Originally caused by 6514bb05ea
More cases where the active/default color attributes were not set
correctly:
[1] Using the old Python vertex_colors API (vertex_colors.new)
[2] OBJ importer
[3] Collada importer
[4] Data Transfer layout (both standalone operator and "Generate Data
Layers" from the modifier)
Similar to 101d04f41f.
Brought over from https://archive.blender.org/developer/D16977, see
discussion there why some of the code for data transfer is not for the
genereal attribute API.
Pull Request #105020
Fixes the `-Winconsistent-missing-override` warning.
In theory the `virtual` is redundant in such case, but this is how
it is done in may other areas of USD code.
Pull Request #104977
The logic for looping over imported OBJ faces and checking whether any
of them are "invalid" (duplicate vertices) was wrongly skipping
validation of the next face right after some invalid face. It
was the previously invalid face, moving the last into its place,
but then the loop was incrementing the face index and that just-moved
face was not properly validated.
Fixes#104593 - importing attached obj file (which contains some faces
that have duplicate indices). Added test coverage with a much smaller
obj file.
The OBJ spec (page B1-17) allows "l" entries to specify
polylines with more than 2 vertices, optionally with texture
coordinates.
Previously, only the first 2 vertices of each polyline
were read and added as loose edges, failing when texture
coordinates were present.
This adds support for proper polylines, reading but ignoring
texture coordinates.
Pull Request #104503
A properly authored USD file will have the extent attribute authored on all prims conforming to UsdGeomBoundable.
This cached extent information is useful because it allows the 3D range of prims to be quickly understood without reading potentially large arrays of data. Note that because the shape of prims may change over time, extent attributes are always evaluated for a given timecode.
This patch introduces support for authoring extents on meshes and volumes during export to USD.
Because extents are common to multiple kinds of geometries, the main support for authoring extents has been placed in USDAbstractWriter, whose new author_extent method can operate on any prim conforming to pxr::UsdGeomBoundable. The USD library already provides us the code necessary to compute the bounds for a given prim, in pxr::UsdGeomBBoxCache::ComputeLocalBound.
Note that not all prims that are imageable are boundable, such as transforms and cameras.
For more details on extents, see https://graphics.pixar.com/usd/release/api/class_usd_geom_boundable.html#details.
Note that when new types of geometries are introduced, such as curves in https://developer.blender.org/D16545, we will need to update the USD writer for that geometry such that it calls this->author_extent.
Update on Feb 2: This patch has been updated to include a unit test to ensure authored extents are valid. This test requires new test assets that will need to be submitted via svn. The test assets are attached in the d16837_usd_test_assets.zip file. To use, unzip and merge the contents of this zip into the lib/tests/usd folder.
This unit test also addresses #104269 by validating compliance of exported USD via UsdUtils.ComplianceChecker.
Pull Request #104676
This commit adds the ability to import USD Shape primitives (Gprims).
They are imported as Blender Meshes using the USD API to convert, so
that they appear the same as they would in other applications. USD
Shapes are important in many workflows, particularly in gaming, where
they are used for stand-in geometry or for collision primitives.
Pull Request #104707
Since USD is no longer statically linked these linker tricks
are no longer needed.
Co-authored-by: Ray Molenkamp <github@lazydodo.com>
Pull Request #104627
CustomData layer names should not be written except via the CusomData
api. Therefore use const char * instead of char * when referencing the
layer name.
Pull Request #104585
Using callback functions didn't scale well as more arguments are added.
It got very confusing when to pass tehmarguments weren't always used.
Instead use a `FunctionRef` with indices for arguments. Also remove
unused edge arguments to topology mapping functions.
As described in #95966, replace the `ME_EDGEDRAW` flag with a bit
vector in mesh runtime data. Currently the the flag is only ever set
to false for the "optimal display" feature of the subdivision surface
modifier. When creating an "original" mesh in the main data-base,
the flag is always supposed to be true.
The bit vector is now created by the modifier only as necessary, and
is cleared for topology-changing operations. This fixes incorrect
interpolation of the flag as noted in #104376. Generally it isn't
possible to interpolate it through topology-changing operations.
After this, only the seam status needs to be removed from edges before
we can replace them with the generic `int2` type (or something similar)
and reduce memory usage by 1/3.
Related:
- 10131a6f62
- 145839aa42
In the future `BM_ELEM_DRAW` could be removed as well. Currently it is
used and aliased by other defines in some non-obvious ways though.
Pull Request #104417
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