Commit Graph

742 Commits

Author SHA1 Message Date
Bastien Montagne
9c237af041 Refactor: RNA: add discrete suffix to RNA_pointer_create.
This is a noisy preliminary step to the 'RNA ancestors' change. The
rename helps clearly tell what each `pointer_create` function does.

Pull Request: https://projects.blender.org/blender/blender/pulls/133475
2025-01-24 16:45:32 +01:00
Jesse Yurkovich
86ab7b7cb7 Fix: USD: Out of bounds access while building armature deform groups
If a USD file has joint indices outside the range of the joints list,
it's possible for our code to assert or crash depending on build
configuration.

One particular file had 289000 indices, nearly all of which were outside
the list which contained just 1 joint value. Instead of continuing when
this is detected, trace an error and immediately return as it's probably
unsafe to continue. This also resulted in many thousands of warning
traces before.

Pull Request: https://projects.blender.org/blender/blender/pulls/133419
2025-01-23 00:33:45 +01:00
Brecht Van Lommel
c749f6c376 Cleanup: Remove unnecessary usage of Boost in the build system
* Some libraries like Alembic and OpenColorIO for a long time removed
  header dependencies on Boost.
* No need to have BOOST_LIBRARIES anymore, only BOOST_PYTHON_LIBRARIES
  is a direct dependency through USD headers.
* OpenVDB is no longer a static library, no need to link its dependencies.

Pull Request: https://projects.blender.org/blender/blender/pulls/133424
2025-01-22 10:02:22 +01:00
Campbell Barton
9b5a65d1ec Cleanup: suppress unused function warning 2025-01-22 12:43:08 +11:00
Brecht Van Lommel
1fb83c551a Fix #132781: MaterialX node name conflict causes crash
Use BLI_uniquename_cb to check and fix naming conflicts, and keep track
of the potentially modified node names in a map.

Reserve the material name, so that later the output node can be renamed to it
without conflicts. Also make sure there are no conflicts with names auto
generated by MaterialX, by always naming nodes ourselves.

Pull Request: https://projects.blender.org/blender/blender/pulls/133234
2025-01-20 11:37:08 +01:00
Jesse Yurkovich
1ceaaeeff7 USD: Write extents out for Curves and more consistently for other types
Cleanup and enhance our export of the USD `extent` attribute.

This does the following:
- The existing `author_extents` function now uses recently added common
  code to write out the extents attribute
- A new `author_extents` overload allows the use of Blender's native
  bounds for the types that support it. We now use this rather than
  asking USD to recompute it for us.
- Meshes will now have their extents correctly written during animations
- Curves will now have their extents written as they were not doing so
  prior to this PR
- Hair, Lights, Points, and Volumes make use of the `author_extents`
  functions now

Since Curves need their extents tested, this PR also moves the test from
C++ to Python. Python tests allow for faster iteration, are more
straightforward to write, and allow usage of the USD validator.

Pull Request: https://projects.blender.org/blender/blender/pulls/132531
2025-01-17 03:28:13 +01:00
Jesse Yurkovich
cdc7526aed Fix: Use correct set_attribute overload for USD writing
Own mistake in 49ae7ffc9c found through inspection shortly after commit.

Add a static_assert to prevent the hard to notice problem in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/133169
2025-01-17 03:27:49 +01:00
Campbell Barton
a586b537af Cleanup: various non-functional changes in C++ 2025-01-17 11:54:43 +11:00
Jesse Yurkovich
49ae7ffc9c USD: Support additional animated Basis Curves data during import/export
Export
Like we do for Mesh and PointCloud, export any "velocity" attribute on
the Point domain as native USD "velocities". While testing, a few
additional blender-internal attributes were discovered being exported
which are now excluded during export.

Import
Add the cache modifier as appropriate when we detect that UsdBasisCurve
data is animated. This includes time-varying positions, widths,
velocities, and general attribute values. Before this PR, only the
positions were considered. And like Export, the native USD "velocities"
attribute is now processed.

