1
1
This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/io/usd/intern/usd_reader_mesh.cc
Michael Kowalski 5ea31db2ce USD import fix: set active mesh color.
Fixed a bug where the active color wasn't being
set on imported meshes, resulting in no colors
displaying in the viewport.
2023-03-15 23:33:06 -04:00

1086 lines
34 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Adapted from the Blender Alembic importer implementation.
* Modifications Copyright 2021 Tangent Animation and
* NVIDIA Corporation. All rights reserved. */
#include "usd_reader_mesh.h"
#include "usd_reader_material.h"
#include "usd_skel_convert.h"
#include "BKE_attribute.hh"
#include "BKE_customdata.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BLI_math.h"
#include "BLI_math_geom.h"
#include "BLI_math_vector_types.hh"
#include "BLI_span.hh"
#include "DNA_customdata_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "MEM_guardedalloc.h"
#include "WM_api.h"
#include <pxr/base/vt/array.h>
#include <pxr/base/vt/types.h>
#include <pxr/base/vt/value.h>
#include <pxr/usd/sdf/types.h>
#include <pxr/usd/usdGeom/mesh.h>
#include <pxr/usd/usdGeom/primvarsAPI.h>
#include <pxr/usd/usdGeom/subset.h>
#include <pxr/usd/usdShade/materialBindingAPI.h>
#include <pxr/usd/usdSkel/bindingAPI.h>
#include <iostream>
namespace usdtokens {
/* Materials */
static const pxr::TfToken st("st", pxr::TfToken::Immortal);
static const pxr::TfToken UVMap("UVMap", pxr::TfToken::Immortal);
static const pxr::TfToken Cd("Cd", pxr::TfToken::Immortal);
static const pxr::TfToken displayColor("displayColor", pxr::TfToken::Immortal);
static const pxr::TfToken normalsPrimvar("normals", pxr::TfToken::Immortal);
} // namespace usdtokens
namespace utils {
static pxr::UsdShadeMaterial compute_bound_material(const pxr::UsdPrim &prim)
{
pxr::UsdShadeMaterialBindingAPI api = pxr::UsdShadeMaterialBindingAPI(prim);
/* Compute generically bound ('allPurpose') materials. */
pxr::UsdShadeMaterial mtl = api.ComputeBoundMaterial();
/* If no generic material could be resolved, also check for 'preview' and
* 'full' purpose materials as fallbacks. */
if (!mtl) {
mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->preview);
}
if (!mtl) {
mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->full);
}
return mtl;
}
static void assign_materials(Main *bmain,
Object *ob,
const std::map<pxr::SdfPath, int> &mat_index_map,
const USDImportParams &params,
pxr::UsdStageRefPtr stage,
std::map<std::string, Material *> &mat_name_to_mat,
std::map<std::string, std::string> &usd_path_to_mat_name)
{
if (!(stage && bmain && ob)) {
return;
}
if (mat_index_map.size() > MAXMAT) {
return;
}
blender::io::usd::USDMaterialReader mat_reader(params, bmain);
for (std::map<pxr::SdfPath, int>::const_iterator it = mat_index_map.begin();
it != mat_index_map.end();
++it) {
Material *assigned_mat = blender::io::usd::find_existing_material(
it->first, params, mat_name_to_mat, usd_path_to_mat_name);
if (!assigned_mat) {
/* Blender material doesn't exist, so create it now. */
/* Look up the USD material. */
pxr::UsdPrim prim = stage->GetPrimAtPath(it->first);
pxr::UsdShadeMaterial usd_mat(prim);
if (!usd_mat) {
std::cout << "WARNING: Couldn't construct USD material from prim " << it->first
<< std::endl;
continue;
}
/* Add the Blender material. */
assigned_mat = mat_reader.add_material(usd_mat);
if (!assigned_mat) {
std::cout << "WARNING: Couldn't create Blender material from USD material " << it->first
<< std::endl;
continue;
}
const std::string mat_name = pxr::TfMakeValidIdentifier(assigned_mat->id.name + 2);
mat_name_to_mat[mat_name] = assigned_mat;
if (params.mtl_name_collision_mode == USD_MTL_NAME_COLLISION_MAKE_UNIQUE) {
/* Record the name of the Blender material we created for the USD material
* with the given path. */
usd_path_to_mat_name[it->first.GetAsString()] = mat_name;
}
}
if (assigned_mat) {
