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USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2019 Blender Foundation.
* All rights reserved.
*/
#include "abstract_hierarchy_iterator.h"
#include <iostream>
#include <limits.h>
#include <sstream>
#include <string>
extern "C" {
#include "BKE_animsys.h"
#include "BKE_duplilist.h"
#include "BKE_key.h"
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
#include "BKE_particle.h"
#include "BLI_assert.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "DNA_ID.h"
#include "DNA_layer_types.h"
#include "DNA_modifier_types.h"
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DEG_depsgraph_query.h"
}
namespace USD {
const HierarchyContext *HierarchyContext::root()
{
return nullptr;
}
bool HierarchyContext::operator<(const HierarchyContext &other) const
{
if (object != other.object) {
return object < other.object;
}
if (duplicator != NULL && duplicator == other.duplicator) {
// Only resort to string comparisons when both objects are created by the same duplicator.
return export_name < other.export_name;
}
return export_parent < other.export_parent;
}
bool HierarchyContext::is_instance() const
{
return !original_export_path.empty();
}
void HierarchyContext::mark_as_instance_of(const std::string &reference_export_path)
{
original_export_path = reference_export_path;
}
void HierarchyContext::mark_as_not_instanced()
{
original_export_path.clear();
}
AbstractHierarchyWriter::~AbstractHierarchyWriter()
{
}
bool AbstractHierarchyWriter::check_is_animated(const HierarchyContext &context) const
{
const Object *object = context.object;
if (BKE_animdata_id_is_animated(static_cast<ID *>(object->data))) {
return true;
}
if (BKE_key_from_object(object) != nullptr) {
return true;
}
/* Test modifiers. */
/* TODO(Sybren): replace this with a check on the depsgraph to properly check for dependency on
* time. */
ModifierData *md = static_cast<ModifierData *>(object->modifiers.first);
while (md) {
if (md->type != eModifierType_Subsurf) {
return true;
}
md = md->next;
}
return false;
}
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
AbstractHierarchyIterator::AbstractHierarchyIterator(Depsgraph *depsgraph)
: depsgraph_(depsgraph), writers_()
{
}
AbstractHierarchyIterator::~AbstractHierarchyIterator()
{
}
void AbstractHierarchyIterator::iterate_and_write()
{
export_graph_construct();
connect_loose_objects();
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
export_graph_prune();
determine_export_paths(HierarchyContext::root());
determine_duplication_references(HierarchyContext::root(), "");
make_writers(HierarchyContext::root());
export_graph_clear();
}
void AbstractHierarchyIterator::release_writers()
{
for (WriterMap::value_type it : writers_) {
delete_object_writer(it.second);
}
writers_.clear();
}
std::string AbstractHierarchyIterator::make_valid_name(const std::string &name) const
{
return name;
}
std::string AbstractHierarchyIterator::get_id_name(const ID *id) const
{
if (id == nullptr) {
return "";
}
return make_valid_name(std::string(id->name + 2));
}
std::string AbstractHierarchyIterator::get_object_data_path(const HierarchyContext *context) const
{
BLI_assert(!context->export_path.empty());
BLI_assert(context->object->data);
return path_concatenate(context->export_path, get_object_data_name(context->object));
}
void AbstractHierarchyIterator::debug_print_export_graph(const ExportGraph &graph) const
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
{
size_t total_graph_size = 0;
for (const ExportGraph::value_type &map_iter : graph) {
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
const DupliAndDuplicator &parent_info = map_iter.first;
Object *const export_parent = parent_info.first;
Object *const duplicator = parent_info.second;
if (duplicator != nullptr) {
printf(" DU %s (as dupped by %s):\n",
export_parent == nullptr ? "-null-" : (export_parent->id.name + 2),
duplicator->id.name + 2);
}
else {
printf(" OB %s:\n", export_parent == nullptr ? "-null-" : (export_parent->id.name + 2));
}
total_graph_size += map_iter.second.size();
for (HierarchyContext *child_ctx : map_iter.second) {
if (child_ctx->duplicator == nullptr) {
printf(" - %s%s%s\n",
child_ctx->object->id.name + 2,
child_ctx->weak_export ? " (weak)" : "",
child_ctx->original_export_path.size() ?
(std::string("ref ") + child_ctx->original_export_path).c_str() :
"");
}
else {
printf(" - %s (dup by %s%s) %s\n",
child_ctx->object->id.name + 2,
child_ctx->duplicator->id.name + 2,
child_ctx->weak_export ? ", weak" : "",
child_ctx->original_export_path.size() ?
