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2022-06-17IO: speed up large Alembic & USD imports by doing fewer collection syncsAras Pranckevicius
Previous code was doing N collection syncs when importing N objects (essentially quadratic complexity in terms of object count). New code avoids all the intermediate syncs by using BKE_layer_collection_resync_forbid and BKE_layer_collection_resync_allow, and then does one BKE_main_collection_sync + BKE_main_collection_sync_remap for the whole operation. The things done on the importer objects that are dependent on the sync happening (marking them selected) are done in a separate loop after the sync. Timings: importing Moana USD scene (480k objects) on Windows, VS2022 Release build, AMD Ryzen 5950X: 12344sec -> 10979sec (saves 22 minutes). Reviewed By: Bastien Montagne Differential Revision: https://developer.blender.org/D15215
2022-05-17Cleanup: use term 'filepath' for full file pathsCampbell Barton
2022-04-08Cleanup: CacheFile, use double precision for timeKévin Dietrich
Both the Alembic and USD libraries use double precision floating point numbers internally to store time. However the Alembic I/O code defaulted to floats even though Blender's Scene FPS, which is generally used for look ups, is stored using a double type. Such downcasts could lead to imprecise lookups, and would cause compilation warnings (at least on MSVC). This modifies the Alembic exporter and importer to make use of doubles for the current scene time, and only downcasting to float at the very last steps (e.g. for vertex interpolation). For the importer, doubles are also used for computing interpolation weights, as it is based on a time offset. Although the USD code already used doubles internally, floats were used at the C API level. Those were replaced as well. Differential Revision: https://developer.blender.org/D13855
2022-03-25Cleanup: use array syntax for sizeof, zero before float suffixCampbell Barton
2022-03-11Cleanup: use M_PI_2 and M_PI_4 where possibleHallam Roberts
The constant M_PI_4 is added to GLSL to ensure it works there too. Differential Revision: https://developer.blender.org/D14288
2022-02-25Fix T94396: USD errors opening saved scenes.Michael Kowalski
Added call to ensure that the USD plugins are registered when opening a USD cache archive. This is to avoid USD load errors due to missing USD file format plugins when opening blender files that contain USD transform cache constraints and mesh sequence cache modifilers. Fixes T94396
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-08-04Cleanup: spellingCampbell Barton
2021-08-03USD: add USD importerMichael Kowalski
This is an initial implementation of a USD importer. This work is comprised of Tangent Animation's open source USD importer, combined with features @makowalski had implemented. The design is very similar to the approach taken in the Alembic importer. The core functionality resides in a collection of "reader" classes, each of which is responsible for converting an instance of a USD prim to the corresponding Blender Object representation. The flow of control for the conversion can be followed in the `import_startjob()` and `import_endjob()` functions in `usd_capi.cc`. The `USDStageReader` class is responsible for traversing the USD stage and instantiating the appropriate readers. Reviewed By: sybren, HooglyBoogly Differential Revision: https://developer.blender.org/D10700