BKE_object_material_assign_single_obdata(bmain, ob, assigned_mat, it->second);
}
else {
/* This shouldn't happen. */
std::cout << "WARNING: Couldn't assign material " << it->first << std::endl;
}
}
if (ob->totcol > 0) {
ob->actcol = 1;
}
}
} // namespace utils
static void *add_customdata_cb(Mesh *mesh, const char *name, const int data_type)
{
eCustomDataType cd_data_type = static_cast<eCustomDataType>(data_type);
void *cd_ptr;
CustomData *loopdata;
int numloops;
/* unsupported custom data type -- don't do anything. */
if (!ELEM(cd_data_type, CD_PROP_FLOAT2, CD_PROP_BYTE_COLOR)) {
return nullptr;
}
loopdata = &mesh->ldata;
cd_ptr = CustomData_get_layer_named_for_write(loopdata, cd_data_type, name, mesh->totloop);
if (cd_ptr != nullptr) {
/* layer already exists, so just return it. */
return cd_ptr;
}
/* Create a new layer. */
numloops = mesh->totloop;
cd_ptr = CustomData_add_layer_named(
loopdata, cd_data_type, CD_SET_DEFAULT, nullptr, numloops, name);
return cd_ptr;
}
namespace blender::io::usd {
USDMeshReader::USDMeshReader(const pxr::UsdPrim &prim,
const USDImportParams &import_params,
const ImportSettings &settings)
: USDGeomReader(prim, import_params, settings),
mesh_prim_(prim),
is_left_handed_(false),
has_uvs_(false),
is_time_varying_(false),
is_initial_load_(false)
{
}
void USDMeshReader::create_object(Main *bmain, const double /* motionSampleTime */)
{
Mesh *mesh = BKE_mesh_add(bmain, name_.c_str());
object_ = BKE_object_add_only_object(bmain, OB_MESH, name_.c_str());
object_->data = mesh;
}
void USDMeshReader::read_object_data(Main *bmain, const double motionSampleTime)
{
Mesh *mesh = (Mesh *)object_->data;
is_initial_load_ = true;
Mesh *read_mesh = this->read_mesh(
mesh, motionSampleTime, import_params_.mesh_read_flag, nullptr);
is_initial_load_ = false;
if (read_mesh != mesh) {
BKE_mesh_nomain_to_mesh(read_mesh, mesh, object_);
}
readFaceSetsSample(bmain, mesh, motionSampleTime);
if (mesh_prim_.GetPointsAttr().ValueMightBeTimeVarying()) {
is_time_varying_ = true;
}
if (is_time_varying_) {
add_cache_modifier();
}
if (import_params_.import_subdiv) {
pxr::TfToken subdivScheme;
mesh_prim_.GetSubdivisionSchemeAttr().Get(&subdivScheme, motionSampleTime);
if (subdivScheme == pxr::UsdGeomTokens->catmullClark) {
add_subdiv_modifier();
}
}
if (import_params_.import_blendshapes) {
import_blendshapes(bmain, object_, prim_);
}
if (import_params_.import_skeletons) {
import_skel_bindings(bmain, object_, prim_);
}
USDXformReader::read_object_data(bmain, motionSampleTime);
}
bool USDMeshReader::valid() const
{
return bool(mesh_prim_);
}
bool USDMeshReader::topology_changed(const Mesh *existing_mesh, const double motionSampleTime)
{
/* TODO(makowalski): Is it the best strategy to cache the mesh
* geometry in this function? This needs to be revisited. */
mesh_prim_.GetFaceVertexIndicesAttr().Get(&face_indices_, motionSampleTime);
mesh_prim_.GetFaceVertexCountsAttr().Get(&face_counts_, motionSampleTime);
mesh_prim_.GetPointsAttr().Get(&positions_, motionSampleTime);
pxr::UsdGeomPrimvarsAPI primvarsAPI(mesh_prim_);
/* TODO(makowalski): Reading normals probably doesn't belong in this function,
* as this is not required to determine if the topology has changed. */
/* If 'normals' and 'primvars:normals' are both specified, the latter has precedence. */
pxr::UsdGeomPrimvar primvar = primvarsAPI.GetPrimvar(usdtokens::normalsPrimvar);
if (primvar.HasValue()) {
primvar.ComputeFlattened(&normals_, motionSampleTime);
normal_interpolation_ = primvar.GetInterpolation();
}
else {
mesh_prim_.GetNormalsAttr().Get(&normals_, motionSampleTime);
normal_interpolation_ = mesh_prim_.GetNormalsInterpolation();
}
return positions_.size() != existing_mesh->totvert ||
face_counts_.size() != existing_mesh->totpoly ||
face_indices_.size() != existing_mesh->totloop;
}
void USDMeshReader::read_mpolys(Mesh *mesh)
{
MutableSpan<MPoly> polys = mesh->polys_for_write();
