Commit Graph

1514 Commits

Author SHA1 Message Date
Campbell Barton
81e2ccbf2b Cleanup: spelling in comments 2024-09-13 10:56:26 +10:00
Jesse Yurkovich
cbdc7d7636 Cleanup: Remove old USD version guards
Remove old version guards relating to USD versions prior to 2111 which
released in Nov 2021.

The oldest supported version of Blender, 3.3 LTS which goes end of life
this month, was already using USD version 2203 released in March 2022.
Additionally, these guards give the illusion that compiling with old
versions prior to 2111 might work, which is neither guaranteed nor
tested for at this point.

Pull Request: https://projects.blender.org/blender/blender/pulls/127380
2024-09-11 21:45:22 +02:00
Campbell Barton
e00fed43e6 Cleanup: redundant struct declarations 2024-09-11 16:25:25 +10:00
Sybren A. Stüvel
3fdc9e9637 Refactor: convert BKE_action.h to C++
Move the contents of `BKE_action.h` into `BKE_action.hh` and remove
C-isms.

No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/127407
2024-09-10 14:55:47 +02:00
Lukas Tönne
8aead3a6d9 Fix #126707: SVG export nodes wrong hierarchy ignores clipping
SVG was exported with all the paths in the base node, which breaks the
`clipPath` reference.

Pull Request: https://projects.blender.org/blender/blender/pulls/127355
2024-09-09 18:42:20 +02:00
Pratik Borhade
29160edd0b Fix #126702: GPv3: Export PDF selected frames exports some unselected frames
`frame_at()` returns previous keyframe of which the drawing is visible
at current framec. When previous keyframe is selected, all the intermediate frames
till iteration reach the next keyframe are also exported.
To fix this, look inside `frames()` map instead of `frame_at()`.

Pull Request: https://projects.blender.org/blender/blender/pulls/126779
2024-09-09 10:44:15 +02:00
Jesse Yurkovich
b520ae6efe Cleanup: Small non-functional cleanup in usd_writer_mesh
Changes include:
- Simplify active_uvmap_name handling
- Remove unneeded defaultTime global variable

Pull Request: https://projects.blender.org/blender/blender/pulls/127268
2024-09-06 23:34:51 +02:00
Jesse Yurkovich
832d243249 Fix #116615: Store Blender bone lengths on USD Skeletons
USD Skeletons (armatures) are joint-based rather than bone-based in
construction. This means that there's no native bone concept nor is
there any bone lengths. Currently, Blender's USD import uses an
estimation, roughly corresponding to the average distance between
joints in the entire Skeleton, to set the bone length in situations
where it's not obvious that 2 joints are directly connected. This is
imperfect but shouldn't affect actual functioning of the rig.

For armatures coming from external software this is probably the best we
can do. However, for armatures originating from Blender, we can use a
custom primvar to store the bone lengths directly. This allows Blender
armatures to be exported and re-imported in much better fidelity.

This is superior to prior techniques, like those employed by FBX, which
alter the actual Skeleton, inserting extra joints where unnecessary. Not
only is this detrimental when using these files in external software,
but it's still imperfect when importing back into Blender too.

Pull Request: https://projects.blender.org/blender/blender/pulls/126954
2024-09-05 20:37:22 +02:00
Jacques Lucke
871b25b219 Geometry: generalize attribute filters beyond just for anonymous attributes
This introduces the concept of an #AttributeFilter. It's used to tell a geometry
algorithm which attributes it should process/propagate and which can be ignored.

We already had something similar before named
`AnonymousAttributePropagationInfo`. However, as the name implies, this was
specific to anonymous attributes. This had some downsides:
* A lot of code had to be aware of the concept of anonymous attributes even if
  it did nothing special with anonymous attributes.
* For non-anonymous attributes we often had a separate `Set<std::string> skip`
  parameter. It's not nice to have to pass two kinds of filters around and to
  have to construct a `Set<std::string>` in many cases.

`AttributeFilter` solves both of these downsides.

Technically, `AttributeFilter` could also just be a `FunctionRef<bool(StringRef
attribute_name)>`, but that also has some issues:
* The `bool` return value is often ambiguous, i.e. it's not clear if it means
  that the attribute should be processed or not. Using an enum works better.
* Passing function refs around and combining them works, but can very easily
  lead to dangling references.
* The default value of a `FunctionRef` is "empty", i.e. it can't be called. It's
  generally more nice to not have a special case for the default value. Now the
  default `AttributeFilter` propagates all attributes without any extra handling
  on the call-site.

