/* * 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 #include #include #include #include #include #include #include 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 *r_mat_map) { if (r_mat_map == nullptr) { return; } Material *material = static_cast(bmain->materials.first); for (; material; material = static_cast(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 &mat_index_map, const USDImportParams ¶ms, pxr::UsdStageRefPtr stage) { if (!(stage && bmain && ob)) { return; } bool can_assign = true; std::map::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 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::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(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) { /* 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(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 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 `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(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 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(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( 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( 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]; } } 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 *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 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 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 uv_tokens; /* Currently we only handle UV primvars. */ if (read_flag & MOD_MESHSEQ_READ_UV) { std::vector 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(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 mat_map; assign_facesets_to_mpoly(motionSampleTime, active_mesh->mpoly, num_polys, &mat_map); } } return active_mesh; } } // namespace blender::io::usd