MutableSpan<MLoop> loops = mesh->loops_for_write();
int loop_index = 0;
std::vector<int> degenerate_faces;
for (int i = 0; i < face_counts_.size(); i++) {
const int face_size = face_counts_[i];
/* Check for faces with the same vertex specified twice in a row. */
if (face_indices_[loop_index] == face_indices_[loop_index+face_size-1]) {
/* Loop below does not test first to last. */
degenerate_faces.push_back(i);
}
else {
for (int j = loop_index+1; j < loop_index + face_size; j++) {
if (face_indices_[j] == face_indices_[j-1]) {
degenerate_faces.push_back(i);
break;
}
}
}
MPoly &poly = polys[i];
poly.loopstart = loop_index;
poly.totloop = face_size;
/* Polygons are always assumed to be smooth-shaded. If the mesh should be flat-shaded,
* this is encoded in custom loop normals. */
poly.flag |= ME_SMOOTH;
if (is_left_handed_) {
int loop_end_index = loop_index + (face_size - 1);
for (int f = 0; f < face_size; ++f, ++loop_index) {
loops[loop_index].v = face_indices_[loop_end_index - f];
}
}
else {
for (int f = 0; f < face_size; ++f, ++loop_index) {
loops[loop_index].v = face_indices_[loop_index];
}
}
}
BKE_mesh_calc_edges(mesh, false, false);
if (!degenerate_faces.empty() && !import_params_.validate_meshes) {
WM_reportf(RPT_WARNING, "Prim %s has degenerate faces-- please consider importing with Validate Meshes enabled.", prim_.GetName().GetText());
}
}
void USDMeshReader::read_uvs(Mesh *mesh, const double motionSampleTime, const bool load_uvs)
{
uint loop_index = 0;
uint rev_loop_index = 0;
uint uv_index = 0;
const CustomData *ldata = &mesh->ldata;
struct UVSample {
pxr::VtVec2fArray uvs;
pxr::TfToken interpolation;
};
std::vector<UVSample> uv_primvars(ldata->totlayer);
pxr::UsdGeomPrimvarsAPI primvarsAPI(mesh_prim_);
if (has_uvs_) {
for (int layer_idx = 0; layer_idx < ldata->totlayer; layer_idx++) {
const CustomDataLayer *layer = &ldata->layers[layer_idx];
std::string layer_name = std::string(layer->name);
if (layer->type != CD_PROP_FLOAT2) {
continue;
}
pxr::TfToken uv_token;
/* If first time seeing uv token, store in map of `<layer->uid, TfToken>`. */
if (uv_token_map_.find(layer_name) == uv_token_map_.end()) {
uv_token = pxr::TfToken(layer_name);
uv_token_map_.insert(std::make_pair(layer_name, uv_token));
}
else {
uv_token = uv_token_map_.at(layer_name);
}
/* Early out if no token found, this should never happen */
if (uv_token.IsEmpty()) {
continue;
}
/* Early out if not first load and UVs aren't animated. */
if (!load_uvs && primvar_varying_map_.find(uv_token) != primvar_varying_map_.end() &&
!primvar_varying_map_.at(uv_token)) {
continue;
}
/* Early out if mesh doesn't have primvar. */
if (!primvarsAPI.HasPrimvar(uv_token)) {
continue;
}
if (pxr::UsdGeomPrimvar uv_primvar = primvarsAPI.GetPrimvar(uv_token)) {
uv_primvar.ComputeFlattened(&uv_primvars[layer_idx].uvs, motionSampleTime);
uv_primvars[layer_idx].interpolation = uv_primvar.GetInterpolation();
}
}
}
const Span<MLoop> loops = mesh->loops();
for (int i = 0; i < face_counts_.size(); i++) {
const int face_size = face_counts_[i];
rev_loop_index = loop_index + (face_size - 1);
for (int f = 0; f < face_size; f++, loop_index++, rev_loop_index--) {
for (int layer_idx = 0; layer_idx < ldata->totlayer; layer_idx++) {
const CustomDataLayer *layer = &ldata->layers[layer_idx];
if (layer->type != CD_PROP_FLOAT2) {
continue;
}
/* Early out if mismatched layer sizes. */
if (layer_idx > uv_primvars.size()) {
continue;
}
/* Early out if no uvs loaded. */
if (uv_primvars[layer_idx].uvs.empty()) {
continue;
}
const UVSample &sample = uv_primvars[layer_idx];
if (!ELEM(sample.interpolation,
pxr::UsdGeomTokens->faceVarying,
pxr::UsdGeomTokens->vertex)) {
std::cerr << "WARNING: unexpected interpolation type " << sample.interpolation
<< " for uv " << layer->name << std::endl;
continue;
}
/* For Vertex interpolation, use the vertex index. */
int usd_uv_index = sample.interpolation == pxr::UsdGeomTokens->vertex ?