(std::string("ref ") + child_ctx->original_export_path).c_str() :
"");
}
}
}
printf(" (Total graph size: %zu objects\n", total_graph_size);
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
}
void AbstractHierarchyIterator::export_graph_construct()
{
Scene *scene = DEG_get_evaluated_scene(depsgraph_);
DEG_OBJECT_ITER_BEGIN (depsgraph_,
object,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET) {
// Non-instanced objects always have their object-parent as export-parent.
const bool weak_export = mark_as_weak_export(object);
visit_object(object, object->parent, weak_export);
if (weak_export) {
// If a duplicator shouldn't be exported, its duplilist also shouldn't be.
continue;
}
// Export the duplicated objects instanced by this object.
ListBase *lb = object_duplilist(depsgraph_, scene, object);
if (lb) {
// Construct the set of duplicated objects, so that later we can determine whether a parent
// is also duplicated itself.
std::set<Object *> dupli_set;
LISTBASE_FOREACH (DupliObject *, dupli_object, lb) {
if (!should_visit_dupli_object(dupli_object)) {
continue;
}
dupli_set.insert(dupli_object->ob);
}
LISTBASE_FOREACH (DupliObject *, dupli_object, lb) {
if (!should_visit_dupli_object(dupli_object)) {
continue;
}
visit_dupli_object(dupli_object, object, dupli_set);
}
}
free_object_duplilist(lb);
}
DEG_OBJECT_ITER_END;
}
void AbstractHierarchyIterator::connect_loose_objects()
{
// Find those objects whose parent is not part of the export graph; these
// objects would be skipped when traversing the graph as a hierarchy.
// These objects will have to be re-attached to some parent object in order to
// fit into the hierarchy.
ExportGraph loose_objects_graph = export_graph_;
for (const ExportGraph::value_type &map_iter : export_graph_) {
for (const HierarchyContext *child : map_iter.second) {
// An object that is marked as a child of another object is not considered 'loose'.
loose_objects_graph.erase(std::make_pair(child->object, child->duplicator));
}
}
// The root of the hierarchy is always found, so it's never considered 'loose'.
loose_objects_graph.erase(std::make_pair(nullptr, nullptr));
// Iterate over the loose objects and connect them to their export parent.
for (const ExportGraph::value_type &map_iter : loose_objects_graph) {
const DupliAndDuplicator &export_info = map_iter.first;
Object *object = export_info.first;
Object *export_parent = object->parent;
while (true) {
// Loose objects will all be real objects, as duplicated objects always have
// their duplicator or other exported duplicated object as ancestor.
ExportGraph::iterator found_parent_iter = export_graph_.find(
std::make_pair(export_parent, nullptr));
visit_object(object, export_parent, true);
if (found_parent_iter != export_graph_.end()) {
break;
}
// 'export_parent' will never be nullptr here, as the export graph contains the
// tuple <nullptr, nullptr> as root and thus will cause a break.
BLI_assert(export_parent != nullptr);
object = export_parent;
export_parent = export_parent->parent;
}
}
}
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
static bool remove_weak_subtrees(const HierarchyContext *context,
AbstractHierarchyIterator::ExportGraph &clean_graph,
const AbstractHierarchyIterator::ExportGraph &input_graph)
{
bool all_is_weak = context != nullptr && context->weak_export;
Object *object = context != nullptr ? context->object : nullptr;
Object *duplicator = context != nullptr ? context->duplicator : nullptr;
const AbstractHierarchyIterator::DupliAndDuplicator map_key = std::make_pair(object, duplicator);
AbstractHierarchyIterator::ExportGraph::const_iterator child_iterator;
child_iterator = input_graph.find(map_key);
if (child_iterator != input_graph.end()) {
for (HierarchyContext *child_context : child_iterator->second) {
bool child_tree_is_weak = remove_weak_subtrees(child_context, clean_graph, input_graph);
all_is_weak &= child_tree_is_weak;
if (child_tree_is_weak) {
// This subtree is all weak, so we can remove it from the current object's children.
clean_graph[map_key].erase(child_context);
delete child_context;
}
}
}
if (all_is_weak) {
// This node and all its children are weak, so it can be removed from the export graph.
clean_graph.erase(map_key);
}
return all_is_weak;
}
void AbstractHierarchyIterator::export_graph_prune()
{
// Take a copy of the map so that we can modify while recursing.
