text: #line 1 "/Volumes/src/usd-rs/usd-cpp/thirdparty/USD/pxr/usd/usdLux/domeLight.h"
  //
  // Copyright 2016 Pixar
  //
  // Licensed under the Apache License, Version 2.0 (the "Apache License")
  // with the following modification; you may not use this file except in
  // compliance with the Apache License and the following modification to it:
  // Section 6. Trademarks. is deleted and replaced with:
  //
  // 6. Trademarks. This License does not grant permission to use the trade
  //    names, trademarks, service marks, or product names of the Licensor
  //    and its affiliates, except as required to comply with Section 4(c) of
  //    the License and to reproduce the content of the NOTICE file.
  //
  // You may obtain a copy of the Apache License at
  //
  //     http://www.apache.org/licenses/LICENSE-2.0
  //
  // Unless required by applicable law or agreed to in writing, software
  // distributed under the Apache License with the above modification is
  // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
  // KIND, either express or implied. See the Apache License for the specific
  // language governing permissions and limitations under the Apache License.
  //
  #ifndef USDLUX_GENERATED_DOMELIGHT_H
  #define USDLUX_GENERATED_DOMELIGHT_H
  
  /// \file usdLux/domeLight.h
  
  #include "pxr/pxr.h"
  #include "pxr/usd/usdLux/api.h"
  #include "pxr/usd/usdLux/light.h"
  #include "pxr/usd/usd/prim.h"
  #include "pxr/usd/usd/stage.h"
  #include "pxr/usd/usdLux/tokens.h"
  
  #include "pxr/base/vt/value.h"
  
  #include "pxr/base/gf/vec3d.h"
  #include "pxr/base/gf/vec3f.h"
  #include "pxr/base/gf/matrix4d.h"
  
  #include "pxr/base/tf/token.h"
  #include "pxr/base/tf/type.h"
  
  PXR_NAMESPACE_OPEN_SCOPE
  
  class SdfAssetPath;
  
  // -------------------------------------------------------------------------- //
  // DOMELIGHT                                                                  //
  // -------------------------------------------------------------------------- //
  
  /// \class UsdLuxDomeLight
  ///
  /// Light emitted inward from a distant external environment,
  /// such as a sky or IBL light probe.  The orientation of a dome light with a
  /// latlong texture is expected to match the OpenEXR specification for latlong 
  /// environment maps.  From the OpenEXR documentation:
  /// 
  /// -------------------------------------------------------------------------
  /// Latitude-Longitude Map:
  /// 
  /// The environment is projected onto the image using polar coordinates
  /// (latitude and longitude).  A pixel's x coordinate corresponds to
  /// its longitude, and the y coordinate corresponds to its latitude.
  /// Pixel (dataWindow.min.x, dataWindow.min.y) has latitude +pi/2 and
  /// longitude +pi; pixel (dataWindow.max.x, dataWindow.max.y) has
  /// latitude -pi/2 and longitude -pi.
  /// 
  /// In 3D space, latitudes -pi/2 and +pi/2 correspond to the negative and
  /// positive y direction.  Latitude 0, longitude 0 points into positive
  /// z direction; and latitude 0, longitude pi/2 points into positive x
  /// direction.
  /// 
  /// The size of the data window should be 2*N by N pixels (width by height),
  /// where N can be any integer greater than 0.
  /// -------------------------------------------------------------------------
  /// 
  ///
  /// For any described attribute \em Fallback \em Value or \em Allowed \em Values below
  /// that are text/tokens, the actual token is published and defined in \ref UsdLuxTokens.
  /// So to set an attribute to the value "rightHanded", use UsdLuxTokens->rightHanded
  /// as the value.
  ///
  class UsdLuxDomeLight : public UsdLuxLight
  {
  public:
      /// Compile time constant representing what kind of schema this class is.
      ///
      /// \sa UsdSchemaType
      static const UsdSchemaType schemaType = UsdSchemaType::ConcreteTyped;
  
      /// Construct a UsdLuxDomeLight on UsdPrim \p prim .
      /// Equivalent to UsdLuxDomeLight::Get(prim.GetStage(), prim.GetPath())
      /// for a \em valid \p prim, but will not immediately throw an error for
      /// an invalid \p prim
      explicit UsdLuxDomeLight(const UsdPrim& prim=UsdPrim())
          : UsdLuxLight(prim)
      {
      }
  
      /// Construct a UsdLuxDomeLight on the prim held by \p schemaObj .
      /// Should be preferred over UsdLuxDomeLight(schemaObj.GetPrim()),
      /// as it preserves SchemaBase state.
      explicit UsdLuxDomeLight(const UsdSchemaBase& schemaObj)
          : UsdLuxLight(schemaObj)
      {
      }
  
      /// Destructor.
      USDLUX_API
      virtual ~UsdLuxDomeLight();
  
      /// Return a vector of names of all pre-declared attributes for this schema
      /// class and all its ancestor classes.  Does not include attributes that
      /// may be authored by custom/extended methods of the schemas involved.
      USDLUX_API
      static const TfTokenVector &
      GetSchemaAttributeNames(bool includeInherited=true);
  
      /// Return a UsdLuxDomeLight holding the prim adhering to this
      /// schema at \p path on \p stage.  If no prim exists at \p path on
      /// \p stage, or if the prim at that path does not adhere to this schema,
      /// return an invalid schema object.  This is shorthand for the following:
      ///
      /// \code
      /// UsdLuxDomeLight(stage->GetPrimAtPath(path));
      /// \endcode
      ///
      USDLUX_API
      static UsdLuxDomeLight
      Get(const UsdStagePtr &stage, const SdfPath &path);
  
