From 646407b0fb02e6c3fc79e22d8f94c4da2ebd7c9a Mon Sep 17 00:00:00 2001 From: Nick Kendall-Bar Date: Thu, 20 Apr 2023 15:21:28 -0700 Subject: [PATCH] run clang format --- lib/mayaUsd/ufe/UsdLight.cpp | 44 ++++++++++++++++++------------------ 1 file changed, 22 insertions(+), 22 deletions(-) diff --git a/lib/mayaUsd/ufe/UsdLight.cpp b/lib/mayaUsd/ufe/UsdLight.cpp index 8735fdba22..54594c0eb9 100644 --- a/lib/mayaUsd/ufe/UsdLight.cpp +++ b/lib/mayaUsd/ufe/UsdLight.cpp @@ -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; @@ -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); @@ -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); @@ -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())); @@ -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; @@ -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); @@ -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); @@ -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())); @@ -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; @@ -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); @@ -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; @@ -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); @@ -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); @@ -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); } @@ -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; @@ -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); @@ -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(); @@ -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(); @@ -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; @@ -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);