ExportGraph unpruned_export_graph = export_graph_;
remove_weak_subtrees(HierarchyContext::root(), export_graph_, unpruned_export_graph);
}
void AbstractHierarchyIterator::export_graph_clear()
{
for (ExportGraph::iterator::value_type &it : export_graph_) {
for (HierarchyContext *context : it.second) {
delete context;
}
}
export_graph_.clear();
}
void AbstractHierarchyIterator::visit_object(Object *object,
Object *export_parent,
bool weak_export)
{
HierarchyContext *context = new HierarchyContext();
context->object = object;
context->export_name = get_object_name(object);
context->export_parent = export_parent;
context->duplicator = nullptr;
context->weak_export = weak_export;
context->animation_check_include_parent = false;
context->export_path = "";
context->original_export_path = "";
copy_m4_m4(context->matrix_world, object->obmat);
export_graph_[std::make_pair(export_parent, nullptr)].insert(context);
}
void AbstractHierarchyIterator::visit_dupli_object(DupliObject *dupli_object,
Object *duplicator,
const std::set<Object *> &dupli_set)
{
ExportGraph::key_type graph_index;
bool animation_check_include_parent = false;
HierarchyContext *context = new HierarchyContext();
context->object = dupli_object->ob;
context->duplicator = duplicator;
context->weak_export = false;
context->export_path = "";
context->original_export_path = "";
/* If the dupli-object's parent is also instanced by this object, use that as the
* export parent. Otherwise use the dupli-parent as export parent. */
Object *parent = dupli_object->ob->parent;
if (parent != nullptr && dupli_set.find(parent) != dupli_set.end()) {
// The parent object is part of the duplicated collection.
context->export_parent = parent;
graph_index = std::make_pair(parent, duplicator);
}
else {
/* The parent object is NOT part of the duplicated collection. This means that the world
2020-03-11 21:39:56 +11:00
* transform of this dupli-object can be influenced by objects that are not part of its
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
* export graph. */
animation_check_include_parent = true;
context->export_parent = duplicator;
graph_index = std::make_pair(duplicator, nullptr);
}
context->animation_check_include_parent = animation_check_include_parent;
copy_m4_m4(context->matrix_world, dupli_object->mat);
// Construct export name for the dupli-instance.
std::stringstream suffix_stream;
suffix_stream << std::hex;
for (int i = 0; i < MAX_DUPLI_RECUR && dupli_object->persistent_id[i] != INT_MAX; i++) {
suffix_stream << "-" << dupli_object->persistent_id[i];
}
context->export_name = make_valid_name(get_object_name(context->object) + suffix_stream.str());
export_graph_[graph_index].insert(context);
}
AbstractHierarchyIterator::ExportChildren &AbstractHierarchyIterator::graph_children(
const HierarchyContext *context)
{
if (context == nullptr) {
return export_graph_[std::make_pair(nullptr, nullptr)];
}
return export_graph_[std::make_pair(context->object, context->duplicator)];
}
void AbstractHierarchyIterator::determine_export_paths(const HierarchyContext *parent_context)
{
const std::string &parent_export_path = parent_context ? parent_context->export_path : "";
for (HierarchyContext *context : graph_children(parent_context)) {
context->export_path = path_concatenate(parent_export_path, context->export_name);
if (context->duplicator == nullptr) {
/* This is an original (i.e. non-instanced) object, so we should keep track of where it was
* exported to, just in case it gets instanced somewhere. */
ID *source_ob = &context->object->id;
duplisource_export_path_[source_ob] = context->export_path;
if (context->object->data != nullptr) {
ID *object_data = static_cast<ID *>(context->object->data);
ID *source_data = object_data;
duplisource_export_path_[source_data] = get_object_data_path(context);
}
}
determine_export_paths(context);
}
}
void AbstractHierarchyIterator::determine_duplication_references(
const HierarchyContext *parent_context, std::string indent)
{
ExportChildren children = graph_children(parent_context);
for (HierarchyContext *context : children) {
if (context->duplicator != nullptr) {
ID *source_id = &context->object->id;
const ExportPathMap::const_iterator &it = duplisource_export_path_.find(source_id);
if (it == duplisource_export_path_.end()) {
// The original was not found, so mark this instance as "the original".
context->mark_as_not_instanced();
duplisource_export_path_[source_id] = context->export_path;
}
else {
context->mark_as_instance_of(it->second);
}
if (context->object->data) {
ID *source_data_id = (ID *)context->object->data;
const ExportPathMap::const_iterator &it = duplisource_export_path_.find(source_data_id);
if (it == duplisource_export_path_.end()) {
// The original was not found, so mark this instance as "original".
