/* * 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_abstract.h" #include "usd_hierarchy_iterator.h" #include extern "C" { #include "BKE_animsys.h" #include "BKE_key.h" #include "DNA_modifier_types.h" } /* TfToken objects are not cheap to construct, so we do it once. */ namespace usdtokens { // Materials static const pxr::TfToken diffuse_color("diffuseColor", pxr::TfToken::Immortal); static const pxr::TfToken metallic("metallic", pxr::TfToken::Immortal); static const pxr::TfToken preview_shader("previewShader", pxr::TfToken::Immortal); static const pxr::TfToken preview_surface("UsdPreviewSurface", pxr::TfToken::Immortal); static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal); static const pxr::TfToken surface("surface", pxr::TfToken::Immortal); } // namespace usdtokens namespace USD { USDAbstractWriter::USDAbstractWriter(const USDExporterContext &usd_export_context) : usd_export_context_(usd_export_context), usd_value_writer_(), frame_has_been_written_(false), is_animated_(false) { } USDAbstractWriter::~USDAbstractWriter() { } bool USDAbstractWriter::is_supported(const HierarchyContext * /*context*/) const { return true; } pxr::UsdTimeCode USDAbstractWriter::get_export_time_code() const { if (is_animated_) { return usd_export_context_.hierarchy_iterator->get_export_time_code(); } // By using the default timecode USD won't even write a single `timeSample` for non-animated // data. Instead, it writes it as non-timesampled. static pxr::UsdTimeCode default_timecode = pxr::UsdTimeCode::Default(); return default_timecode; } void USDAbstractWriter::write(HierarchyContext &context) { if (!frame_has_been_written_) { is_animated_ = usd_export_context_.export_params.export_animation && check_is_animated(context); } else if (!is_animated_) { /* A frame has already been written, and without animation one frame is enough. */ return; } do_write(context); frame_has_been_written_ = true; } bool USDAbstractWriter::check_is_animated(const HierarchyContext &context) const { const Object *object = context.object; if (BKE_animdata_id_is_animated(static_cast(object->data))) { return true; } if (BKE_key_from_object(object) != nullptr) { return true; } /* Test modifiers. */ /* TODO(Sybren): replace this with a check on the depsgraph to properly check for dependency on * time. */ ModifierData *md = static_cast(object->modifiers.first); while (md) { if (md->type != eModifierType_Subsurf) { return true; } md = md->next; } return false; } const pxr::SdfPath &USDAbstractWriter::usd_path() const { return usd_export_context_.usd_path; } pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(Material *material) { static pxr::SdfPath material_library_path("/_materials"); pxr::UsdStageRefPtr stage = usd_export_context_.stage; // Construct the material. pxr::TfToken material_name(usd_export_context_.hierarchy_iterator->get_id_name(&material->id)); pxr::SdfPath usd_path = material_library_path.AppendChild(material_name); pxr::UsdShadeMaterial usd_material = pxr::UsdShadeMaterial::Get(stage, usd_path); if (usd_material) { return usd_material; } usd_material = pxr::UsdShadeMaterial::Define(stage, usd_path); // Construct the shader. pxr::SdfPath shader_path = usd_path.AppendChild(usdtokens::preview_shader); pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(stage, shader_path); shader.CreateIdAttr(pxr::VtValue(usdtokens::preview_surface)); shader.CreateInput(usdtokens::diffuse_color, pxr::SdfValueTypeNames->Color3f) .Set(pxr::GfVec3f(material->r, material->g, material->b)); shader.CreateInput(usdtokens::roughness, pxr::SdfValueTypeNames->Float).Set(material->roughness); shader.CreateInput(usdtokens::metallic, pxr::SdfValueTypeNames->Float).Set(material->metallic); // Connect the shader and the material together. usd_material.CreateSurfaceOutput().ConnectToSource(shader, usdtokens::surface); return usd_material; } } // namespace USD