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Diffstat (limited to 'source/blender/io/usd/intern/usd_writer_mesh.cc')
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diff --git a/source/blender/io/usd/intern/usd_writer_mesh.cc b/source/blender/io/usd/intern/usd_writer_mesh.cc
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+++ b/source/blender/io/usd/intern/usd_writer_mesh.cc
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+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2019 Blender Foundation.
+ * All rights reserved.
+ */
+#include "usd_writer_mesh.h"
+#include "usd_hierarchy_iterator.h"
+
+#include <pxr/usd/usdGeom/mesh.h>
+#include <pxr/usd/usdShade/material.h>
+#include <pxr/usd/usdShade/materialBindingAPI.h>
+
+extern "C" {
+#include "BLI_assert.h"
+#include "BLI_math_vector.h"
+
+#include "BKE_anim.h"
+#include "BKE_customdata.h"
+#include "BKE_lib_id.h"
+#include "BKE_material.h"
+#include "BKE_mesh.h"
+#include "BKE_modifier.h"
+#include "BKE_object.h"
+
+#include "DEG_depsgraph.h"
+
+#include "DNA_layer_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_object_fluidsim_types.h"
+#include "DNA_particle_types.h"
+}
+
+namespace USD {
+
+USDGenericMeshWriter::USDGenericMeshWriter(const USDExporterContext &ctx) : USDAbstractWriter(ctx)
+{
+}
+
+bool USDGenericMeshWriter::is_supported(const HierarchyContext *context) const
+{
+ Object *object = context->object;
+ bool is_dupli = context->duplicator != nullptr;
+ int base_flag;
+
+ if (is_dupli) {
+ /* Construct the object's base flags from its dupliparent, just like is done in
+ * deg_objects_dupli_iterator_next(). Without this, the visibility check below will fail. Doing
+ * this here, instead of a more suitable location in AbstractHierarchyIterator, prevents
+ * copying the Object for every dupli. */
+ base_flag = object->base_flag;
+ object->base_flag = context->duplicator->base_flag | BASE_FROM_DUPLI;
+ }
+
+ int visibility = BKE_object_visibility(object,
+ usd_export_context_.export_params.evaluation_mode);
+
+ if (is_dupli) {
+ object->base_flag = base_flag;
+ }
+
+ return (visibility & OB_VISIBLE_SELF) != 0;
+}
+
+void USDGenericMeshWriter::do_write(HierarchyContext &context)
+{
+ Object *object_eval = context.object;
+ bool needsfree = false;
+ Mesh *mesh = get_export_mesh(object_eval, needsfree);
+
+ if (mesh == NULL) {
+ return;
+ }
+
+ try {
+ write_mesh(context, mesh);
+
+ if (needsfree) {
+ free_export_mesh(mesh);
+ }
+ }
+ catch (...) {
+ if (needsfree) {
+ free_export_mesh(mesh);
+ }
+ throw;
+ }
+}
+
+void USDGenericMeshWriter::free_export_mesh(Mesh *mesh)
+{
+ BKE_id_free(NULL, mesh);
+}
+
+struct USDMeshData {
+ pxr::VtArray<pxr::GfVec3f> points;
+ pxr::VtIntArray face_vertex_counts;
+ pxr::VtIntArray face_indices;
+ std::map<short, pxr::VtIntArray> face_groups;
+
+ /* The length of this array specifies the number of creases on the surface. Each element gives
+ * the number of (must be adjacent) vertices in each crease, whose indices are linearly laid out
+ * in the 'creaseIndices' attribute. Since each crease must be at least one edge long, each
+ * element of this array should be greater than one. */
+ pxr::VtIntArray crease_lengths;
+ /* The indices of all vertices forming creased edges. The size of this array must be equal to the
+ * sum of all elements of the 'creaseLengths' attribute. */
+ pxr::VtIntArray crease_vertex_indices;
+ /* The per-crease or per-edge sharpness for all creases (Usd.Mesh.SHARPNESS_INFINITE for a
+ * perfectly sharp crease). Since 'creaseLengths' encodes the number of vertices in each crease,
+ * the number of elements in this array will be either len(creaseLengths) or the sum over all X
+ * of (creaseLengths[X] - 1). Note that while the RI spec allows each crease to have either a
+ * single sharpness or a value per-edge, USD will encode either a single sharpness per crease on
+ * a mesh, or sharpnesses for all edges making up the creases on a mesh. */
+ pxr::VtFloatArray crease_sharpnesses;
+};
+
+void USDGenericMeshWriter::write_uv_maps(const Mesh *mesh, pxr::UsdGeomMesh usd_mesh)
+{
+ pxr::UsdTimeCode timecode = get_export_time_code();
+
+ const CustomData *ldata = &mesh->ldata;
+ for (int layer_idx = 0; layer_idx < ldata->totlayer; layer_idx++) {
+ const CustomDataLayer *layer = &ldata->layers[layer_idx];
+ if (layer->type != CD_MLOOPUV) {
+ continue;
+ }
+
+ /* UV coordinates are stored in a Primvar on the Mesh, and can be referenced from materials.