      /// Attempt to ensure a \a UsdPrim adhering to this schema at \p path
      /// is defined (according to UsdPrim::IsDefined()) on this stage.
      ///
      /// If a prim adhering to this schema at \p path is already defined on this
      /// stage, return that prim.  Otherwise author an \a SdfPrimSpec with
      /// \a specifier == \a SdfSpecifierDef and this schema's prim type name for
      /// the prim at \p path at the current EditTarget.  Author \a SdfPrimSpec s
      /// with \p specifier == \a SdfSpecifierDef and empty typeName at the
      /// current EditTarget for any nonexistent, or existing but not \a Defined
      /// ancestors.
      ///
      /// The given \a path must be an absolute prim path that does not contain
      /// any variant selections.
      ///
      /// If it is impossible to author any of the necessary PrimSpecs, (for
      /// example, in case \a path cannot map to the current UsdEditTarget's
      /// namespace) issue an error and return an invalid \a UsdPrim.
      ///
      /// Note that this method may return a defined prim whose typeName does not
      /// specify this schema class, in case a stronger typeName opinion overrides
      /// the opinion at the current EditTarget.
      ///
      USDLUX_API
      static UsdLuxDomeLight
      Define(const UsdStagePtr &stage, const SdfPath &path);
  
  protected:
      /// Returns the type of schema this class belongs to.
      ///
      /// \sa UsdSchemaType
      USDLUX_API
      UsdSchemaType _GetSchemaType() const override;
  
  private:
      // needs to invoke _GetStaticTfType.
      friend class UsdSchemaRegistry;
      USDLUX_API
      static const TfType &_GetStaticTfType();
  
      static bool _IsTypedSchema();
  
      // override SchemaBase virtuals.
      USDLUX_API
      const TfType &_GetTfType() const override;
  
  public:
      // --------------------------------------------------------------------- //
      // TEXTUREFILE 
      // --------------------------------------------------------------------- //
      /// A color texture to use on the dome, such as an HDR (high
      /// dynamic range) texture intended for IBL (image based lighting).
      ///
      /// | ||
      /// | -- | -- |
      /// | Declaration | `asset texture:file` |
      /// | C++ Type | SdfAssetPath |
      /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Asset |
      USDLUX_API
      UsdAttribute GetTextureFileAttr() const;
  
      /// See GetTextureFileAttr(), and also 
      /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
      /// If specified, author \p defaultValue as the attribute's default,
      /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
      /// the default for \p writeSparsely is \c false.
      USDLUX_API
      UsdAttribute CreateTextureFileAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
  
  public:
      // --------------------------------------------------------------------- //
      // TEXTUREFORMAT 
      // --------------------------------------------------------------------- //
      /// Specifies the parameterization of the color map file.
      /// Valid values are:
      /// - automatic: Tries to determine the layout from the file itself.
      /// For example, Renderman texture files embed an explicit
      /// parameterization.
      /// - latlong: Latitude as X, longitude as Y.
      /// - mirroredBall: An image of the environment reflected in a
      /// sphere, using an implicitly orthogonal projection.
      /// - angular: Similar to mirroredBall but the radial dimension
      /// is mapped linearly to the angle, providing better sampling
      /// at the edges.
      /// - cubeMapVerticalCross: A cube map with faces laid out as a
      /// vertical cross.
      /// 
      ///
      /// | ||
      /// | -- | -- |
      /// | Declaration | `token texture:format = "automatic"` |
      /// | C++ Type | TfToken |
      /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Token |
      /// | \ref UsdLuxTokens "Allowed Values" | automatic, latlong, mirroredBall, angular, cubeMapVerticalCross |
      USDLUX_API
      UsdAttribute GetTextureFormatAttr() const;
  
      /// See GetTextureFormatAttr(), and also 
      /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
      /// If specified, author \p defaultValue as the attribute's default,
      /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
      /// the default for \p writeSparsely is \c false.
      USDLUX_API
      UsdAttribute CreateTextureFormatAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
  
  public:
      // --------------------------------------------------------------------- //
      // PORTALS 
      // --------------------------------------------------------------------- //
      /// Optional portals to guide light sampling.
      ///
      USDLUX_API
      UsdRelationship GetPortalsRel() const;
  
      /// See GetPortalsRel(), and also 
      /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create
      USDLUX_API
      UsdRelationship CreatePortalsRel() const;
  
  public:
      // ===================================================================== //
      // Feel free to add custom code below this line, it will be preserved by 
      // the code generator. 
      //
      // Just remember to: 
      //  - Close the class declaration with }; 
      //  - Close the namespace with PXR_NAMESPACE_CLOSE_SCOPE
      //  - Close the include guard with #endif
      // ===================================================================== //
      // --(BEGIN CUSTOM CODE)--
  
      /// Adds a transformation op, if neeeded, to orient the dome to align with
      /// the stage's up axis.  Uses UsdLuxTokens->orientToStageUpAxis as the op
      /// suffix.  If an op with this suffix already exists, this method assumes
      /// it is already applying the proper correction and does nothing further.
      /// If no op is required to match the stage's up axis, no op will be
      /// created.
      ///
      /// \see UsdGeomXformOp
      /// \see UsdGeomGetStageUpAxis
      USDLUX_API
      void OrientToStageUpAxis() const;
  };
  
  PXR_NAMESPACE_CLOSE_SCOPE
  
  #endif
  