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blender-archive/source/blender/io/usd/intern/usd_reader_mesh.cc
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Hans Goudey 1160a3a3f8 Cleanup: Clang tidy
Mainly duplicate includes and else after return.
2022-06-22 18:58:25 -05:00

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/* 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 "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_vec_types.hh"
#include "BLI_span.hh"
#include "BLI_string.h"
#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 <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/subset.h>
#include <pxr/usd/usdShade/materialBindingAPI.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 {
/* Very similar to #blender::io::alembic::utils. */
static void build_mat_map(const Main *bmain, std::map<std::string, Material *> *r_mat_map)
{
if (r_mat_map == nullptr) {
return;
}
Material *material = static_cast<Material *>(bmain->materials.first);
for (; material; material = static_cast<Material *>(material->id.next)) {
/* We have to do this because the stored material name is coming directly from USD. */
(*r_mat_map)[pxr::TfMakeValidIdentifier(material->id.name + 2)] = material;
}
}
static pxr::UsdShadeMaterial compute_bound_material(const pxr::UsdPrim &prim)
{
return pxr::UsdShadeMaterialBindingAPI(prim).ComputeBoundMaterial();
}
/* Returns an existing Blender material that corresponds to the USD
* material with with the given path. Returns null if no such material
* exists. */
static Material *find_existing_material(
const pxr::SdfPath &usd_mat_path,
const USDImportParams &params,
const std::map<std::string, Material *> &mat_map,
const std::map<std::string, std::string> &usd_path_to_mat_name)
{
if (params.mtl_name_collision_mode == USD_MTL_NAME_COLLISION_MAKE_UNIQUE) {
/* Check if we've already created the Blender material with a modified name. */
std::map<std::string, std::string>::const_iterator path_to_name_iter =
usd_path_to_mat_name.find(usd_mat_path.GetAsString());
if (path_to_name_iter != usd_path_to_mat_name.end()) {
std::string mat_name = path_to_name_iter->second;
std::map<std::string, Material *>::const_iterator mat_iter = mat_map.find(mat_name);
if (mat_iter != mat_map.end()) {
return mat_iter->second;
}
/* We can't find the Blender material which was previously created for this USD
* material, which should never happen. */
BLI_assert_unreachable();
}
}
else {
std::string mat_name = usd_mat_path.GetName();
std::map<std::string, Material *>::const_iterator mat_iter = mat_map.find(mat_name);
if (mat_iter != mat_map.end()) {
return mat_iter->second;
}
}
return nullptr;
}
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;
}
bool can_assign = true;
std::map<pxr::SdfPath, int>::const_iterator it = mat_index_map.begin();
int matcount = 0;
for (; it != mat_index_map.end(); ++it, matcount++) {
if (!BKE_object_material_slot_add(bmain, ob)) {
can_assign = false;
break;
}
}
if (!can_assign) {
return;
}
blender::io::usd::USDMaterialReader mat_reader(params, bmain);
for (it = mat_index_map.begin(); it != mat_index_map.end(); ++it) {
Material *assigned_mat = 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(bmain, ob, assigned_mat, it->second, BKE_MAT_ASSIGN_OBDATA);
}
else {
/* This shouldn't happen. */
std::cout << "WARNING: Couldn't assign material " << it->first << std::endl;
}
}
}
} // 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_MLOOPUV, CD_PROP_BYTE_COLOR)) {
return nullptr;
}
loopdata = &mesh->ldata;
cd_ptr = CustomData_get_layer_named(loopdata, cd_data_type, name);
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_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) {
/* FIXME: after 2.80; `mesh->flag` isn't copied by #BKE_mesh_nomain_to_mesh() */
/* read_mesh can be freed by BKE_mesh_nomain_to_mesh(), so get the flag before that happens. */