+ * The primvar name is the same as the UV Map name. This is to allow the standard name "st"
+ * for texture coordinates by naming the UV Map as such, without having to guess which UV Map
+ * is the "standard" one. */
+ pxr::TfToken primvar_name(pxr::TfMakeValidIdentifier(layer->name));
+ pxr::UsdGeomPrimvar uv_coords_primvar = usd_mesh.CreatePrimvar(
+ primvar_name, pxr::SdfValueTypeNames->TexCoord2fArray, pxr::UsdGeomTokens->faceVarying);
+
+ MLoopUV *mloopuv = static_cast<MLoopUV *>(layer->data);
+ pxr::VtArray<pxr::GfVec2f> uv_coords;
+ for (int loop_idx = 0; loop_idx < mesh->totloop; loop_idx++) {
+ uv_coords.push_back(pxr::GfVec2f(mloopuv[loop_idx].uv));
+ }
+
+ if (!uv_coords_primvar.HasValue()) {
+ uv_coords_primvar.Set(uv_coords, pxr::UsdTimeCode::Default());
+ }
+ const pxr::UsdAttribute &uv_coords_attr = uv_coords_primvar.GetAttr();
+ usd_value_writer_.SetAttribute(uv_coords_attr, pxr::VtValue(uv_coords), timecode);
+ }
+}
+
+void USDGenericMeshWriter::write_mesh(HierarchyContext &context, Mesh *mesh)
+{
+ pxr::UsdTimeCode timecode = get_export_time_code();
+ pxr::UsdTimeCode defaultTime = pxr::UsdTimeCode::Default();
+ pxr::UsdStageRefPtr stage = usd_export_context_.stage;
+ const pxr::SdfPath &usd_path = usd_export_context_.usd_path;
+
+ pxr::UsdGeomMesh usd_mesh = pxr::UsdGeomMesh::Define(stage, usd_path);
+ USDMeshData usd_mesh_data;
+ get_geometry_data(mesh, usd_mesh_data);
+
+ if (usd_export_context_.export_params.use_instancing && context.is_instance()) {
+ // This object data is instanced, just reference the original instead of writing a copy.
+ if (context.export_path == context.original_export_path) {
+ printf("USD ref error: export path is reference path: %s\n", context.export_path.c_str());
+ BLI_assert(!"USD reference error");
+ return;
+ }
+ pxr::SdfPath ref_path(context.original_export_path);
+ if (!usd_mesh.GetPrim().GetReferences().AddInternalReference(ref_path)) {
+ /* See this URL for a description fo why referencing may fail"
+ * https://graphics.pixar.com/usd/docs/api/class_usd_references.html#Usd_Failing_References
+ */
+ printf("USD Export warning: unable to add reference from %s to %s, not instancing object\n",
+ context.export_path.c_str(),
+ context.original_export_path.c_str());
+ return;
+ }
+ /* The material path will be of the form </_materials/{material name}>, which is outside the
+ subtree pointed to by ref_path. As a result, the referenced data is not allowed to point out
+ of its own subtree. It does work when we override the material with exactly the same path,
+ though.*/
+ if (usd_export_context_.export_params.export_materials) {
+ assign_materials(context, usd_mesh, usd_mesh_data.face_groups);
+ }
+ return;
+ }
+
+ pxr::UsdAttribute attr_points = usd_mesh.CreatePointsAttr(pxr::VtValue(), true);
+ pxr::UsdAttribute attr_face_vertex_counts = usd_mesh.CreateFaceVertexCountsAttr(pxr::VtValue(),
+ true);
+ pxr::UsdAttribute attr_face_vertex_indices = usd_mesh.CreateFaceVertexIndicesAttr(pxr::VtValue(),
+ true);
+
+ if (!attr_points.HasValue()) {
+ // Provide the initial value as default. This makes USD write the value as constant if they
+ // don't change over time.