std::string data_path = get_object_data_path(context);
context->mark_as_not_instanced();
duplisource_export_path_[source_id] = context->export_path;
duplisource_export_path_[source_data_id] = data_path;
}
}
}
determine_duplication_references(context, indent + " ");
}
}
void AbstractHierarchyIterator::make_writers(const HierarchyContext *parent_context)
{
AbstractHierarchyWriter *transform_writer = nullptr;
float parent_matrix_inv_world[4][4];
if (parent_context) {
invert_m4_m4(parent_matrix_inv_world, parent_context->matrix_world);
}
else {
unit_m4(parent_matrix_inv_world);
}
for (HierarchyContext *context : graph_children(parent_context)) {
copy_m4_m4(context->parent_matrix_inv_world, parent_matrix_inv_world);
// Get or create the transform writer.
transform_writer = ensure_writer(context, &AbstractHierarchyIterator::create_transform_writer);
if (transform_writer == nullptr) {
// Unable to export, so there is nothing to attach any children to; just abort this entire
// branch of the export hierarchy.
return;
}
BLI_assert(DEG_is_evaluated_object(context->object));
/* XXX This can lead to too many XForms being written. For example, a camera writer can refuse
* to write an orthographic camera. By the time that this is known, the XForm has already been
* written. */
transform_writer->write(*context);
if (!context->weak_export) {
make_writers_particle_systems(context);
make_writer_object_data(context);
}
// Recurse into this object's children.
make_writers(context);
}
// TODO(Sybren): iterate over all unused writers and call unused_during_iteration() or something.
}
void AbstractHierarchyIterator::make_writer_object_data(const HierarchyContext *context)
{
if (context->object->data == nullptr) {
return;
}
HierarchyContext data_context = *context;
data_context.export_path = get_object_data_path(context);
/* data_context.original_export_path is just a copy from the context. It points to the object,
* but needs to point to the object data. */
if (data_context.is_instance()) {
ID *object_data = static_cast<ID *>(context->object->data);
data_context.original_export_path = duplisource_export_path_[object_data];
/* If the object is marked as an instance, so should the object data. */
BLI_assert(data_context.is_instance());
}
AbstractHierarchyWriter *data_writer;
data_writer = ensure_writer(&data_context, &AbstractHierarchyIterator::create_data_writer);
if (data_writer == nullptr) {
return;
}
data_writer->write(data_context);
}
void AbstractHierarchyIterator::make_writers_particle_systems(
const HierarchyContext *transform_context)
{
Object *object = transform_context->object;
ParticleSystem *psys = static_cast<ParticleSystem *>(object->particlesystem.first);
for (; psys; psys = psys->next) {
if (!psys_check_enabled(object, psys, true)) {
continue;
}
HierarchyContext hair_context = *transform_context;
hair_context.export_path = path_concatenate(transform_context->export_path,
get_id_name(&psys->part->id));
hair_context.particle_system = psys;
AbstractHierarchyWriter *writer = nullptr;
switch (psys->part->type) {
case PART_HAIR:
writer = ensure_writer(&hair_context, &AbstractHierarchyIterator::create_hair_writer);
break;
case PART_EMITTER:
writer = ensure_writer(&hair_context, &AbstractHierarchyIterator::create_particle_writer);
break;
}
if (writer != nullptr) {
writer->write(hair_context);
}
}
}
std::string AbstractHierarchyIterator::get_object_name(const Object *object) const
{
return get_id_name(&object->id);
}
std::string AbstractHierarchyIterator::get_object_data_name(const Object *object) const
{
ID *object_data = static_cast<ID *>(object->data);
return get_id_name(object_data);
}
AbstractHierarchyWriter *AbstractHierarchyIterator::get_writer(const std::string &export_path)
{
WriterMap::iterator it = writers_.find(export_path);
if (it == writers_.end()) {
return nullptr;
}
return it->second;
}
AbstractHierarchyWriter *AbstractHierarchyIterator::ensure_writer(
HierarchyContext *context, AbstractHierarchyIterator::create_writer_func create_func)
{
AbstractHierarchyWriter *writer = get_writer(context->export_path);
if (writer != nullptr) {
return writer;
}
writer = (this->*create_func)(context);
if (writer == nullptr) {
return nullptr;
}
writers_[context->export_path] = writer;
return writer;
}
std::string AbstractHierarchyIterator::path_concatenate(const std::string &parent_path,
const std::string &child_path) const
{
return parent_path + "/" + child_path;
}
bool AbstractHierarchyIterator::mark_as_weak_export(const Object * /*object*/) const
{
return false;
}
bool AbstractHierarchyIterator::should_visit_dupli_object(const DupliObject *dupli_object) const
{
// Removing dupli_object->no_draw hides things like custom bone shapes.
return !dupli_object->no_draw;
}
} // namespace USD