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/* 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. */
#pragma once
#include "usd.h"
#include "usd_reader_geom.h"
#include "pxr/usd/usdGeom/mesh.h"
struct MPoly;
namespace blender::io::usd {
class USDMeshReader : public USDGeomReader {
private:
pxr::UsdGeomMesh mesh_prim_;
std::unordered_map<std::string, pxr::TfToken> uv_token_map_;
std::map<const pxr::TfToken, bool> primvar_varying_map_;
/* TODO(makowalski): Is it the best strategy to cache the
* mesh geometry in the following members? It appears these
* arrays are never cleared, so this might bloat memory. */
pxr::VtIntArray face_indices_;
pxr::VtIntArray face_counts_;
pxr::VtVec3fArray positions_;
pxr::VtVec3fArray normals_;
pxr::TfToken normal_interpolation_;
pxr::TfToken orientation_;
bool is_left_handed_;
bool has_uvs_;
bool is_time_varying_;
/* This is to ensure we load all data once, because we reuse the read_mesh function
* in the mesh seq modifier, and in initial load. Ideally, a better fix would be
* implemented. Note this will break if faces or positions vary. */
bool is_initial_load_;
public:
USDMeshReader(const pxr::UsdPrim &prim,
const USDImportParams &import_params,
const ImportSettings &settings);
bool valid() const override;
void create_object(Main *bmain, double motionSampleTime) override;
void read_object_data(Main *bmain, double motionSampleTime) override;
struct Mesh *read_mesh(struct Mesh *existing_mesh,
double motionSampleTime,
int read_flag,
const char **err_str) override;
bool topology_changed(Mesh *existing_mesh, double motionSampleTime) override;
private:
void process_normals_vertex_varying(Mesh *mesh);
void process_normals_face_varying(Mesh *mesh);
/** Set USD uniform (per-face) normals as Blender loop normals. */
void process_normals_uniform(Mesh *mesh);
void readFaceSetsSample(Main *bmain, Mesh *mesh, double motionSampleTime);
void assign_facesets_to_mpoly(double motionSampleTime,
struct MPoly *mpoly,
int totpoly,
std::map<pxr::SdfPath, int> *r_mat_map);
void read_mpolys(Mesh *mesh);
void read_uvs(Mesh *mesh, double motionSampleTime, bool load_uvs = false);
void read_colors(Mesh *mesh, double motionSampleTime);
void read_vertex_creases(Mesh *mesh, double motionSampleTime);
void read_mesh_sample(ImportSettings *settings,
Mesh *mesh,
double motionSampleTime,
bool new_mesh);
};
} // namespace blender::io::usd
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