+ attr_points.Set(usd_mesh_data.points, defaultTime);
+ attr_face_vertex_counts.Set(usd_mesh_data.face_vertex_counts, defaultTime);
+ attr_face_vertex_indices.Set(usd_mesh_data.face_indices, defaultTime);
+ }
+
+ usd_value_writer_.SetAttribute(attr_points, pxr::VtValue(usd_mesh_data.points), timecode);
+ usd_value_writer_.SetAttribute(
+ attr_face_vertex_counts, pxr::VtValue(usd_mesh_data.face_vertex_counts), timecode);
+ usd_value_writer_.SetAttribute(
+ attr_face_vertex_indices, pxr::VtValue(usd_mesh_data.face_indices), timecode);
+
+ if (!usd_mesh_data.crease_lengths.empty()) {
+ pxr::UsdAttribute attr_crease_lengths = usd_mesh.CreateCreaseLengthsAttr(pxr::VtValue(), true);
+ pxr::UsdAttribute attr_crease_indices = usd_mesh.CreateCreaseIndicesAttr(pxr::VtValue(), true);
+ pxr::UsdAttribute attr_crease_sharpness = usd_mesh.CreateCreaseSharpnessesAttr(pxr::VtValue(),
+ true);
+
+ if (!attr_crease_lengths.HasValue()) {
+ attr_crease_lengths.Set(usd_mesh_data.crease_lengths, defaultTime);
+ attr_crease_indices.Set(usd_mesh_data.crease_vertex_indices, defaultTime);
+ attr_crease_sharpness.Set(usd_mesh_data.crease_sharpnesses, defaultTime);
+ }
+
+ usd_value_writer_.SetAttribute(
+ attr_crease_lengths, pxr::VtValue(usd_mesh_data.crease_lengths), timecode);
+ usd_value_writer_.SetAttribute(
+ attr_crease_indices, pxr::VtValue(usd_mesh_data.crease_vertex_indices), timecode);
+ usd_value_writer_.SetAttribute(
+ attr_crease_sharpness, pxr::VtValue(usd_mesh_data.crease_sharpnesses), timecode);
+ }
+
+ if (usd_export_context_.export_params.export_uvmaps) {
+ write_uv_maps(mesh, usd_mesh);
+ }
+ if (usd_export_context_.export_params.export_normals) {
+ write_normals(mesh, usd_mesh);
+ }
+ write_surface_velocity(context.object, mesh, usd_mesh);
+
+ // TODO(Sybren): figure out what happens when the face groups change.
+ if (frame_has_been_written_) {
+ return;
+ }
+
+ usd_mesh.CreateSubdivisionSchemeAttr().Set(pxr::UsdGeomTokens->none);
+
+ if (usd_export_context_.export_params.export_materials) {
+ assign_materials(context, usd_mesh, usd_mesh_data.face_groups);
+ }
+}
+
+static void get_vertices(const Mesh *mesh, USDMeshData &usd_mesh_data)
+{
+ usd_mesh_data.points.reserve(mesh->totvert);
+
+ const MVert *verts = mesh->mvert;
+ for (int i = 0; i < mesh->totvert; ++i) {
+ usd_mesh_data.points.push_back(pxr::GfVec3f(verts[i].co));
+ }
+}
+
+static void get_loops_polys(const Mesh *mesh, USDMeshData &usd_mesh_data)
+{
+ /* Only construct face groups (a.k.a. geometry subsets) when we need them for material
+ * assignments. */
+ bool construct_face_groups = mesh->totcol > 1;
+
+ usd_mesh_data.face_vertex_counts.reserve(mesh->totpoly);
+ usd_mesh_data.face_indices.reserve(mesh->totloop);
+
+ MLoop *mloop = mesh->mloop;
+ MPoly *mpoly = mesh->mpoly;
+ for (int i = 0; i < mesh->totpoly; ++i, ++mpoly) {
