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UsdLight*.cpp: fix building with non-pxr namespace
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Nick Kendall-Bar committed Apr 19, 2023
1 parent c455f25 commit f260b23
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Showing 2 changed files with 26 additions and 26 deletions.
48 changes: 24 additions & 24 deletions lib/mayaUsd/ufe/UsdLight.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@ Ufe::Light::Type UsdLight::type() const
float getLightIntensity(const UsdPrim& prim)
{
const UsdLuxLightCommon lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetIntensityAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetIntensityAttr();

float val = 0.f;
lightAttribute.Get(&val);
Expand All @@ -133,7 +133,7 @@ float getLightIntensity(const UsdPrim& prim)
void setLightIntensity(const UsdPrim& prim, float attrVal)
{
const UsdLuxLightCommon lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetIntensityAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetIntensityAttr();

lightAttribute.Set(attrVal);
}
Expand All @@ -153,7 +153,7 @@ float UsdLight::intensity() const { return getLightIntensity(prim()); }
Ufe::Color3f getLightColor(const UsdPrim& prim)
{
const UsdLuxLightCommon lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetColorAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetColorAttr();

GfVec3f val(0.f, 0.f, 0.f);
lightAttribute.Get(&val);
Expand All @@ -163,7 +163,7 @@ Ufe::Color3f getLightColor(const UsdPrim& prim)
void setLightColor(const UsdPrim& prim, const Ufe::Color3f& attrVal)
{
const UsdLuxLightCommon lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetColorAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetColorAttr();

lightAttribute.Set(GfVec3f(attrVal.r(), attrVal.g(), attrVal.b()));
}
Expand All @@ -184,7 +184,7 @@ Ufe::Color3f UsdLight::color() const { return getLightColor(prim()); }
bool getLightShadowEnable(const UsdPrim& prim)
{
const UsdLuxShadowAPI shadowAPI(prim);
const pxr::UsdAttribute lightAttribute = shadowAPI.GetShadowEnableAttr();
const PXR_NS::UsdAttribute lightAttribute = shadowAPI.GetShadowEnableAttr();

bool val = false;
lightAttribute.Get(&val);
Expand All @@ -194,7 +194,7 @@ bool getLightShadowEnable(const UsdPrim& prim)
void setLightShadowEnable(const UsdPrim& prim, bool attrVal)
{
const UsdLuxShadowAPI shadowAPI(prim);
const pxr::UsdAttribute lightAttribute = shadowAPI.GetShadowEnableAttr();
const PXR_NS::UsdAttribute lightAttribute = shadowAPI.GetShadowEnableAttr();

lightAttribute.Set(attrVal);
}
Expand All @@ -214,7 +214,7 @@ bool UsdLight::shadowEnable() const { return getLightShadowEnable(prim()); }
Ufe::Color3f getLightShadowColor(const UsdPrim& prim)
{
const UsdLuxShadowAPI shadowAPI(prim);
const pxr::UsdAttribute lightAttribute = shadowAPI.GetShadowColorAttr();
const PXR_NS::UsdAttribute lightAttribute = shadowAPI.GetShadowColorAttr();

GfVec3f val(0.f, 0.f, 0.f);
lightAttribute.Get(&val);
Expand All @@ -224,7 +224,7 @@ Ufe::Color3f getLightShadowColor(const UsdPrim& prim)
void setLightShadowColor(const UsdPrim& prim, const Ufe::Color3f& attrVal)
{
const UsdLuxShadowAPI shadowAPI(prim);
const pxr::UsdAttribute lightAttribute = shadowAPI.GetShadowColorAttr();
const PXR_NS::UsdAttribute lightAttribute = shadowAPI.GetShadowColorAttr();

lightAttribute.Set(GfVec3f(attrVal.r(), attrVal.g(), attrVal.b()));
}
Expand All @@ -248,7 +248,7 @@ Ufe::Color3f UsdLight::shadowColor() const { return getLightShadowColor(prim());
float getLightDiffuse(const UsdPrim& prim)
{
const UsdLuxLightCommon lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetDiffuseAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetDiffuseAttr();

float val = 0.f;
lightAttribute.Get(&val);
Expand All @@ -258,7 +258,7 @@ float getLightDiffuse(const UsdPrim& prim)
void setLightDiffuse(const UsdPrim& prim, float attrVal)
{
const UsdLuxLightCommon lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetDiffuseAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetDiffuseAttr();

lightAttribute.Set(attrVal);
}
Expand All @@ -278,7 +278,7 @@ float UsdLight::diffuse() const { return getLightDiffuse(prim()); }
float getLightSpecular(const UsdPrim& prim)
{
const UsdLuxLightCommon lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetSpecularAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetSpecularAttr();

float val = 0.f;
lightAttribute.Get(&val);
Expand All @@ -288,7 +288,7 @@ float getLightSpecular(const UsdPrim& prim)
void setLightSpecular(const UsdPrim& prim, float attrVal)
{
const UsdLuxLightCommon lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetSpecularAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetSpecularAttr();