Pull Request: https://projects.blender.org/blender/blender/pulls/127155
2024-09-05 11:33:35 +02:00
Jacques Lucke
89ae1ba38a Attributes: remove AttributeIDRef in favor of just using strings
Previously, the `AttributeIDRef` wrapper was needed because it also had to
contain a pointer to an `AnonymousAttributeID`. However, since
b279a6d703 this is not necessary anymore.
Therefore we can use "raw" `StringRef` now which reduces the mental overhead
when working with attributes and also simplifies code.

Pull Request: https://projects.blender.org/blender/blender/pulls/127140
2024-09-04 16:13:03 +02:00
Campbell Barton
e34d9eeac7 Cleanup: use C-style comments, double quote Python text 2024-09-03 21:22:34 +10:00
Aras Pranckevicius
c4a67ec3c7 Fix #127022: PLY export does not properly clamp vertex colors
PLY always exports vertex colors as bytes currently, but the input
values were not properly clamped to 0..1 range.
2024-09-02 20:28:36 +03:00
Jesse Yurkovich
f78d3af9c8 USD: Fix UsdStage leak occurring when python hooks throw exceptions
If a USD python hook throws an exception during processing, the USD
stage ptr is "leaked" because the destructor is not called on the
argument class we pass into the python call.

This leak prevents the stage from reaching a reference count of 0 later
and the file is kept open. All attempts to use the same USD file again
will be met with the following error:
`Coding Error: in _CreateNew at line 617 of C:\db\build\S\VS1564R\build\usd\src\external_usd\pxr\usd\sdf\layer.cpp -- A layer already exists with identifier 'path.usda'`

Instead of passing our class into the call normally, which boost::python
would see as needing to make a copy, use a `ref` instead, bypassing the
problem.

Additional details and repro in the PR. Test coverage to follow.
Pull Request: https://projects.blender.org/blender/blender/pulls/126298
2024-08-27 04:03:30 +02:00
Bastien Montagne
bb24677a76 Cleanup: Rename CustomData_copy to CustomData_initi_from.
And same for the `copy_layout` function. These functions do not free any
potentially existing data in destination, but expect it to be uninitialized.
Hopefully these new names will make it more clear and avoid bugs like #122160.
2024-08-26 19:11:02 +02:00
Campbell Barton
40f96afa61 Cleanup: various non-functional changes
- Use const arguments.
- Remove redundant cast.
- Use ELEM macro.
- Use boolean & nullptr literals.
2024-08-26 11:50:12 +10:00
Jesse Yurkovich
b265161aea USD: Add more thorough testing of various material setups
Newly validates the following:
- Image mapping transforms on import and export
- Typical normal map setups on import and export
- Alpha-clip node setups on import (was already tested for export)

Pull Request: https://projects.blender.org/blender/blender/pulls/126776
2024-08-26 03:26:32 +02:00
Jesse Yurkovich
6bd515e0d2 Fix: USD: Use correct data type for UsdPreviewSurface normal input
The `normal` input on the UsdPreviewSurface is defined as being of type
`normal3f` rather than a plain old `float3` [1].

Found while adding more test coverage for material reading/writing.

The following could also be seen from `usdchecker` when run over files
produced by Blender:
`Incorrect type for /root/_materials/Material/Principled_BSDF.inputs:normal. Expected 'normal3f'; got 'float3'. (fails 'ShaderPropertyTypeConformanceChecker')`

[1] https://openusd.org/release/spec_usdpreviewsurface.html#preview-surface

Pull Request: https://projects.blender.org/blender/blender/pulls/126747
2024-08-25 05:57:29 +02:00
Jesse Yurkovich
3a81bde896 Fix #125184: Guard against incorrect material subsets during USD import
USD Meshes and their UsdGeomSubset prims only support "face" element
types but our importer was not checking to ensure this was the case.
Additionally, we should guard against out of range indices being used
in general.

Both situations will now also print an obvious warning level log
statement allowing technical users to better toubleshoot on their own.

Test coverage will be added separately in the near future to ensure
multi-material scenarios are handled correctly.

Pull Request: https://projects.blender.org/blender/blender/pulls/126714
2024-08-24 06:54:43 +02:00
Jesse Yurkovich
58bd3d40ee Fix #124752: Push an undo step when USD background import completes
This was a very similar problem to Alembic's #77754 where a background
import can cause issues with Undo in some circumstances.

Mirror what was done for the Alembic fix here now too.

