#include "usd_light_convert.hh"
#include "usd.hh"
#include "usd_asset_utils.hh"
#include "usd_private.hh"
#include "usd_reader_prim.hh"
#include "usd_writer_material.hh"
#include <pxr/base/gf/rotation.h>
#include <pxr/base/gf/vec3f.h>
#include <pxr/usd/usdGeom/metrics.h>
#include <pxr/usd/usdGeom/tokens.h>
#include <pxr/usd/usdGeom/xformCache.h>
#include <pxr/usd/usdGeom/xformCommonAPI.h>
#include <pxr/usd/usdLux/domeLight.h>
#include "BKE_image.hh"
#include "BKE_main.hh"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "BKE_node_tree_update.hh"
#include "BLI_fileops.h"
#include "BLI_listbase.h"
#include "BLI_math_vector.h"
#include "BLI_path_utils.hh"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include <string>
#include "CLG_log.h"
Go to the source code of this file.
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| static const pxr::TfToken | usdtokens::color ("color", pxr::TfToken::Immortal) |
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| static const pxr::TfToken | usdtokens::intensity ("intensity", pxr::TfToken::Immortal) |
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| static const pxr::TfToken | usdtokens::texture_file ("texture:file", pxr::TfToken::Immortal) |
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| static pxr::SdfPath | blender::io::usd::get_unique_path (pxr::UsdStageRefPtr stage, const std::string &path) |
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| static Image * | blender::io::usd::load_image (std::string tex_path, Main *bmain, const USDImportParams ¶ms) |
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| static bNode * | blender::io::usd::append_node (bNode *dst_node, int16_t new_node_type, const char *out_sock, const char *in_sock, bNodeTree *ntree, float offset) |
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| static bool | blender::io::usd::node_search (bNode *fromnode, bNode *, void *userdata, const bool) |
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| void | blender::io::usd::world_material_to_dome_light (const USDExportParams ¶ms, const Scene *scene, pxr::UsdStageRefPtr stage) |
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| void | blender::io::usd::dome_light_to_world_material (const USDImportParams ¶ms, const ImportSettings &, Scene *scene, Main *bmain, const pxr::UsdLuxDomeLight &dome_light, const double motionSampleTime) |
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