loops[loop_index].v :
loop_index;
if (usd_uv_index >= sample.uvs.size()) {
std::cerr << "WARNING: out of bounds uv index " << usd_uv_index << " for uv "
<< layer->name << " of size " << sample.uvs.size() << std::endl;
continue;
}
float2 *mloopuv = static_cast<float2 *>(layer->data);
if (is_left_handed_) {
uv_index = rev_loop_index;
}
else {
uv_index = loop_index;
}
mloopuv[uv_index][0] = sample.uvs[usd_uv_index][0];
mloopuv[uv_index][1] = sample.uvs[usd_uv_index][1];
}
}
}
}
void USDMeshReader::read_colors(Mesh *mesh, const double motionSampleTime)
{
if (!(mesh && mesh_prim_ && mesh->totloop > 0)) {
return;
}
pxr::UsdGeomPrimvarsAPI primvarsAPI = pxr::UsdGeomPrimvarsAPI(mesh_prim_);
std::vector<pxr::UsdGeomPrimvar> primvars = primvarsAPI.GetPrimvarsWithValues();
pxr::TfToken active_color_name;
/* Convert all color primvars to custom layer data. */
for (pxr::UsdGeomPrimvar pv : primvars) {
if (!pv.HasValue()) {
continue;
}
pxr::SdfValueTypeName type = pv.GetTypeName();
if (!ELEM(type,
pxr::SdfValueTypeNames->Color3hArray,
pxr::SdfValueTypeNames->Color3fArray,
pxr::SdfValueTypeNames->Color3dArray)) {
continue;
}
pxr::TfToken name = pv.GetPrimvarName();
/* Set the active color name to 'displayColor', if a color primvar
* with this name exists. Otherwise, use the name of the first
* color primvar we find for the active color. */
if (active_color_name.IsEmpty() || name == usdtokens::displayColor) {
active_color_name = name;
}
/* Skip if we read this primvar before and it isn't animated. */
if (primvar_varying_map_.find(name) != primvar_varying_map_.end() &&
!primvar_varying_map_.at(name)) {
continue;
}
read_colors(mesh, pv, motionSampleTime);
}
if (!active_color_name.IsEmpty()) {
BKE_id_attributes_active_color_set(&mesh->id, active_color_name.GetText());
}
}
void USDMeshReader::read_colors(Mesh *mesh,
pxr::UsdGeomPrimvar &color_primvar,
double motionSampleTime)
{
if (!(mesh && color_primvar && color_primvar.HasValue())) {
return;
}
if (primvar_varying_map_.find(color_primvar.GetPrimvarName()) == primvar_varying_map_.end()) {
bool might_be_time_varying = color_primvar.ValueMightBeTimeVarying();
primvar_varying_map_.insert(std::make_pair(color_primvar.GetPrimvarName(), might_be_time_varying));
if (might_be_time_varying) {
is_time_varying_ = true;
}
}
pxr::VtArray<pxr::GfVec3f> usd_colors;
if (!color_primvar.ComputeFlattened(&usd_colors, motionSampleTime)) {
WM_reportf(RPT_WARNING,
"USD Import: couldn't compute values for color primvar '%s'",
color_primvar.GetName().GetText());
return;
}
pxr::TfToken interp = color_primvar.GetInterpolation();
if ((interp == pxr::UsdGeomTokens->faceVarying && usd_colors.size() != mesh->totloop) ||
(interp == pxr::UsdGeomTokens->varying && usd_colors.size() != mesh->totloop) ||
(interp == pxr::UsdGeomTokens->vertex && usd_colors.size() != mesh->totvert) ||
(interp == pxr::UsdGeomTokens->constant && usd_colors.size() != 1) ||
(interp == pxr::UsdGeomTokens->uniform && usd_colors.size() != mesh->totpoly)) {
WM_reportf(RPT_WARNING,
"USD Import: color primvar value '%s' count inconsistent with interpolation type",
color_primvar.GetName().GetText());
return;
}
void *cd_ptr = add_customdata_cb(mesh, color_primvar.GetBaseName().GetText(), CD_PROP_BYTE_COLOR);
if (!cd_ptr) {