lightAttribute.Set(attrVal);
}
Expand All @@ -308,7 +308,7 @@ float UsdLight::specular() const { return getLightSpecular(prim()); }
float getLightAngle(const UsdPrim& prim)
{
const UsdLuxDistantLight lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetAngleAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetAngleAttr();

float val = 0.f;
lightAttribute.Get(&val);
Expand All @@ -318,7 +318,7 @@ float getLightAngle(const UsdPrim& prim)
void setLightAngle(const UsdPrim& prim, float attrVal)
{
const UsdLuxDistantLight lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetAngleAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetAngleAttr();

lightAttribute.Set(attrVal);
}
Expand All @@ -338,7 +338,7 @@ float UsdDirectionalInterface::angle() const { return getLightAngle(fItem->prim(
Ufe::Light::SphereProps getLightSphereProps(const UsdPrim& prim)
{
const UsdLuxSphereLight lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetRadiusAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetRadiusAttr();

Ufe::Light::SphereProps sp;
lightAttribute.Get(&sp.radius);
Expand All @@ -349,7 +349,7 @@ Ufe::Light::SphereProps getLightSphereProps(const UsdPrim& prim)
void setLightSphereProps(const UsdPrim& prim, const Ufe::Light::SphereProps& attrVal)
{
const UsdLuxSphereLight lightSchema(prim);
const pxr::UsdAttribute lightAttribute = lightSchema.GetRadiusAttr();
const PXR_NS::UsdAttribute lightAttribute = lightSchema.GetRadiusAttr();

lightAttribute.Set(attrVal.radius);
}
Expand Down Expand Up @@ -377,9 +377,9 @@ Ufe::Light::SphereProps UsdSphereInterface::sphereProps() const
Ufe::Light::ConeProps getLightConeProps(const UsdPrim& prim)
{
const UsdLuxShapingAPI lightSchema(prim);
const pxr::UsdAttribute focusAttribute = lightSchema.GetShapingFocusAttr();
const pxr::UsdAttribute coneAngleAttribute = lightSchema.GetShapingConeAngleAttr();
const pxr::UsdAttribute coneSoftnessAttribute = lightSchema.GetShapingConeSoftnessAttr();
const PXR_NS::UsdAttribute focusAttribute = lightSchema.GetShapingFocusAttr();
const PXR_NS::UsdAttribute coneAngleAttribute = lightSchema.GetShapingConeAngleAttr();
const PXR_NS::UsdAttribute coneSoftnessAttribute = lightSchema.GetShapingConeSoftnessAttr();

Ufe::Light::ConeProps cp;
focusAttribute.Get(&cp.focus);
Expand All @@ -391,9 +391,9 @@ Ufe::Light::ConeProps getLightConeProps(const UsdPrim& prim)
void setLightConeProps(const UsdPrim& prim, const Ufe::Light::ConeProps& attrVal)
{
const UsdLuxShapingAPI lightSchema(prim);
const pxr::UsdAttribute focusAttribute = lightSchema.GetShapingFocusAttr();
const pxr::UsdAttribute coneAngleAttribute = lightSchema.GetShapingConeAngleAttr();
const pxr::UsdAttribute coneSoftnessAttribute = lightSchema.GetShapingConeSoftnessAttr();
const PXR_NS::UsdAttribute focusAttribute = lightSchema.GetShapingFocusAttr();
const PXR_NS::UsdAttribute coneAngleAttribute = lightSchema.GetShapingConeAngleAttr();
const PXR_NS::UsdAttribute coneSoftnessAttribute = lightSchema.GetShapingConeSoftnessAttr();

focusAttribute.Set(attrVal.focus);
coneAngleAttribute.Set(attrVal.angle);
Expand Down Expand Up @@ -423,7 +423,7 @@ Ufe::Light::ConeProps UsdConeInterface::coneProps() const
bool getLightNormalize(const UsdPrim& prim)
{
const UsdLuxRectLight rectLight(prim);
const pxr::UsdAttribute lightAttribute = rectLight.GetNormalizeAttr();
const PXR_NS::UsdAttribute lightAttribute = rectLight.GetNormalizeAttr();

bool val = false;
lightAttribute.Get(&val);
Expand All @@ -433,7 +433,7 @@ bool getLightNormalize(const UsdPrim& prim)
void setLightNormalize(const UsdPrim& prim, bool attrVal)
{
const UsdLuxRectLight rectLight(prim);
const pxr::UsdAttribute lightAttribute = rectLight.GetNormalizeAttr();
const PXR_NS::UsdAttribute lightAttribute = rectLight.GetNormalizeAttr();

lightAttribute.Set(attrVal);
}
Expand Down
4 changes: 2 additions & 2 deletions lib/mayaUsd/ufe/UsdLightHandler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -29,9 +29,9 @@ namespace MAYAUSD_NS_DEF {
namespace ufe {

#if PXR_VERSION < 2111
using UsdLuxLightCommon = pxr::UsdLuxLight;
using UsdLuxLightCommon = PXR_NS::UsdLuxLight;
#else
using UsdLuxLightCommon = pxr::UsdLuxLightAPI;
using UsdLuxLightCommon = PXR_NS::UsdLuxLightAPI;
#endif

UsdLightHandler::UsdLightHandler()
Expand Down

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