Adds test coverage as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/133027
2025-01-15 23:29:42 +01:00
Brecht Van Lommel
5710e62273 Fix: Hydra MaterialX conversion crash with some image file types
The extension argument to BKE_image_path_ext_from_imformat should be
an array of pointers.
2025-01-13 10:07:37 +01:00
Jesse Yurkovich
c3589a4c0a Cleanup: USD: Make USDCurvesReader abstract to prepare for Nurbs changes
In preparation for allowing the Nurbs reader to import as curves rather
than mesh, change `USDCurvesReader` to be abstract so we can share most
of the boilerplate in the base class. The existing basis-curves code is
shifted into a new `USDBasisCurvesReader` class.

Pull Request: https://projects.blender.org/blender/blender/pulls/132954
2025-01-12 01:00:19 +01:00
Hans Goudey
f2c9fccee0 Cleanup: Move legacy node integer types defines to separate header
Moving these defines to a separate header makes their "legacy" status
more obvious. This commit just adds the include wherever necessary.

Followup to 971c96a92c.

Pull Request: https://projects.blender.org/blender/blender/pulls/132875
2025-01-09 20:03:08 +01:00
Falk David
d413b0064f Cleanup: Move BKE_material.h to C++
The `BKE_material.h` is only renamed to `.hh` to preserve
the history of the file. Changes to the file are done in
the following commit.
2025-01-09 18:11:46 +01:00
Jacques Lucke
038159e96b Refactor: Nodes: improve node tree update API
Main goals of this refactor:
* Make it more obvious which update function should be used.
* Make it more obvious which parameters are required by using references instead
  of pointers.
* Support passing in multiple modified trees instead of just a single one.

No functional changes are expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/132862
2025-01-09 17:00:05 +01:00
Jacques Lucke
971c96a92c Nodes: rename integer type of nodes to type_legacy
The new description for `bNode.type_legacy`:
```
  /**
   * Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
   * does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
   * This is mainly kept for compatibility reasons.
   *
   * Currently, this type is also used in many parts of Blender, but that should slowly be phased
   * out by either relying on idnames, accessor methods like `node.is_reroute()`.
   *
   * A main benefit of this integer type over using idnames currently is that integer comparison is
   * much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
   * "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
   * types. That could mean e.g. using `ustring` for idnames (where string comparison is just
   * pointer comparison), or using a run-time generated integer that is automatically assigned when
   * node types are registered.
   */
```

Pull Request: https://projects.blender.org/blender/blender/pulls/132858
2025-01-09 15:28:57 +01:00
Jesse Yurkovich
08e63c4f3e USD: Make consistent Primvar checks during attribute import
- Remove redundant .HasValue() calls
  We are calling `GetPrimvarsWithValues` which will do the HasValue
  checks for us already.
- Consistently skip non-array primvars
  We only want to import in the array attributes. Consistently check for
  this in each of our loops.

Pull Request: https://projects.blender.org/blender/blender/pulls/132816
2025-01-09 00:16:18 +01:00
Brecht Van Lommel
837648a79d Cleanup: Harmless ASAN warning with Hydra render 2025-01-08 12:14:59 +01:00
Jesse Yurkovich
4d5be451a7 Cleanup: USD: Simplify our usd-path to material map processing
Since the `usd_path_to_mat_name` map seems to always be used in tandem
with `mat_name_to_mat` to get the material, change it from a map of
[string, string] to [string, Material] and store the Material directly.
This removes the need to do a secondary lookup through `mat_name_to_mat`
and less memory will be used at runtime due to the smaller Value size.