Pull Request: https://projects.blender.org/blender/blender/pulls/126539
2024-08-23 19:49:10 +02:00
Lukas Tönne
c510409cf6 Fix #126606: GPv3: Wrong projection and various other issues with exporters
Fixes the camera and View3D projection used for calculating the rendered
region for SVG/PDF export. Also drastically simplifies this code by
removing unnecessary variables and using an optional transform to
indicate when camera data is actual available.

Also fixes missing layers in export due to incorrect early exit in the
layer loop.

Pull Request: https://projects.blender.org/blender/blender/pulls/126691
2024-08-23 17:51:26 +02:00
Lukas Tönne
cda6f1721a Fix #126607: GPv3 SVG import has wrong object transform and missing gradient color
The imported GP object should start out in default X/Z plane
orientation. The `EulerXYZ` function expects radians.

Gradient colors are not supported by Grease Pencil. GPv2 was simple
ignoring them and using the `NSVGgradient` pointer as a "color" value,
leading to effectively random colors. GPv3 was outputting black instead,
but that is easy to mistake for a deliberate color. This patch computes
an average gradient color as an approximation, and also generates a
warning for the operator when gradients are encountered.

Using magenta as a visual indicator is also a possibility, but this
proxy color seems to work pretty well.

Pull Request: https://projects.blender.org/blender/blender/pulls/126650
2024-08-23 11:35:09 +02:00
Campbell Barton
bfd9b4dcc8 Cleanup: use "r_" prefixed return arguments 2024-08-23 13:09:20 +10:00
Campbell Barton
07b11206eb Cleanup: sort cmake file lists 2024-08-23 10:19:53 +10:00
Campbell Barton
fdd0b93cfa Cleanup: spelling in comments 2024-08-23 10:19:53 +10:00
Pratik Borhade
b0390cae09 Fix #126605: GPv3: Crash exporting selected frames to PDF
Crash when exporting selected frames due to two different reason.
frame returned by frame_at() can be null, so add a null check
before calling `is_selected()` member function.

After depsgraph update, ob_eval.data changes. So cast it to gease_pencil
every frame to avoid the crash (otherwise grease_pencil will point to
invalid memory).

Pull Request: https://projects.blender.org/blender/blender/pulls/126643
2024-08-22 13:38:45 +02:00
Jesse Yurkovich
ce82d4434f Fix #126324: Fallback to linear POLY curves for invalid Alembic data
Provide an appropriate fallback during Import of some incorrect Alembic
curve data and write out valid data during our Export as well.

The buggy file in question has 2 problems:
- The curve data is marked as being `kVariableOrder` but provides no
  actual `order` data. This is invalid according to Alembic code [1]
- The curve data is also marked as being `kBezierBasis` but the actual
  values are most likely not bezier judging from how many elements are
  in each curve array

This PR focuses on the first problem and allows the file to load
"correctly" - or at least as correctly as it did prior to Blender 4.2.
If we encounter such a file, we will fallback to interpreting the data
as linear POLY curves. It also ensures that we only use `kVariableOrder`
when needed during Export.

[1] 23f1c76d7c/lib/Alembic/AbcGeom/ICurves.h (L91)

Pull Request: https://projects.blender.org/blender/blender/pulls/126378
2024-08-21 18:57:09 +02:00
Lukas Tönne
400c738db9 GPv3: Import and export for SVG and PDF
Implements the SVG import/export and PDF export operators for GPv3.

Pull Request: https://projects.blender.org/blender/blender/pulls/123996
2024-08-20 11:41:37 +02:00
Iliya Katueshenock
1b67be14c6 Cleanup: BKE: Nodes: Functions renaming
Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).

Pull Request: https://projects.blender.org/blender/blender/pulls/126416
2024-08-19 20:27:37 +02:00
Campbell Barton
b5e0b59736 Cleanup: remove space around identifiers in C-style comments 2024-08-15 20:46:00 +10:00
bartus
7207015a58 Fix #125070: Handle "Unit Scale" correctly in the STL and PLY importers
When importing an STL file with the "Scene Unit" option enabled, we
should divide by the Unit Scale instead of multiply (which was already
done when Exporting with "Unit Scale" enabled)

The PLY importer had the same issue.

The prior "legacy" implementation did this correctly:
b42d686277/io_mesh_stl/__init__.py (L110)

Co-authored-by: Jesse Yurkovich <jesse.y@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/124718
2024-08-13 19:22:58 +02:00
Michael Kowalski
f30689e12c Fix: USD instancing export errors
Fixed two errors when exporting to USD with Instancing enabled:

Ensuring the mesh prototype prim exists before referencing it to
avoid the "Unresolved reference prim path" error messages in the
console.

