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Diffstat (limited to 'source/blender/io/usd/intern/usd_reader_mesh.cc')
-rw-r--r-- | source/blender/io/usd/intern/usd_reader_mesh.cc | 853 |
1 files changed, 853 insertions, 0 deletions
diff --git a/source/blender/io/usd/intern/usd_reader_mesh.cc b/source/blender/io/usd/intern/usd_reader_mesh.cc new file mode 100644 index 00000000000..f13da4680e2 --- /dev/null +++ b/source/blender/io/usd/intern/usd_reader_mesh.cc @@ -0,0 +1,853 @@ +/* + * 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. + * + * Adapted from the Blender Alembic importer implementation. + * + * Modifications Copyright (C) 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_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 abc mesh 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 void assign_materials(Main *bmain, + Object *ob, + const std::map<pxr::SdfPath, int> &mat_index_map, + const USDImportParams ¶ms, + pxr::UsdStageRefPtr stage) +{ + 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; + } + + /* TODO(kevin): use global map? */ + std::map<std::string, Material *> mat_map; + build_mat_map(bmain, &mat_map); + + blender::io::usd::USDMaterialReader mat_reader(params, bmain); + + for (it = mat_index_map.begin(); it != mat_index_map.end(); ++it) { + std::string mat_name = it->first.GetName(); + + std::map<std::string, Material *>::iterator mat_iter = mat_map.find(mat_name); + + Material *assigned_mat = nullptr; + + if (mat_iter == mat_map.end()) { + /* 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; + } + + mat_map[mat_name] = assigned_mat; + } + else { + /* We found an existing Blender material. */ + assigned_mat = mat_iter->second; + } + + 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 " << mat_name << std::endl; + } + } +} + +} // namespace utils + +static void *add_customdata_cb(Mesh *mesh, const char *name, const int data_type) +{ + CustomDataType cd_data_type = static_cast<CustomDataType>(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_MLOOPCOL)) { + 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) { + /* XXX 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. */ + short 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(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 arent 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 (!(sample.interpolation == pxr::UsdGeomTokens->faceVarying || + sample.interpolation == 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_MLOOPCOL); + + 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::process_normals_vertex_varying(Mesh *mesh) +{ + if (!mesh) { + return; + } + + if (normals_.empty()) { + BKE_mesh_calc_normals(mesh); + return; + } + + if (normals_.size() != mesh->totvert) { + std::cerr << "WARNING: vertex varying normals count mismatch for mesh " << prim_path_ + << std::endl; + BKE_mesh_calc_normals(mesh); + return; + } + + for (int i = 0; i < normals_.size(); i++) { + MVert &mvert = mesh->mvert[i]; + normal_float_to_short_v3(mvert.no, normals_[i].data()); + } +} + +void USDMeshReader::process_normals_face_varying(Mesh *mesh) +{ + if (normals_.empty()) { + BKE_mesh_calc_normals(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_calc_normals(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); +} + +/* Set USD uniform (per-face) normals as Blender loop normals. */ +void USDMeshReader::process_normals_uniform(Mesh *mesh) +{ + if (normals_.empty()) { + BKE_mesh_calc_normals(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_calc_normals(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, + * regradless 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]; + } + } + + 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_calc_normals(mesh); + } + } + + /* Process point normals after reading polys. This + * is important in the case where the normals are empty + * and we invoke BKE_mesh_calc_normals(mesh), which requires + * edges to be defined. */ + 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::UsdShadeMaterialBindingAPI subset_api = pxr::UsdShadeMaterialBindingAPI( + subset.GetPrim()); + + pxr::UsdShadeMaterial subset_mtl = subset_api.ComputeBoundMaterial(); + + 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::UsdShadeMaterialBindingAPI api = pxr::UsdShadeMaterialBindingAPI(prim_); + + if (pxr::UsdShadeMaterial mtl = api.ComputeBoundMaterial()) { + + 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); + utils::assign_materials(bmain, object_, mat_map, this->import_params_, this->prim_.GetStage()); +} + +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 (type == pxr::SdfValueTypeNames->TexCoord2hArray || + type == pxr::SdfValueTypeNames->TexCoord2fArray || + type == 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 (!(interp == pxr::UsdGeomTokens->faceVarying || interp == 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): inmplement 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 |