WM_reportf(RPT_WARNING,
"USD Import: couldn't add color custom data '%s'",
color_primvar.GetBaseName().GetText());
return;
}
MLoopCol *colors = static_cast<MLoopCol *>(cd_ptr);
const Span<MPoly> polys = mesh->polys();
const Span<MLoop> loops = mesh->loops();
for (const int i : polys.index_range()) {
const MPoly &poly = polys[i];
for (int j = 0; j < poly.totloop; ++j) {
int loop_index = poly.loopstart + j;
/* Default for constant interpolation. */
int usd_index = 0;
if (interp == pxr::UsdGeomTokens->vertex) {
usd_index = loops[loop_index].v;
}
else if (interp == pxr::UsdGeomTokens->faceVarying ||
interp == pxr::UsdGeomTokens->varying) {
usd_index = poly.loopstart;
if (is_left_handed_) {
usd_index += poly.totloop - 1 - j;
}
else {
usd_index += j;
}
}
else if (interp == pxr::UsdGeomTokens->uniform) {
/* Uniform varying uses the poly index. */
usd_index = i;
}
if (usd_index >= usd_colors.size()) {
continue;
}
colors[loop_index].r = unit_float_to_uchar_clamp(usd_colors[usd_index][0]);
colors[loop_index].g = unit_float_to_uchar_clamp(usd_colors[usd_index][1]);
colors[loop_index].b = unit_float_to_uchar_clamp(usd_colors[usd_index][2]);
colors[loop_index].a = unit_float_to_uchar_clamp(1.0);
}
}
}
void USDMeshReader::read_vertex_creases(Mesh *mesh, const double motionSampleTime)
{
pxr::VtIntArray corner_indices;
if (!mesh_prim_.GetCornerIndicesAttr().Get(&corner_indices, motionSampleTime)) {
return;
}
pxr::VtIntArray corner_sharpnesses;
if (!mesh_prim_.GetCornerSharpnessesAttr().Get(&corner_sharpnesses, motionSampleTime)) {
return;
}
/* It is fine to have fewer indices than vertices, but never the other way other. */
if (corner_indices.size() > mesh->totvert) {
std::cerr << "WARNING: too many vertex crease for mesh " << prim_path_ << std::endl;
return;
}
if (corner_indices.size() != corner_sharpnesses.size()) {
std::cerr << "WARNING: vertex crease indices and sharpnesses count mismatch for mesh "
<< prim_path_ << std::endl;
return;
}
float *creases = static_cast<float *>(
CustomData_add_layer(&mesh->vdata, CD_CREASE, CD_SET_DEFAULT, nullptr, mesh->totvert));
for (size_t i = 0; i < corner_indices.size(); i++) {
creases[corner_indices[i]] = corner_sharpnesses[i];
}
}
void USDMeshReader::process_normals_vertex_varying(Mesh *mesh)
{
if (!mesh) {
return;
}
if (normals_.empty()) {
return;
}
if (normals_.size() != mesh->totvert) {
std::cerr << "WARNING: vertex varying normals count mismatch for mesh " << prim_path_
<< std::endl;
return;
}
MutableSpan vert_normals{(float3 *)BKE_mesh_vertex_normals_for_write(mesh), mesh->totvert};
BLI_STATIC_ASSERT(sizeof(normals_[0]) == sizeof(float3), "Expected float3 normals size");
vert_normals.copy_from({(float3 *)normals_.data(), int64_t(normals_.size())});
BKE_mesh_vertex_normals_clear_dirty(mesh);
}
void USDMeshReader::process_normals_face_varying(Mesh *mesh)
{
if (normals_.empty()) {
return;
}
/* Check for normals count mismatches to prevent crashes. */
if (normals_.size() != mesh->totloop) {
std::cerr << "WARNING: loop normal count mismatch for mesh " << mesh->id.name << std::endl;
return;
}
mesh->flag |= ME_AUTOSMOOTH;
long int loop_count = normals_.size();
float(*lnors)[3] = static_cast<float(*)[3]>(
MEM_malloc_arrayN(loop_count, sizeof(float[3]), "USD::FaceNormals"));
