Welcome to mirror list, hosted at ThFree Co, Russian Federation.

usd_reader_mesh.cc « intern « usd « io « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: a1d365609ab982616d7df8ea80e3482a540fd1b3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
/* SPDX-License-Identifier: GPL-2.0-or-later
 * Adapted from the Blender Alembic importer implementation.
 * Modifications Copyright 2021 Tangent Animation and
 * NVIDIA Corporation. All rights reserved. */

#include "usd_reader_mesh.h"
#include "usd_reader_material.h"

#include "BKE_attribute.hh"
#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_math_vec_types.hh"
#include "BLI_span.hh"
#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/primvarsAPI.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 #blender::io::alembic::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 pxr::UsdShadeMaterial compute_bound_material(const pxr::UsdPrim &prim)
{
  pxr::UsdShadeMaterialBindingAPI api = pxr::UsdShadeMaterialBindingAPI(prim);

  /* Compute generically bound ('allPurpose') materials. */
  pxr::UsdShadeMaterial mtl = api.ComputeBoundMaterial();

  /* If no generic material could be resolved, also check for 'preview' and
   * 'full' purpose materials as fallbacks. */
  if (!mtl) {
    mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->preview);
  }

  if (!mtl) {
    mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->full);
  }

  return mtl;
}

/* Returns an existing Blender material that corresponds to the USD material with the given path.
 * Returns null if no such material exists. */
static Material *find_existing_material(
    const pxr::SdfPath &usd_mat_path,
    const USDImportParams &params,
    const std::map<std::string, Material *> &mat_map,
    const std::map<std::string, std::string> &usd_path_to_mat_name)
{
  if (params.mtl_name_collision_mode == USD_MTL_NAME_COLLISION_MAKE_UNIQUE) {
    /* Check if we've already created the Blender material with a modified name. */
    std::map<std::string, std::string>::const_iterator path_to_name_iter =
        usd_path_to_mat_name.find(usd_mat_path.GetAsString());

    if (path_to_name_iter != usd_path_to_mat_name.end()) {
      std::string mat_name = path_to_name_iter->second;
      std::map<std::string, Material *>::const_iterator mat_iter = mat_map.find(mat_name);
      if (mat_iter != mat_map.end()) {
        return mat_iter->second;
      }
      /* We can't find the Blender material which was previously created for this USD
       * material, which should never happen. */
      BLI_assert_unreachable();
    }
  }
  else {
    std::string mat_name = usd_mat_path.GetName();
    std::map<std::string, Material *>::const_iterator mat_iter = mat_map.find(mat_name);

    if (mat_iter != mat_map.end()) {
      return mat_iter->second;
    }
  }

  return nullptr;
}

static void assign_materials(Main *bmain,
                             Object *ob,
                             const std::map<pxr::SdfPath, int> &mat_index_map,
                             const USDImportParams &params,
                             pxr::UsdStageRefPtr stage,
                             std::map<std::string, Material *> &mat_name_to_mat,
                             std::map<std::string, std::string> &usd_path_to_mat_name)
{
  if (!(stage && bmain && ob)) {
    return;
  }

  if (mat_index_map.size() > MAXMAT) {
    return;
  }

  blender::io::usd::USDMaterialReader mat_reader(params, bmain);

  for (std::map<pxr::SdfPath, int>::const_iterator it = mat_index_map.begin();
       it != mat_index_map.end();
       ++it) {

    Material *assigned_mat = find_existing_material(
        it->first, params, mat_name_to_mat, usd_path_to_mat_name);
    if (!assigned_mat) {
      /* 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;
      }

      const std::string mat_name = pxr::TfMakeValidIdentifier(assigned_mat->id.name + 2);
      mat_name_to_mat[mat_name] = assigned_mat;

      if (params.mtl_name_collision_mode == USD_MTL_NAME_COLLISION_MAKE_UNIQUE) {
        /* Record the name of the Blender material we created for the USD material
         * with the given path. */
        usd_path_to_mat_name[it->first.GetAsString()] = mat_name;
      }
    }

    if (assigned_mat) {
      BKE_object_material_assign_single_obdata(bmain, ob, assigned_mat, it->second);
    }
    else {
      /* This shouldn't happen. */
      std::cout << "WARNING: Couldn't assign material " << it->first << std::endl;
    }
  }
  if (ob->totcol > 0) {
    ob->actcol = 1;
  }
}