+ MLoop *loop = mloop + mpoly->loopstart;
+ usd_mesh_data.face_vertex_counts.push_back(mpoly->totloop);
+ for (int j = 0; j < mpoly->totloop; ++j, ++loop) {
+ usd_mesh_data.face_indices.push_back(loop->v);
+ }
+
+ if (construct_face_groups) {
+ usd_mesh_data.face_groups[mpoly->mat_nr].push_back(i);
+ }
+ }
+}
+
+static void get_creases(const Mesh *mesh, USDMeshData &usd_mesh_data)
+{
+ const float factor = 1.0f / 255.0f;
+
+ MEdge *edge = mesh->medge;
+ float sharpness;
+ for (int edge_idx = 0, totedge = mesh->totedge; edge_idx < totedge; ++edge_idx, ++edge) {
+ if (edge->crease == 0) {
+ continue;
+ }
+
+ if (edge->crease == 255) {
+ sharpness = pxr::UsdGeomMesh::SHARPNESS_INFINITE;
+ }
+ else {
+ sharpness = static_cast<float>(edge->crease) * factor;
+ }
+
+ usd_mesh_data.crease_vertex_indices.push_back(edge->v1);
+ usd_mesh_data.crease_vertex_indices.push_back(edge->v2);
+ usd_mesh_data.crease_lengths.push_back(2);
+ usd_mesh_data.crease_sharpnesses.push_back(sharpness);
+ }
+}
+
+void USDGenericMeshWriter::get_geometry_data(const Mesh *mesh, USDMeshData &usd_mesh_data)
+{
+ get_vertices(mesh, usd_mesh_data);
+ get_loops_polys(mesh, usd_mesh_data);
+ get_creases(mesh, usd_mesh_data);
+}
+
+void USDGenericMeshWriter::assign_materials(const HierarchyContext &context,
+ pxr::UsdGeomMesh usd_mesh,
+ const MaterialFaceGroups &usd_face_groups)
+{
+ if (context.object->totcol == 0) {
+ return;
+ }
+
+ /* Binding a material to a geometry subset isn't supported by the Hydra GL viewport yet,
+ * which is why we always bind the first material to the entire mesh. See
+ * https://github.com/PixarAnimationStudios/USD/issues/542 for more info. */
+ bool mesh_material_bound = false;
+ for (short mat_num = 0; mat_num < context.object->totcol; mat_num++) {
+ Material *material = BKE_object_material_get(context.object, mat_num + 1);
+ if (material == nullptr) {
+ continue;
+ }
+
+ pxr::UsdShadeMaterial usd_material = ensure_usd_material(material);
+ usd_material.Bind(usd_mesh.GetPrim());
+
+ /* USD seems to support neither per-material nor per-face-group double-sidedness, so we just
+ * use the flag from the first non-empty material slot. */
+ usd_mesh.CreateDoubleSidedAttr(
+ pxr::VtValue((material->blend_flag & MA_BL_CULL_BACKFACE) == 0));
+
+ mesh_material_bound = true;
+ break;
+ }
+
+ if (!mesh_material_bound) {
+ /* Blender defaults to double-sided, but USD to single-sided. */
+ usd_mesh.CreateDoubleSidedAttr(pxr::VtValue(true));
+ }
+
+ if (!mesh_material_bound || usd_face_groups.size() < 2) {
+ /* Either all material slots were empty or there is only one material in use. As geometry
+ * subsets are only written when actually used to assign a material, and the mesh already has
+ * the material assigned, there is no need to continue. */
+ return;
+ }
+
+ // Define a geometry subset per material.