const Span<MPoly> polys = mesh->polys();
for (const int i : polys.index_range()) {
const MPoly &poly = polys[i];
for (int j = 0; j < poly.totloop; j++) {
int blender_index = poly.loopstart + j;
int usd_index = poly.loopstart;
if (is_left_handed_) {
usd_index += poly.totloop - 1 - j;
}
else {
usd_index += j;
}
lnors[blender_index][0] = normals_[usd_index][0];
lnors[blender_index][1] = normals_[usd_index][1];
lnors[blender_index][2] = normals_[usd_index][2];
}
}
BKE_mesh_set_custom_normals(mesh, lnors);
MEM_freeN(lnors);
}
void USDMeshReader::process_normals_uniform(Mesh *mesh)
{
if (normals_.empty()) {
return;
}
/* Check for normals count mismatches to prevent crashes. */
if (normals_.size() != mesh->totpoly) {
std::cerr << "WARNING: uniform normal count mismatch for mesh " << mesh->id.name << std::endl;
return;
}
float(*lnors)[3] = static_cast<float(*)[3]>(
MEM_malloc_arrayN(mesh->totloop, sizeof(float[3]), "USD::FaceNormals"));
const Span<MPoly> polys = mesh->polys();
for (const int i : polys.index_range()) {
const MPoly &poly = polys[i];
for (int j = 0; j < poly.totloop; j++) {
int loop_index = poly.loopstart + j;
lnors[loop_index][0] = normals_[i][0];
lnors[loop_index][1] = normals_[i][1];
lnors[loop_index][2] = normals_[i][2];
}
}
mesh->flag |= ME_AUTOSMOOTH;
BKE_mesh_set_custom_normals(mesh, lnors);
MEM_freeN(lnors);
}
void USDMeshReader::read_mesh_sample(ImportSettings *settings,
Mesh *mesh,
const double motionSampleTime,
const bool new_mesh)
{
/* Note that for new meshes we always want to read verts and polys,
* regardless of the value of the read_flag, to avoid a crash downstream
* in code that expect this data to be there. */
if (new_mesh || (settings->read_flag & MOD_MESHSEQ_READ_VERT) != 0) {
MutableSpan<float3> vert_positions = mesh->vert_positions_for_write();
for (int i = 0; i < positions_.size(); i++) {
vert_positions[i] = {positions_[i][0], positions_[i][1], positions_[i][2]};
}
BKE_mesh_tag_coords_changed(mesh);
read_vertex_creases(mesh, motionSampleTime);
}
if (new_mesh || (settings->read_flag & MOD_MESHSEQ_READ_POLY) != 0) {
read_mpolys(mesh);
if (normal_interpolation_ == pxr::UsdGeomTokens->faceVarying) {
process_normals_face_varying(mesh);
}
else if (normal_interpolation_ == pxr::UsdGeomTokens->uniform) {
process_normals_uniform(mesh);
}
}
/* Process point normals after reading polys. */
if ((settings->read_flag & MOD_MESHSEQ_READ_VERT) != 0 &&
normal_interpolation_ == pxr::UsdGeomTokens->vertex) {
process_normals_vertex_varying(mesh);
}
if ((settings->read_flag & MOD_MESHSEQ_READ_UV) != 0) {
read_uvs(mesh, motionSampleTime, new_mesh);
}
if ((settings->read_flag & MOD_MESHSEQ_READ_COLOR) != 0) {
read_colors(mesh, motionSampleTime);
}
}
void USDMeshReader::assign_facesets_to_material_indices(double motionSampleTime,
MutableSpan<int> material_indices,
std::map<pxr::SdfPath, int> *r_mat_map)
{
if (r_mat_map == nullptr) {
return;
}
/* Find the geom subsets that have bound materials.
* We don't call #pxr::UsdShadeMaterialBindingAPI::GetMaterialBindSubsets()
* because this function returns only those subsets that are in the 'materialBind'
* family, but, in practice, applications (like Houdini) might export subsets
* in different families that are bound to materials.