}  // namespace utils

static void *add_customdata_cb(Mesh *mesh, const char *name, const int data_type)
{
  eCustomDataType cd_data_type = static_cast<eCustomDataType>(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_PROP_BYTE_COLOR)) {
    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_SET_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) {
    BKE_mesh_nomain_to_mesh(read_mesh, mesh, object_);
  }

  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 bool(mesh_prim_);
}

bool USDMeshReader::topology_changed(const 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);

  pxr::UsdGeomPrimvarsAPI primvarsAPI(mesh_prim_);

  /* 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 = primvarsAPI.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)
{
  MutableSpan<MPoly> polys = mesh->polys_for_write();
  MutableSpan<MLoop> loops = mesh->loops_for_write();

  int loop_index = 0;

  for (int i = 0; i < face_counts_.size(); i++) {
    const int face_size = face_counts_[i];

    MPoly &poly = polys[i];
    poly.loopstart = loop_index;
    poly.totloop = face_size;

    /* 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) {
        loops[loop_index].v = face_indices_[loop_end_index - f];
      }
    }
    else {
      for (int f = 0; f < face_size; ++f, ++loop_index) {
        loops[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)
{
  uint loop_index = 0;
  uint rev_loop_index = 0;
  uint uv_index = 0;

  const CustomData *ldata = &mesh->ldata;

  struct UVSample {
    pxr::VtVec2fArray uvs;
    pxr::TfToken interpolation;
  };

  std::vector<UVSample> uv_primvars(ldata->totlayer);

  pxr::UsdGeomPrimvarsAPI primvarsAPI(mesh_prim_);

  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 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 (!primvarsAPI.HasPrimvar(uv_token)) {
        continue;
      }

      if (pxr::UsdGeomPrimvar uv_primvar = primvarsAPI.GetPrimvar(uv_token)) {
        uv_primvar.ComputeFlattened(&uv_primvars[layer_idx].uvs, motionSampleTime);
        uv_primvars[layer_idx].interpolation = uv_primvar.GetInterpolation();
      }
    }
  }

  const Span<MLoop> loops = mesh->loops();
  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 ?
                               loops[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_PROP_BYTE_COLOR);

  if (!cd_ptr) {
    std::cerr << "WARNING: Couldn't add displayColors custom data.\n";
    return;
  }

  MLoopCol *colors = static_cast<MLoopCol *>(cd_ptr);

  const Span<MPoly> polys = mesh->polys();
  const Span<MLoop> loops = mesh->loops();
  for (const int i : polys.index_range()) {
    const MPoly &poly = polys[i];
    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 = loops[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::read_vertex_creases(Mesh *mesh, const double motionSampleTime)
{
  pxr::VtIntArray corner_indices;
  if (!mesh_prim_.GetCornerIndicesAttr().Get(&corner_indices, motionSampleTime)) {
    return;
  }

  pxr::VtIntArray corner_sharpnesses;
  if (!mesh_prim_.GetCornerSharpnessesAttr().Get(&corner_sharpnesses, motionSampleTime)) {
    return;
  }

  /* It is fine to have fewer indices than vertices, but never the other way other. */
  if (corner_indices.size() > mesh->totvert) {
    std::cerr << "WARNING: too many vertex crease for mesh " << prim_path_ << std::endl;
    return;
  }

  if (corner_indices.size() != corner_sharpnesses.size()) {
    std::cerr << "WARNING: vertex crease indices and sharpnesses count mismatch for mesh "
              << prim_path_ << std::endl;
    return;
  }

  float *creases = static_cast<float *>(
      CustomData_add_layer(&mesh->vdata, CD_CREASE, CD_SET_DEFAULT, nullptr, mesh->totvert));

  for (size_t i = 0; i < corner_indices.size(); i++) {
    creases[corner_indices[i]] = corner_sharpnesses[i];
  }
}

void USDMeshReader::process_normals_vertex_varying(Mesh *mesh)
{
  if (!mesh) {
    return;
  }

  if (normals_.empty()) {
    return;
  }

  if (normals_.size() != mesh->totvert) {
    std::cerr << "WARNING: vertex varying normals count mismatch for mesh " << prim_path_
              << std::endl;
    return;
  }

