Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2()`).
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D17160
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
(simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
Authored by Sonny Campbell.
Currently when importing a USD file, some of the camera properties are
ignored, or the units are not converted correctly from USD world units.
On import we currently set the focal length, but not the camera sensor
size (horizontal and vertical aperture), so the camera field of view
is wrong. The sensor size information is in the USD file, but is ignored
for perspective cameras.
USD uses "tenth of a world unit" scale for some physical camera properties
like focal length and aperture.
https://graphics.pixar.com/usd/release/api/class_usd_geom_camera.html#UsdGeom_CameraUnits
I have added the UsdStage's metersPerUnit parameter to the ImportSettings
so the camera can do the required conversion on import. This will convert from
the USD file's world units to millimeters for Blender's camera settings.
Reviewed by: Sybren and makowalski.
Differential Revision: https://developer.blender.org/D16019
These changes were authored by Michael B Johnson (drwave).
The default Blender USD export currently produces files that trigger
errors in the usdchecker that ships with USD 22.11.
The changes are:
- Set the defaultPrim if no defaultPrim is set. This sets it to the
first prim in the hierarchy which matches the behaviour of Pixar's
referencing (where referencing a USD layer without a defaultPrim will
pick the first prim) as well as matches the logic in Pixar's Maya USD
exporter code.
- Applies the MaterialBindingAPI to prims with material binding
attributes. This is a relatively new requirement for USD as it will
help for efficiency with upcoming changes to Hydra.
- Removes the preview scope in the USD shader hierarchy, because it
is no longer valid for shaders to have any non-container ancestors in
their hierarchy up until the enclosing Material prim.
Reviewed by: Michael Kowalski
Differential Revision: https://developer.blender.org/D17041
This addressed feature request T99811.
Added the following features to fully support importing USDZ archives:
- Added .usdz to the list of supported extensions.
- Added new USD import options to copy textures from USDZ archives. The
textures may be imported as packed data (the default) or to a directory
on disk.
- Extended the USD material import logic to handle package-relative texture
assets paths by invoking the USD asset resolver to copy the textures from
the USDZ archive to a directory on disk. When importing in Packed mode,
the textures are first saved to Blender's temporary session directory
prior to packing.
The new USD import options are
- Import Textures: Behavior when importing textures from a USDZ archive
- Textures Directory: Path to the directory where imported textures will
be copied
- File Name Collision: Behavior when the name of an imported texture file
conflicts with an existing file
Import Textures menu options:
- None: Don't import textures
- Packed: Import textures as packed data (the default)
- Copy: Copy files to Textures Directory
File Name Collision menu options:
- Use Existing: If a file with the same name already exists, use that
instead of copying (the default)
- Overwrite: Overwrite existing files
Reviewed by: Bastien
Differential Revision: https://developer.blender.org/D17074
Various new CI tests for USD Import / Export functionalty:
Import:
- Added mesh import tests for topology types and multiple UV sets. (Python)
Export:
- Added a verification tests for mesh topology. (C++)
- Added a test to make sure UsdPreviewSurface export conversion of materials
is correct. (C++)
Reviewed by: Sybren and Hans.
Differential Revision: https://developer.blender.org/D16274
Added a new Import All Materials USD import option. When this
option is enabled, USD materials not used by any geometry will
be included in the import. Imported materials with no users
will have a fake user assigned.
Maniphest Tasks: T97195
Differential Revision: https://developer.blender.org/D16172
Code authored by Michael B Johnson (drwave).
Reviewed by Sybren and makowalski.
This patch addresses a crash that occurs when exporting a
scene to a USD file, when that scene includes a point cloud
object or hair.
Added OB_POINTCLOUD and OB_CURVES enums and a default case
statement in the switch statement in
USDHierarchyIterator::create_data_writer, to avoid dereferencing
a NULL pointer.
Differential Revision: https://developer.blender.org/D16776
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.
- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
Currently you can retrieve a mutable array from a const CustomData.
That makes code unsafe since the compiler can't check for correctness
itself. Fix that by introducing a separate function to retrieve mutable
arrays from CustomData. The new functions have the `_for_write`
suffix that make the code's intention clearer.
Because it makes retrieving write access an explicit step, this change
also makes proper copy-on-write possible for attributes.