* TODO(makowalski): Reassess if the above is the best approach. */
const std::vector<pxr::UsdGeomSubset> subsets = pxr::UsdGeomSubset::GetAllGeomSubsets(
mesh_prim_);
int current_mat = 0;
if (!subsets.empty()) {
for (const pxr::UsdGeomSubset &subset : subsets) {
pxr::UsdShadeMaterial subset_mtl = utils::compute_bound_material(subset.GetPrim());
if (!subset_mtl) {
continue;
}
pxr::SdfPath subset_mtl_path = subset_mtl.GetPath();
if (subset_mtl_path.IsEmpty()) {
continue;
}
if (r_mat_map->find(subset_mtl_path) == r_mat_map->end()) {
(*r_mat_map)[subset_mtl_path] = 1 + current_mat++;
}
const int mat_idx = (*r_mat_map)[subset_mtl_path] - 1;
pxr::UsdAttribute indicesAttribute = subset.GetIndicesAttr();
pxr::VtIntArray indices;
indicesAttribute.Get(&indices, motionSampleTime);
for (const int i : indices) {
material_indices[i] = mat_idx;
}
}
}
if (r_mat_map->empty()) {
pxr::UsdShadeMaterial mtl = utils::compute_bound_material(prim_);
if (mtl) {
pxr::SdfPath mtl_path = mtl.GetPath();
if (!mtl_path.IsEmpty()) {
r_mat_map->insert(std::make_pair(mtl.GetPath(), 1));
}
}
}
}
void USDMeshReader::readFaceSetsSample(Main *bmain, Mesh *mesh, const double motionSampleTime)
{
if (!import_params_.import_materials) {
return;
}
std::map<pxr::SdfPath, int> mat_map;
bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
bke::SpanAttributeWriter<int> material_indices = attributes.lookup_or_add_for_write_span<int>(
"material_index", ATTR_DOMAIN_FACE);
this->assign_facesets_to_material_indices(motionSampleTime, material_indices.span, &mat_map);
material_indices.finish();
/* Build material name map if it's not built yet. */
if (this->settings_->mat_name_to_mat.empty()) {
build_material_map(bmain, &this->settings_->mat_name_to_mat);
}
utils::assign_materials(bmain,
object_,
mat_map,
this->import_params_,
this->prim_.GetStage(),
this->settings_->mat_name_to_mat,
this->settings_->usd_path_to_mat_name);
}
Mesh *USDMeshReader::read_mesh(Mesh *existing_mesh,
const double motionSampleTime,
const int read_flag,
const char ** /* err_str */)
{
if (!mesh_prim_) {
return existing_mesh;
}
mesh_prim_.GetOrientationAttr().Get(&orientation_);
if (orientation_ == pxr::UsdGeomTokens->leftHanded) {
is_left_handed_ = true;
}
pxr::UsdGeomPrimvarsAPI primvarsAPI(mesh_prim_);
std::vector<pxr::TfToken> uv_tokens;
/* Currently we only handle UV primvars. */
if (read_flag & MOD_MESHSEQ_READ_UV) {
std::vector<pxr::UsdGeomPrimvar> primvars = primvarsAPI.GetPrimvars();
for (pxr::UsdGeomPrimvar p : primvars) {
pxr::TfToken name = p.GetPrimvarName();
pxr::SdfValueTypeName type = p.GetTypeName();
bool is_uv = false;
/* Assume all UVs are stored in one of these primvar types */
if (ELEM(type,
pxr::SdfValueTypeNames->TexCoord2hArray,
pxr::SdfValueTypeNames->TexCoord2fArray,
pxr::SdfValueTypeNames->TexCoord2dArray)) {
is_uv = true;
}
/* In some cases, the st primvar is stored as float2 values. */
else if (name == usdtokens::st && type == pxr::SdfValueTypeNames->Float2Array) {
is_uv = true;
}
if (is_uv) {
pxr::TfToken interp = p.GetInterpolation();
if (!ELEM(interp, pxr::UsdGeomTokens->faceVarying, pxr::UsdGeomTokens->vertex)) {
continue;
}
uv_tokens.push_back(p.GetBaseName());
has_uvs_ = true;
/* Record whether the UVs might be time varying. */
if (primvar_varying_map_.find(name) == primvar_varying_map_.end()) {
bool might_be_time_varying = p.ValueMightBeTimeVarying();
primvar_varying_map_.insert(std::make_pair(name, might_be_time_varying));
if (might_be_time_varying) {
is_time_varying_ = true;
}
}
}
}
}
Mesh *active_mesh = existing_mesh;
bool new_mesh = false;
/* TODO(makowalski): implement the optimization of only updating the mesh points when
* the topology is consistent, as in the Alembic importer. */
ImportSettings settings;
if (settings_) {
settings.validate_meshes = settings_->validate_meshes;
}
settings.read_flag |= read_flag; settings.read_flag |= read_flag;
if (topology_changed(existing_mesh, motionSampleTime)) {
new_mesh = true;
active_mesh = BKE_mesh_new_nomain_from_template(
existing_mesh, positions_.size(), 0, 0, face_indices_.size(), face_counts_.size());
for (pxr::TfToken token : uv_tokens) {
add_customdata_cb(active_mesh, token.GetText(), CD_PROP_FLOAT2);
}
}
read_mesh_sample(&settings, active_mesh, motionSampleTime, new_mesh || is_initial_load_);
if (new_mesh) {
/* Here we assume that the number of materials doesn't change, i.e. that
* the material slots that were created when the object was loaded from
* USD are still valid now. */
MutableSpan<MPoly> polys = active_mesh->polys_for_write();
if (!polys.is_empty() && import_params_.import_materials) {
std::map<pxr::SdfPath, int> mat_map;
bke::MutableAttributeAccessor attributes = active_mesh->attributes_for_write();
bke::SpanAttributeWriter<int> material_indices =
attributes.lookup_or_add_for_write_span<int>("material_index", ATTR_DOMAIN_FACE);
assign_facesets_to_material_indices(motionSampleTime, material_indices.span, &mat_map);
material_indices.finish();
}
}
if (settings.validate_meshes) {
if (BKE_mesh_validate(active_mesh, false, false)) {
WM_reportf(RPT_INFO, "Fixed mesh for prim: %s", mesh_prim_.GetPath().GetText());
}
}
return active_mesh;
}
std::string USDMeshReader::get_skeleton_path() const
{
if (!prim_) {
return "";
}
pxr::UsdSkelBindingAPI skel_api = pxr::UsdSkelBindingAPI::Apply(prim_);
if (!skel_api) {
return "";
}
if (pxr::UsdSkelSkeleton skel = skel_api.GetInheritedSkeleton()) {
return skel.GetPath().GetAsString();
}
return "";
}
/* Return a local transform to place the mesh in its world bind position.
