24 #ifndef PXRUSDMAYA_TRANSLATOR_MATERIAL_H
25 #define PXRUSDMAYA_TRANSLATOR_MATERIAL_H
30 #include "usdMaya/api.h"
35 #include "pxr/base/tf/token.h"
36 #include "pxr/usd/sdf/path.h"
37 #include "pxr/usd/usdGeom/gprim.h"
38 #include "pxr/usd/usdShade/material.h"
40 #include <maya/MObject.h>
43 PXR_NAMESPACE_OPEN_SCOPE
79 PXR_NAMESPACE_CLOSE_SCOPE
Provides helper functions for reading UsdShadeMaterial.
Provides basic functionality and access to shared data for UsdMayaPrimWriters.
std::map< MDagPath, V, _CmpDag > MDagPathMap
Mapping of DAG paths to an arbitrary type.
static PXRUSDMAYA_API void ExportShadingEngines(UsdMayaWriteJobContext &writeJobContext, const UsdMayaUtil::MDagPathMap< SdfPath > &dagPathToUsdMap)
Finds shadingEngines in the Maya scene and exports them to the USD stage contained in writeJobContext...
Token for efficient comparison, assignment, and hashing of known strings.
static PXRUSDMAYA_API MObject Read(const TfToken &shadingMode, const UsdShadeMaterial &material, const UsdGeomGprim &boundPrim, UsdMayaPrimReaderContext *context)
Reads material according to shadingMode .
Base class for all geometric primitives.
A Material provides a container into which multiple "render targets" can add data that defines a "sha...
This class provides an interface for reader plugins to communicate state back to the core usd maya lo...
static PXRUSDMAYA_API bool AssignMaterial(const TfToken &shadingMode, const UsdGeomGprim &prim, MObject shapeObj, UsdMayaPrimReaderContext *context)
Given a prim, assigns a material to it according to shadingMode.