Adding the Root Prim path prefix to the prototype reference path.

Pull Request: https://projects.blender.org/blender/blender/pulls/126210
2024-08-12 16:35:51 +02:00
Jesse Yurkovich
cb9ca2f7a7 Fix: USD: Write vertex crease data correctly and add tests
While adding test coverage for mesh subdivision surface scenarios, a few
problems were noticed with vertex crease support.

This PR fixes:
- Used incorrect `crease_sharpnesses` instead of `corner_sharpnesses`
- Used incorrect value for an "infinitely sharp" vertex crease
- Unnecessarily wrote out Blender's `crease_vert` attribute as a primvar

Tests are added which validate everything we support.

Pull Request: https://projects.blender.org/blender/blender/pulls/126209
2024-08-12 01:50:34 +02:00
Jesse Yurkovich
56779c7bb0 Fix: USD: Ensure mesh velocity data is written sparsely and add tests
The mesh velocity data was not using the UsdUtilsSparseValueWriter and
was writing out data for all frames even if the velocity didn't change.

Adds test coverage for this scenario as well as other situations where a
MeshSequenceCache (MSC) would be required:
- Ensures that when positions vary a MSC is added
- Ensures that when velocities vary a MSC is added (see blender/blender@c862d40e09)
- Ensures that when attributes vary a MSC is added (see blender/blender@3c394d39f2)

Pull Request: https://projects.blender.org/blender/blender/pulls/126208
2024-08-11 23:36:40 +02:00
Jesse Yurkovich
ef2e1f8423 Fix #126160: Incorrect string returned from usd::make_safe_name
When a multi-byte character needed to be turned into a single "_", the
final returned string would be too large in size.

Resize it to the exact number of bytes required and add test coverage.

Pull Request: https://projects.blender.org/blender/blender/pulls/126164
2024-08-10 05:59:05 +02:00
Campbell Barton
b1be5b15c4 Cleanup: various non functional changes
Remove struct, use string copy macros.
2024-08-10 11:32:43 +10:00
Jesse Yurkovich
3c394d39f2 Fix: USD: Write sparse attribute data correctly
The common code which writes out attribute data was seemingly not
performing the right sequence of calls for the UsdUtilsSparseValueWriter
to actually write sparse data.

See PR for a test file and .usda files produced with 4.1 and now with
this change applied.

Pull Request: https://projects.blender.org/blender/blender/pulls/126113
2024-08-09 19:48:52 +02:00
Jesse Yurkovich
5835ea1eaf Build: C++20: Properly implement some definitions of operator==
Several `operator==` methods were mis-implemented; they were not defined
as `const` when implemented as part of the class rather than as friends.
C++20 is more strict about this now.

Example errors: https://godbolt.org/z/h8G5jaoha

Ref #125881

Pull Request: https://projects.blender.org/blender/blender/pulls/126121
2024-08-09 19:48:05 +02:00
Aras Pranckevicius
983687ebfc Tests: extend OBJ test coverage for #126065 2024-08-09 14:49:17 +03:00
Scurest
86e7668b11 Fix #117367: OBJ importer does not correctly import vertex colors when not all vertices have them
Lift certain incorrect assumptions about the order of vertices in
an OBJ file when processing vertex colors, which could lead to
missing or randomly permuted colors.

Replaces the list-of-blocks representation, attuned to assumptions
that the verts in an object form a contiguous subrange, with a
flat array better suited for random-access.

Co-authored-by: scurest <scurest@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/126065
2024-08-09 08:53:49 +02:00
Jesse Yurkovich
c862d40e09 Fix: USD: Ensure animated velocities are loaded correctly in rare case
If velocity attributes are the only thing being animated, we would fail
to add the cache modifier. This prevents velocity attribute data from
being updated as the timeline changes.

This is a rather rare case. Typically if velocity is changing that would
imply the positions of the mesh are also changing, and the positions
will add the modifier correctly in that case.

Pull Request: https://projects.blender.org/blender/blender/pulls/126105
2024-08-08 21:54:18 +02:00
Jacques Lucke
d74d8ceb23 Cleanup: move BKE_packedFile.h to C++
Part of #103343.
2024-08-08 15:13:20 +02:00
Jacques Lucke
5861b078f7 Core: rename ID.flag and ID.tag values
Previously, values for `ID.flag` and `ID.tag` used the prefixes `LIB_` and
`LIB_TAG` respectively. This was somewhat confusing because it's not really
related to libraries in general. This patch changes the prefix to `ID_FLAG_` and
`ID_TAG_`. This makes it more obvious what they correspond to, simplifying code.