* In some cases, the bind transform and prim world transform might be
* be different, in which case we must adjust the local transform
* to ensure the mesh is correctly aligned for bininding. A use
* case where this might be needed is if a skel animation is exported
* from Blender and both the skeleton and mesh are transformed in Create
* or another DCC, without modifying the original mesh bind transform. */
bool USDMeshReader::get_geom_bind_xform_correction(const pxr::GfMatrix4d &bind_xf,
pxr::GfMatrix4d *r_xform,
const float time) const
{
if (!r_xform) {
return false;
}
pxr::GfMatrix4d world_xf = get_world_matrix(prim_, time);
if (pxr::GfIsClose(bind_xf, world_xf, .000000001)) {
/* The world and bind matrices are equal, so we don't
* need to correct the local transfor. Get the transform
* with the standard API. */
pxr::UsdGeomXformable xformable;
if (use_parent_xform_) {
xformable = pxr::UsdGeomXformable(prim_.GetParent());
}
else {
xformable = pxr::UsdGeomXformable(prim_);
}
if (!xformable) {
/* This shouldn't happen. */
*r_xform = pxr::GfMatrix4d(1.0);
return false;
}
bool reset_xform_stack;
return xformable.GetLocalTransformation(r_xform, &reset_xform_stack, time);
}
/* If we got here, then the bind transform and prim
* world transform differ, so we must adjust the local
* transform to ensure the mesh is aligned in the correct
* bind position */
pxr::GfMatrix4d parent_world_xf(1.0);
pxr::UsdPrim parent;
if (use_parent_xform_) {
if (prim_.GetParent()) {
parent = prim_.GetParent().GetParent();
}
}
else {
parent = prim_.GetParent();
}
if (parent) {
parent_world_xf = get_world_matrix(parent, time);
}
pxr::GfMatrix4d corrected_local_xf = bind_xf * parent_world_xf.GetInverse();
*r_xform = corrected_local_xf;
return true;
}
/* Override transform computation to account for the binding
* transformation for skinned meshes. */
bool USDMeshReader::get_local_usd_xform(pxr::GfMatrix4d *r_xform,
bool *r_is_constant,
const float time) const
{
if (!r_xform) {
return false;
}
if (!import_params_.import_skeletons) {
/* Use the standard transform computation, since we are ignoring
* skinning data. */
return USDXformReader::get_local_usd_xform(r_xform, r_is_constant, time);
}
if (!(prim_.IsInstanceProxy() || prim_.IsInPrototype())) {
if (pxr::UsdSkelBindingAPI skel_api = pxr::UsdSkelBindingAPI::Apply(prim_)) {
if (skel_api.GetGeomBindTransformAttr().HasAuthoredValue()) {
pxr::GfMatrix4d bind_xf;
if (skel_api.GetGeomBindTransformAttr().Get(&bind_xf)) {
/* Assume that if a bind transform is defined, then the
* transform is constant. */
if (r_is_constant) {
*r_is_constant = true;
}
return get_geom_bind_xform_correction(bind_xf, r_xform, time);
}
else {
std::cout << "WARNING: couldn't compute geom bind transform for " << prim_.GetPath()
<< std::endl;
}
}
}
}
return USDXformReader::get_local_usd_xform(r_xform, r_is_constant, time);
}
} // namespace blender::io::usd