uint16_t autosmooth = (read_mesh->flag & ME_AUTOSMOOTH);
BKE_mesh_nomain_to_mesh(read_mesh, mesh, object_, &CD_MASK_MESH, true);
mesh->flag |= autosmooth;
}
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();
}
}
USDXformReader::read_object_data(bmain, motionSampleTime);
}
bool USDMeshReader::valid() const
{
return static_cast<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);
/* 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 = mesh_prim_.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)
{
MPoly *mpolys = mesh->mpoly;
MLoop *mloops = mesh->mloop;
int loop_index = 0;
for (int i = 0; i < face_counts_.size(); i++) {
const int face_size = face_counts_[i];
MPoly &poly = mpolys[i];
poly.loopstart = loop_index;
poly.totloop = face_size;
poly.mat_nr = 0;
/* 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) {
mloops[loop_index].v = face_indices_[loop_end_index - f];
}
}
else {
for (int f = 0; f < face_size; ++f, ++loop_index) {
mloops[loop_index].v = face_indices_[loop_index];
}
}
}
BKE_mesh_calc_edges(mesh, false, false);
}
void USDMeshReader::read_uvs(Mesh *mesh, const double motionSampleTime, const bool load_uvs)
{
unsigned int loop_index = 0;
unsigned int rev_loop_index = 0;
unsigned int uv_index = 0;
const CustomData *ldata = &mesh->ldata;
struct UVSample {
pxr::VtVec2fArray uvs;
pxr::TfToken interpolation;
};
std::vector<UVSample> uv_primvars(ldata->totlayer);
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_MLOOPUV) {
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 (!mesh_prim_.HasPrimvar(uv_token)) {
continue;
}
if (pxr::UsdGeomPrimvar uv_primvar = mesh_prim_.GetPrimvar(uv_token)) {
uv_primvar.ComputeFlattened(&uv_primvars[layer_idx].uvs, motionSampleTime);
uv_primvars[layer_idx].interpolation = uv_primvar.GetInterpolation();
}
}
}
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_MLOOPUV) {
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 ?
mesh->mloop[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;
}
MLoopUV *mloopuv = static_cast<MLoopUV *>(layer->data);
if (is_left_handed_) {
uv_index = rev_loop_index;
}
else {
uv_index = loop_index;
}
mloopuv[uv_index].uv[0] = sample.uvs[usd_uv_index][0];
mloopuv[uv_index].uv[1] = sample.uvs[usd_uv_index][1];
}
}
}
}
void USDMeshReader::read_colors(Mesh *mesh, const double motionSampleTime)
{
if (!(mesh && mesh_prim_ && mesh->totloop > 0)) {
return;
}
/* Early out if we read the display color before and if this attribute isn't animated. */
if (primvar_varying_map_.find(usdtokens::displayColor) != primvar_varying_map_.end() &&
!primvar_varying_map_.at(usdtokens::displayColor)) {
return;
}
pxr::UsdGeomPrimvar color_primvar = mesh_prim_.GetDisplayColorPrimvar();
if (!color_primvar.HasValue()) {
return;
}
pxr::TfToken interp = color_primvar.GetInterpolation();
if (interp == pxr::UsdGeomTokens->varying) {
std::cerr << "WARNING: Unsupported varying interpolation for display colors\n" << std::endl;
return;
}
if (primvar_varying_map_.find(usdtokens::displayColor) == primvar_varying_map_.end()) {
bool might_be_time_varying = color_primvar.ValueMightBeTimeVarying();
primvar_varying_map_.insert(std::make_pair(usdtokens::displayColor, might_be_time_varying));
if (might_be_time_varying) {
is_time_varying_ = true;
}
}
pxr::VtArray<pxr::GfVec3f> display_colors;
if (!color_primvar.ComputeFlattened(&display_colors, motionSampleTime)) {
std::cerr << "WARNING: Couldn't compute display colors\n" << std::endl;
return;
}
if ((interp == pxr::UsdGeomTokens->faceVarying && display_colors.size() != mesh->totloop) ||
(interp == pxr::UsdGeomTokens->vertex && display_colors.size() != mesh->totvert) ||
(interp == pxr::UsdGeomTokens->constant && display_colors.size() != 1) ||
(interp == pxr::UsdGeomTokens->uniform && display_colors.size() != mesh->totpoly)) {
