This code was actually already full Cpp, so it's essentially a massive filenames cleanup.
41 lines
843 B
C++
41 lines
843 B
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <pxr/base/tf/hashmap.h>
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#include <pxr/usd/sdf/assetPath.h>
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#include <pxr/usd/sdf/path.h>
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#include "BKE_light.h"
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#include "object.hh"
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namespace blender::io::hydra {
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class InstancerData;
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class LightData : public ObjectData {
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friend InstancerData;
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protected:
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std::map<pxr::TfToken, pxr::VtValue> data_;
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pxr::TfToken prim_type_;
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public:
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LightData(HydraSceneDelegate *scene_delegate, const Object *object, pxr::SdfPath const &prim_id);
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void init() override;
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void insert() override;
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void remove() override;
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void update() override;
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pxr::VtValue get_data(pxr::TfToken const &key) const override;
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protected:
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pxr::TfToken prim_type(const Light *light);
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};
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} // namespace blender::io::hydra
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