Notes:
- The previous "duplicate referenced layer" functions are redundant
with retrieving layers with write access
- The custom data functions that give a specific index only have
`for_write` to simplify the API
Differential Revision: https://developer.blender.org/D14140
A proper boolean custom property type is commonly requested. This
commit simply adds a new `IDP_BOOLEAN` type that can be used for
boolean and boolean array custom properties. This can also be used
for exposing boolean node sockets in the geometry nodes modifier.
I've just extended the places existing IDProperty types are used, and
tested with the custom property edit operator and the python console.
Adding another IDProperty type is a straightforward extension of the
existing design.
Differential Revision: https://developer.blender.org/D12815
The new C++ OBJ importer was missing "split by objects" / "split by
groups" import settings of the older Python importer.
Implements T103839.
Added test coverage for all 4 possible combinations of these two
options.
Move the `ME_SHARP` flag for mesh edges to a generic boolean
attribute. This will help allow changing mesh edges to just a pair
of integers, giving performance improvements. In the future it could
also give benefits for normal calculation, which could more easily
check if all or no edges are marked sharp, which is helpful considering
the plans in T93551.
The attribute is generally only allocated when it's necessary. When
leaving edit mode, it will only be created if an edge is marked sharp.
The data can be edited with geometry nodes just like a regular edge
domain boolean attribute.
The attribute is named `sharp_edge`, aiming to reflect the similar
`select_edge` naming and to allow a future `sharp_face` name in
a separate commit.
Ref T95966
Differential Revision: https://developer.blender.org/D16921
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
If we change the radius of a point or spot lamp, we also change the area lamp size.
As shown in T102853, this is bad for animating the lamp type.
The solution is to make the property point to another member of the DNA
struct `Light`.
Differential Revision: https://developer.blender.org/D16669
The members `soft`, `bleedbias`, `bleedexp` and `contact_spread` were
deprecated in rBd8aaf25c23fa, and are no longer really used.
`soft` is only used by Collada as an extra value for exporting and
importing Blender files in collada.
`bleedexp` and `contact_spread` are only used in versioning to
initialize a default value.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D16834
While the cost of creating AttributeAccessor and finding the "material_index"
attribute is not large, there's really no need to do that for each
polygon. Move the access outside of the per-polygon loop.
Some files out there (e.g. in T103441) contain face definitions with
four indices, which the importer code was not expecting. The OBJ
standard spells out up to three indices per face corner; the file in
there must be using some sort of non-standard OBJ syntax extension.
Now the code simply ignores any trailing per-face-corner data.
Similar to T98782 that was about normal indices: some files out there
are technically "wrong" since they refer to UV indices, without ever
defining any UVs. If the file does not have any UVs, simply ignore UV
indices in the OBJ face definitions. Fixes T103212.
Attributes are unifying around a name-based API, and we would like to
be able to move away from CustomData in the future. This patch moves
the identification of active and fallback (render) color attributes
to strings on the mesh from flags on CustomDataLayer. This also
removes some ugliness used to retrieve these attributes and maintain
the active status.
The design is described more here: T98366
The patch keeps forward compatibility working until 4.0 with
the same method as the mesh struct of array refactors (T95965).
The strings are allowed to not correspond to an attribute, to allow
setting the active/default attribute independently of actually filling
its data. When applying a modifier, if the strings don't match an
attribute, they will be removed.
The realize instances / join node and join operator take the names from
the first / active input mesh. While other heuristics may be helpful
(and could be a future improvement), just using the first is simple
and predictable.
Differential Revision: https://developer.blender.org/D15169
When the line was very thin the precision of the thickness
calculation was not precise enough.
The algorithm has been improved. This affects SVG and PDF.
On linux a man page is generated before the
scripts are installed, this lead to USD getting
a null pointer for it's pluging path and crashing
the process.
Make the `Object *` and `Mesh *` parameter of `USD_mesh_topology_changed()`
`const`. This function only inspects them, and doesn't need to modify
them.
No functional changes.
The executable would get boost python linking in when not needed, and even when
linking to Python libraries there were still unresolved symbols. Instead split
off boost python libraries and link them only where needed.
Shared libraries and USD plugins will be placed in the same folder, where USD
already looks for plugins.
This means that specifying the path to the plugins will no longer be needed
once the new libraries are available for all platforms. For now the code was
refactored to support both cases.
Ref T99618
Store the potentially owned mesh separately from the original/evaluated
mesh which is now stored with a const pointer. Also store mesh spans
separately in the class so they don't have to be retrieved for every
index.