Pull Request: https://projects.blender.org/blender/blender/pulls/125811
2024-08-07 12:12:17 +02:00
Jesse Yurkovich
2f7b66f634 Fix #123972: Hydra storm crash with USD sub-d meshes
When using the USD export method with Hydra storm[1], problems can occur
because of how this was integrated alongside the direct Hydra method.
The direct hydra support was initially added in Blender 4.0 and the USD
option was integrated at the same time in order to provide a mechanism
for comparison and double-checking each implementation.

In the context of this bug, for Viewport previews and renders, the Hydra
engine is initially triggered and executed as part of an "engine update"
call from the various v3d draw managers. During this call the USD export
is attempted.

For sub-d meshes the USD export machinery will, by default, attempt to
apply the correct Subdivision Scheme attribute to mesh data. That means
it will export the unsubdivided base mesh with an attribute letting the
downstream receiver of the data know they should do the subdivision on
their own. This subdivision scheme support was added in 4.1.

However, in order to do this, USD must first disable the Subdivision
modifiers in Blender before exporting the mesh. Disabling modifiers
triggers depsgraph processing and, unfortunately, this processing will
also trigger an "engine update" for Hydra... again.

Reentrancy is not supported here. See stack trace in original bug.

So, instead, change the USD export option to output a subdivided mesh to
begin with. This has the following ramifications:

- Viewport material preview and render modes no longer crash when sub-d
  is used

- While F12/final renders did not crash, changing this option will now
  properly render the subdivided geometry when using the USD export
  method. Allowing our USD / Hydra render tests to align more closely.
  The direct Hydra option was already pre-subdividing mesh data anyhow.

  This will require updating the USD reference render images.

- The underlying integration issue is not fixed. Triggering a USD export
  inside the "engine update" call path seems error-prone and can lead to
  similar issues in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/125840
2024-08-06 21:42:54 +02:00
Devashish Lal
f6e6f2b2d2 Geometry Nodes: PLY import node
This commit adds a PLY format import node, part of the current Google
Summer of Code Project [0]. The importer is refactored to output a mesh,
and a node is added to wrap around the importer. The node supports error
messages from the importer. The node is hidden behind an experimental
option for now, like the others.

0: https://devtalk.blender.org/t/gsoc-2024-geometry-nodes-file-import-nodes/34482)

Pull Request: https://projects.blender.org/blender/blender/pulls/125587
2024-08-05 14:54:54 +02:00
Jesse Yurkovich
fe672bd479 Cleanup: USD: const correctness fixes
Apply `const` to variables, arguments, and methods. Also includes a few
variable shadowing changes that were noticed along the way.

All changes should have no user visible effects.

Pull Request: https://projects.blender.org/blender/blender/pulls/125873
2024-08-04 22:42:08 +02:00
Jesse Yurkovich
892bdf3134 USD: support color4f types in addition to color3f
Support the USD `color4f` (and related) types during import and use this
type when writing out Blender's color attributes.

This roundtrips Blender data correctly and will properly load data from
many more USD files as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/125839
2024-08-04 04:34:15 +02:00
Campbell Barton
99af19932e Cleanup: spelling in comments 2024-07-30 12:38:16 +10:00
Campbell Barton
1d0d8cdab5 Unbreak building WITH_USD 2024-07-30 12:20:26 +10:00
Jesse Yurkovich
4b6ed00b3e Cleanup: Don't depend on ordering when setting USDExportParams
Access each parameter by name instead of depending on ordering.

Also reorder the parameters to better indicate their groupings, making
things a bit easier to see at a glance what is possible to be set.

Pull Request: https://projects.blender.org/blender/blender/pulls/125620
2024-07-29 22:38:40 +02:00
Charles Wardlaw
8a97f31e76 USD: Use Asset Resolver to resolve texture paths
This patch uses the USD AssetResolver to deal with texture paths.
Functionally, adding this patch should make no functional differences in
the way textures are written.

If textures are specified as assets instead of file paths, at current
the file will error on load and the textures will not be assigned. These
should now be processed correctly.

See PR for example file and testing scenarios.

Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Jesse Yurkovich <jesse.y@gmail.com>
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/122747
2024-07-29 20:00:48 +02:00