+ for (const MaterialFaceGroups::value_type &face_group : usd_face_groups) {
+ short material_number = face_group.first;
+ const pxr::VtIntArray &face_indices = face_group.second;
+
+ Material *material = BKE_object_material_get(context.object, material_number + 1);
+ if (material == nullptr) {
+ continue;
+ }
+
+ pxr::UsdShadeMaterial usd_material = ensure_usd_material(material);
+ pxr::TfToken material_name = usd_material.GetPath().GetNameToken();
+
+ pxr::UsdShadeMaterialBindingAPI api = pxr::UsdShadeMaterialBindingAPI(usd_mesh);
+ pxr::UsdGeomSubset usd_face_subset = api.CreateMaterialBindSubset(material_name, face_indices);
+ usd_material.Bind(usd_face_subset.GetPrim());
+ }
+}
+
+void USDGenericMeshWriter::write_normals(const Mesh *mesh, pxr::UsdGeomMesh usd_mesh)
+{
+ pxr::UsdTimeCode timecode = get_export_time_code();
+ const float(*lnors)[3] = static_cast<float(*)[3]>(CustomData_get_layer(&mesh->ldata, CD_NORMAL));
+
+ pxr::VtVec3fArray loop_normals;
+ loop_normals.reserve(mesh->totloop);
+
+ if (lnors != nullptr) {
+ /* Export custom loop normals. */
+ for (int loop_idx = 0, totloop = mesh->totloop; loop_idx < totloop; ++loop_idx) {
+ loop_normals.push_back(pxr::GfVec3f(lnors[loop_idx]));
+ }
+ }
+ else {
+ /* Compute the loop normals based on the 'smooth' flag. */
+ float normal[3];
+ MPoly *mpoly = mesh->mpoly;
+ const MVert *mvert = mesh->mvert;
+ for (int poly_idx = 0, totpoly = mesh->totpoly; poly_idx < totpoly; ++poly_idx, ++mpoly) {
+ MLoop *mloop = mesh->mloop + mpoly->loopstart;
+
+ if ((mpoly->flag & ME_SMOOTH) == 0) {
+ /* Flat shaded, use common normal for all verts. */
+ BKE_mesh_calc_poly_normal(mpoly, mloop, mvert, normal);
+ pxr::GfVec3f pxr_normal(normal);
+ for (int loop_idx = 0; loop_idx < mpoly->totloop; ++loop_idx) {
+ loop_normals.push_back(pxr_normal);
+ }
+ }
+ else {
+ /* Smooth shaded, use individual vert normals. */
+ for (int loop_idx = 0; loop_idx < mpoly->totloop; ++loop_idx, ++mloop) {
+ normal_short_to_float_v3(normal, mvert[mloop->v].no);
+ loop_normals.push_back(pxr::GfVec3f(normal));
+ }
+ }
+ }
+ }
+
+ pxr::UsdAttribute attr_normals = usd_mesh.CreateNormalsAttr(pxr::VtValue(), true);
+ if (!attr_normals.HasValue()) {
+ attr_normals.Set(loop_normals, pxr::UsdTimeCode::Default());
+ }
+ usd_value_writer_.SetAttribute(attr_normals, pxr::VtValue(loop_normals), timecode);
+ usd_mesh.SetNormalsInterpolation(pxr::UsdGeomTokens->faceVarying);
+}
+
+void USDGenericMeshWriter::write_surface_velocity(Object *object,
+ const Mesh *mesh,
+ pxr::UsdGeomMesh usd_mesh)
+{
+ /* Only velocities from the fluid simulation are exported. This is the most important case,
+ * though, as the baked mesh changes topology all the time, and thus computing the velocities
+ * at import time in a post-processing step is hard. */
+ ModifierData *md = modifiers_findByType(object, eModifierType_Fluidsim);
+ if (md == nullptr) {
+ return;
+ }
+
+ /* Check that the fluid sim modifier is enabled and has useful data. */
+ const bool use_render = (DEG_get_mode(usd_export_context_.depsgraph) == DAG_EVAL_RENDER);
+ const ModifierMode required_mode = use_render ? eModifierMode_Render : eModifierMode_Realtime;
+ const Scene *scene = DEG_get_evaluated_scene(usd_export_context_.depsgraph);
+ if (!modifier_isEnabled(scene, md, required_mode)) {
+ return;
+ }
+ FluidsimModifierData *fsmd = reinterpret_cast<FluidsimModifierData *>(md);
+ if (!fsmd->fss || fsmd->fss->type != OB_FLUIDSIM_DOMAIN) {
+ return;
+ }
+ FluidsimSettings *fss = fsmd->fss;
+ if (!fss->meshVelocities) {
+ return;
+ }
+
+ /* Export per-vertex velocity vectors. */
+ pxr::VtVec3fArray usd_velocities;
+ usd_velocities.reserve(mesh->totvert);
+
+ FluidVertexVelocity *mesh_velocities = fss->meshVelocities;
+ for (int vertex_idx = 0, totvert = mesh->totvert; vertex_idx < totvert;
+ ++vertex_idx, ++mesh_velocities) {
+ usd_velocities.push_back(pxr::GfVec3f(mesh_velocities->vel));
+ }
+
+ pxr::UsdTimeCode timecode = get_export_time_code();
+ usd_mesh.CreateVelocitiesAttr().Set(usd_velocities, timecode);
+}
+
+USDMeshWriter::USDMeshWriter(const USDExporterContext &ctx) : USDGenericMeshWriter(ctx)
+{
+}
+
+Mesh *USDMeshWriter::get_export_mesh(Object *object_eval, bool & /*r_needsfree*/)
+{
+ return BKE_object_get_evaluated_mesh(object_eval);
+}
+
+} // namespace USD