  MutableSpan vert_normals{(float3 *)BKE_mesh_vertex_normals_for_write(mesh), mesh->totvert};
  BLI_STATIC_ASSERT(sizeof(normals_[0]) == sizeof(float3), "Expected float3 normals size");
  vert_normals.copy_from({(float3 *)normals_.data(), int64_t(normals_.size())});
  BKE_mesh_vertex_normals_clear_dirty(mesh);
}

void USDMeshReader::process_normals_face_varying(Mesh *mesh)
{
  if (normals_.empty()) {
    BKE_mesh_normals_tag_dirty(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_normals_tag_dirty(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"));

  const Span<MPoly> polys = mesh->polys();
  for (const int i : polys.index_range()) {
    const MPoly &poly = polys[i];
    for (int j = 0; j < poly.totloop; j++) {
      int blender_index = poly.loopstart + j;

      int usd_index = poly.loopstart;
      if (is_left_handed_) {
        usd_index += poly.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);
}

void USDMeshReader::process_normals_uniform(Mesh *mesh)
{
  if (normals_.empty()) {
    BKE_mesh_normals_tag_dirty(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_normals_tag_dirty(mesh);
    return;
  }

  float(*lnors)[3] = static_cast<float(*)[3]>(
      MEM_malloc_arrayN(mesh->totloop, sizeof(float[3]), "USD::FaceNormals"));

  const Span<MPoly> polys = mesh->polys();
  for (const int i : polys.index_range()) {
    const MPoly &poly = polys[i];
    for (int j = 0; j < poly.totloop; j++) {
      int loop_index = poly.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) {
    MutableSpan<float3> verts = mesh->positions_for_write();
    for (int i = 0; i < positions_.size(); i++) {
      verts[i] = {positions_[i][0], positions_[i][1], positions_[i][2]};
    }

    read_vertex_creases(mesh, motionSampleTime);
  }

  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_normals_tag_dirty(mesh);
    }
  }

  /* Process point normals after reading polys. */
  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_material_indices(double motionSampleTime,
                                                        MutableSpan<int> material_indices,
                                                        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::UsdShadeMaterial subset_mtl = utils::compute_bound_material(subset.GetPrim());
      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 (const int i : indices) {
        material_indices[i] = mat_idx;
      }
    }
  }

  if (r_mat_map->empty()) {

    pxr::UsdShadeMaterial mtl = utils::compute_bound_material(prim_);
    if (mtl) {
      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;

  bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
  bke::SpanAttributeWriter<int> material_indices = attributes.lookup_or_add_for_write_span<int>(
      "material_index", ATTR_DOMAIN_FACE);
  this->assign_facesets_to_material_indices(motionSampleTime, material_indices.span, &mat_map);
  material_indices.finish();
  /* Build material name map if it's not built yet. */
  if (this->settings_->mat_name_to_mat.empty()) {
    utils::build_mat_map(bmain, &this->settings_->mat_name_to_mat);
  }
  utils::assign_materials(bmain,
                          object_,
                          mat_map,
                          this->import_params_,
                          this->prim_.GetStage(),
                          this->settings_->mat_name_to_mat,
                          this->settings_->usd_path_to_mat_name);
}

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;
  }

  pxr::UsdGeomPrimvarsAPI primvarsAPI(mesh_prim_);

  std::vector<pxr::TfToken> uv_tokens;

  /* Currently we only handle UV primvars. */
  if (read_flag & MOD_MESHSEQ_READ_UV) {

    std::vector<pxr::UsdGeomPrimvar> primvars = primvarsAPI.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) {
      add_customdata_cb(active_mesh, token.GetText(), CD_MLOOPUV);
    }
  }

  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. */
    MutableSpan<MPoly> polys = active_mesh->polys_for_write();
    if (!polys.is_empty() && import_params_.import_materials) {
      std::map<pxr::SdfPath, int> mat_map;
      bke::MutableAttributeAccessor attributes = active_mesh->attributes_for_write();
      bke::SpanAttributeWriter<int> material_indices =
          attributes.lookup_or_add_for_write_span<int>("material_index", ATTR_DOMAIN_FACE);
      assign_facesets_to_material_indices(motionSampleTime, material_indices.span, &mat_map);
      material_indices.finish();
    }
  }

  return active_mesh;
}

}  // namespace blender::io::usd