@ float UsdDirectionalInterface::angle() const { return getLightAngle(fItem->prim(

Ufe::Light::SphereProps getLightSphereProps(const UsdPrim& prim)
{
const UsdLuxSphereLight lightSchema(prim);
const UsdLuxSphereLight lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetRadiusAttr();

Ufe::Light::SphereProps sp;
Expand All @@ -348,7 +348,7 @@ Ufe::Light::SphereProps getLightSphereProps(const UsdPrim& prim)

void setLightSphereProps(const UsdPrim& prim, const Ufe::Light::SphereProps& attrVal)
{
const UsdLuxSphereLight lightSchema(prim);
const UsdLuxSphereLight lightSchema(prim);
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetRadiusAttr();

lightAttribute.Set(attrVal.radius);
Expand Down Expand Up @@ -376,7 +376,7 @@ Ufe::Light::SphereProps UsdSphereInterface::sphereProps() const

Ufe::Light::ConeProps getLightConeProps(const UsdPrim& prim)
{
const UsdLuxShapingAPI lightSchema(prim);
const UsdLuxShapingAPI lightSchema(prim);
const PXR_NS::UsdAttribute focusAttribute = lightSchema.GetShapingFocusAttr();
const PXR_NS::UsdAttribute coneAngleAttribute = lightSchema.GetShapingConeAngleAttr();
const PXR_NS::UsdAttribute coneSoftnessAttribute = lightSchema.GetShapingConeSoftnessAttr();
Expand All @@ -390,7 +390,7 @@ Ufe::Light::ConeProps getLightConeProps(const UsdPrim& prim)

void setLightConeProps(const UsdPrim& prim, const Ufe::Light::ConeProps& attrVal)
{
const UsdLuxShapingAPI lightSchema(prim);
const UsdLuxShapingAPI lightSchema(prim);
const PXR_NS::UsdAttribute focusAttribute = lightSchema.GetShapingFocusAttr();
const PXR_NS::UsdAttribute coneAngleAttribute = lightSchema.GetShapingConeAngleAttr();
const PXR_NS::UsdAttribute coneSoftnessAttribute = lightSchema.GetShapingConeSoftnessAttr();
Expand Down Expand Up @@ -422,7 +422,7 @@ Ufe::Light::ConeProps UsdConeInterface::coneProps() const

bool getLightNormalize(const UsdPrim& prim)
{
const UsdLuxRectLight rectLight(prim);
const UsdLuxRectLight rectLight(prim);
const PXR_NS::UsdAttribute lightAttribute = rectLight.GetNormalizeAttr();

bool val = false;
Expand All @@ -432,7 +432,7 @@ bool getLightNormalize(const UsdPrim& prim)

void setLightNormalize(const UsdPrim& prim, bool attrVal)
{
const UsdLuxRectLight rectLight(prim);
const UsdLuxRectLight rectLight(prim);
const PXR_NS::UsdAttribute lightAttribute = rectLight.GetNormalizeAttr();

lightAttribute.Set(attrVal);
Expand Down

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