24 #ifndef PXR_USD_USD_SHADE_CONNECTABLE_BEHAVIOR_H
25 #define PXR_USD_USD_SHADE_CONNECTABLE_BEHAVIOR_H
33 #include "pxr/base/vt/array.h"
64 : _isContainer(false), _requiresEncapsulation(true) {}
68 const bool requiresEncapsulation)
69 : _isContainer(isContainer),
70 _requiresEncapsulation(requiresEncapsulation) {}
157 bool _requiresEncapsulation;
211 TfType::Find<PrimType>(),
212 std::shared_ptr<UsdShadeConnectableAPIBehavior>(
new BehaviorType));
220 const TfType& connectablePrimType,
221 const std::shared_ptr<UsdShadeConnectableAPIBehavior>& behavior);
225 #endif // PXR_USD_USD_SHADE_CONNECTABLE_BEHAVIOR_H
void UsdShadeRegisterConnectableAPIBehavior()
*get result *(waiting if necessary)*A common idiom is to fire a bunch of sub tasks at the and then *wait for them to all complete We provide a helper class
GLsizei const GLchar *const * string
USDSHADE_API bool _CanConnectInputToSource(const UsdShadeInput &, const UsdAttribute &, std::string *reason, ConnectableNodeTypes nodeType=ConnectableNodeTypes::BasicNodes) const
virtual USDSHADE_API bool CanConnectInputToSource(const UsdShadeInput &, const UsdAttribute &, std::string *reason) const
virtual USDSHADE_API bool RequiresEncapsulation() const final
virtual USDSHADE_API bool CanConnectOutputToSource(const UsdShadeOutput &, const UsdAttribute &, std::string *reason) const
virtual USDSHADE_API ~UsdShadeConnectableAPIBehavior()
USDSHADE_API bool _CanConnectOutputToSource(const UsdShadeOutput &, const UsdAttribute &, std::string *reason, ConnectableNodeTypes nodeType=ConnectableNodeTypes::BasicNodes) const
virtual USDSHADE_API bool IsContainer() const final
USDSHADE_API UsdShadeConnectableAPIBehavior()
PXR_NAMESPACE_CLOSE_SCOPE PXR_NAMESPACE_OPEN_SCOPE
#define PXR_NAMESPACE_CLOSE_SCOPE
USDSHADE_API UsdShadeConnectableAPIBehavior(const bool isContainer, const bool requiresEncapsulation)