13#include <pxr/usd/usdShade/material.h>
45 float in_horizontal_step = 300.0f,
46 float in_vertical_step = 300.0f)
113 const pxr::UsdShadeShader &usd_shader)
const;
118 const char *dest_socket_name,
130 const char *dest_socket_name,
133 NodePlacementContext *r_ctx,
134 const ExtraLinkInfo &extra = {})
const;
137 const pxr::TfToken &usd_source_name,
139 const char *dest_socket_name,
142 NodePlacementContext *r_ctx,
143 const ExtraLinkInfo &extra = {})
const;
147 const char *dest_socket_name,
150 NodePlacementContext *r_ctx)
const;
158 const ExtraLinkInfo &extra = {})
const;
167 const pxr::TfToken &usd_source_name,
169 const char *dest_socket_name,
172 NodePlacementContext *r_ctx)
const;
199 const pxr::SdfPath &usd_mat_path,
200 const USDImportParams &
params,
Material * add_material(const pxr::UsdShadeMaterial &usd_material) const
USDMaterialReader(const USDImportParams ¶ms, Main *bmain)
void convert_usd_transform_2d(const pxr::UsdShadeShader &usd_shader, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx) const
void convert_usd_primvar_reader_float2(const pxr::UsdShadeShader &usd_shader, const pxr::TfToken &usd_source_name, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx) const
void convert_usd_uv_texture(const pxr::UsdShadeShader &usd_shader, const pxr::TfToken &usd_source_name, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx, const ExtraLinkInfo &extra={}) const
bool set_node_input(const pxr::UsdShadeInput &usd_input, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx, const ExtraLinkInfo &extra={}) const
bool follow_connection(const pxr::UsdShadeInput &usd_input, bNode *dest_node, const char *dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext *r_ctx, const ExtraLinkInfo &extra={}) const
ReportList * reports() const
void import_usd_preview(Material *mtl, const pxr::UsdShadeShader &usd_shader) const
void set_principled_node_inputs(bNode *principled_node, bNodeTree *ntree, const pxr::UsdShadeShader &usd_shader) const
void load_tex_image(const pxr::UsdShadeShader &usd_shader, bNode *tex_image, const ExtraLinkInfo &extra={}) const
void build_material_map(const Main *bmain, blender::Map< std::string, Material * > *r_mat_map)
Material * find_existing_material(const pxr::SdfPath &usd_mat_path, const USDImportParams ¶ms, const blender::Map< std::string, Material * > &mat_map, const blender::Map< std::string, std::string > &usd_path_to_mat_name)
ShaderToNodeMap node_cache
NodePlacementContext(float in_origx, float in_origy, float in_horizontal_step=300.0f, float in_vertical_step=300.0f)
blender::Vector< float, 0 > column_offsets
const float horizontal_step
const float vertical_step
wmJobWorkerStatus * worker_status