std::cerr << "WARNING: display colors count mismatch\n" << std::endl;
return;
}
void *cd_ptr = add_customdata_cb(mesh, "displayColors", CD_PROP_BYTE_COLOR);
if (!cd_ptr) {
std::cerr << "WARNING: Couldn't add displayColors custom data.\n";
return;
}
MLoopCol *colors = static_cast<MLoopCol *>(cd_ptr);
mesh->mloopcol = colors;
MPoly *poly = mesh->mpoly;
for (int i = 0, e = mesh->totpoly; i < e; ++i, ++poly) {
for (int j = 0; j < poly->totloop; ++j) {
int loop_index = poly->loopstart + j;
/* Default for constant varying interpolation. */
int usd_index = 0;
if (interp == pxr::UsdGeomTokens->vertex) {
usd_index = mesh->mloop[loop_index].v;
}
else if (interp == pxr::UsdGeomTokens->faceVarying) {
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 >= display_colors.size()) {
continue;
}
colors[loop_index].r = unit_float_to_uchar_clamp(display_colors[usd_index][0]);
colors[loop_index].g = unit_float_to_uchar_clamp(display_colors[usd_index][1]);
colors[loop_index].b = unit_float_to_uchar_clamp(display_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_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(), static_cast<int64_t>(normals_.size())});
BKE_mesh_vertex_normals_clear_dirty(mesh);
}
void USDMeshReader::process_normals_face_varying(Mesh *mesh)
{
if (normals_.empty()) {
BKE_mesh_normals_tag_dirty(mesh);
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;
BKE_mesh_normals_tag_dirty(mesh);
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"));
MPoly *mpoly = mesh->mpoly;
for (int i = 0, e = mesh->totpoly; i < e; ++i, ++mpoly) {
for (int j = 0; j < mpoly->totloop; j++) {
int blender_index = mpoly->loopstart + j;
int usd_index = mpoly->loopstart;
if (is_left_handed_) {
usd_index += mpoly->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()) {
BKE_mesh_normals_tag_dirty(mesh);
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;
BKE_mesh_normals_tag_dirty(mesh);
return;
}
float(*lnors)[3] = static_cast<float(*)[3]>(
MEM_malloc_arrayN(mesh->totloop, sizeof(float[3]), "USD::FaceNormals"));
MPoly *mpoly = mesh->mpoly;
for (int i = 0, e = mesh->totpoly; i < e; ++i, ++mpoly) {
for (int j = 0; j < mpoly->totloop; j++) {
int loop_index = mpoly->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) {
for (int i = 0; i < positions_.size(); i++) {
MVert &mvert = mesh->mvert[i];
mvert.co[0] = positions_[i][0];
mvert.co[1] = positions_[i][1];
mvert.co[2] = positions_[i][2];
}
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);
}
else {
/* Default */
BKE_mesh_normals_tag_dirty(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_mpoly(double motionSampleTime,
MPoly *mpoly,
const int /* totpoly */,
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 (int i = 0; i < indices.size(); i++) {
MPoly &poly = mpoly[indices[i]];
poly.mat_nr = 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;
assign_facesets_to_mpoly(motionSampleTime, mesh->mpoly, mesh->totpoly, &mat_map);
/* Build material name map if it's not built yet. */
if (this->settings_->mat_name_to_mat.empty()) {
utils::build_mat_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;
}
std::vector<pxr::TfToken> uv_tokens;
/* Currently we only handle UV primvars. */
if (read_flag & MOD_MESHSEQ_READ_UV) {
std::vector<pxr::UsdGeomPrimvar> primvars = mesh_prim_.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;
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) {
void *cd_ptr = add_customdata_cb(active_mesh, token.GetText(), CD_MLOOPUV);
active_mesh->mloopuv = static_cast<MLoopUV *>(cd_ptr);
}
}
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. */
size_t num_polys = active_mesh->totpoly;
if (num_polys > 0 && import_params_.import_materials) {
std::map<pxr::SdfPath, int> mat_map;
assign_facesets_to_mpoly(motionSampleTime, active_mesh->mpoly, num_polys, &mat_map);
}
}
return active_mesh;
}
} // namespace blender::io::usd