Pull Request: https://projects.blender.org/blender/blender/pulls/132647
2025-01-07 19:59:42 +01:00
Campbell Barton
5003253aca Cleanup: spelling & repeated terms 2025-01-07 13:20:19 +11:00
Campbell Barton
d2d754be3f Cleanup: spelling in comments (make check_spelling*)
- Back-tick quote math expressions so differentiate them
  from English.
- Use doxygen code blocks for TEX expressions.
2025-01-04 16:26:39 +11:00
Jesse Yurkovich
e5b3b9b9cb Cleanup: USD: various non-functional changes
- Pass large std::function by const ref
- Shift the mesh material assignment helpers inside main namespace
- Use MaterialFaceGroups type alias in more places
- Remove unused bmain argument from import_mesh_skel_bindings

Pull Request: https://projects.blender.org/blender/blender/pulls/132586
2025-01-03 20:36:07 +01:00
Charles Wardlaw
0c544974d1 USD: option to convert the scene's meters per unit value
This rescales the whole scene by its root transform to match the same
visual size while not forcing the user to wait for scale to be applied to
each object.

This is requested by studios whose main applications / USD scenes are
in CM, because referencing and payloading scenes from disparate scales
can cause issues at resolution time.

If "Apply Unit Scale Conversion" is unchecked on import, the user now
has the ability to bring the objects in with a scale factor of 1.0, so that the
objects may be edited as if Blender's scene units matches the imported
stage's.

At export time, a "Stage Meters Per Unit" value can be chosen from a list
of common measurements, as well as setting a custom value.

Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/122804
2025-01-02 22:04:58 +01:00
Hans Goudey
64087c70d5 Cleanup: Move some mesh normals functions to C++ API
Use C++ namespace, reference instead of pointer, and span instead
of raw pointers, mainly to make these functions easier to use in a
few more places.

Pull Request: https://projects.blender.org/blender/blender/pulls/132561
2025-01-02 20:32:47 +01:00
Ray Molenkamp
5783950ac5 Revert: 0dc484f9cc bf_rna modernisation
This caused build errors on the docs builder, I can't seem to reproduce
locally, so revert for now and have another look at some point in the
future.

Sadly as these changes usually go, this took 5c515e26bb and
2f0fc7fc9f with it as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/132559
2025-01-02 19:56:24 +01:00
Campbell Barton
dfef060ea4 Cleanup: spelling in comments (make check_spelling_*)
Also use doxy-code blocks for inlined TEX to avoid
them being interpreted as English.
2025-01-02 15:11:17 +11:00
Ray Molenkamp
0dc484f9cc Cleanup: CMake: Modernize bf_rna dependencies
Pretty straightforward

- Remove any bf_rna paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/132413
2024-12-31 18:23:25 +01:00
Jesse Yurkovich
da7e7a0e80 Fix: Handle null Action during armature export
Regressed during fix for [1]. A null action is possible so we need to
provide a default name when this happens.

[1] 69c63311fa

Pull Request: https://projects.blender.org/blender/blender/pulls/132381
2024-12-27 21:46:48 +01:00
Jesse Yurkovich
953fa94fb3 Cleanup: USD: Delay creation of the import hook prim_map
Delay the creation of the `prim_map` data structure until the last
possible moment. This is more efficient in the majority of cases where
no Import hooks have been defined. Additionally, it removes the need for
locking in the `read_object_data` code path once we implement concurrent
loading.

Pull Request: https://projects.blender.org/blender/blender/pulls/132360
2024-12-27 03:36:22 +01:00
Ray Molenkamp
167c15e0c0 Cleanup: CMake: Modernize bf_nodes dependencies
Pretty straightforward

- Remove any bf_nodes paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/132356
2024-12-26 19:52:49 +01:00
Ray Molenkamp
a0d9826b3c Cleanup: CMake: Modernize bf_imbuf dependencies
Pretty straightforward

- Remove any bf_imbuf paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/132336
2024-12-25 23:32:15 +01:00
Ray Molenkamp
a23aab3ddc Cleanup: CMake: Modernize bf_blenloader dependencies
Pretty straightforward

- Remove any bf_blenloader paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/132334
2024-12-25 18:40:41 +01:00
Ray Molenkamp
c331c6b50e Cleanup: CMake: Modernize bf_blentranslation dependencies
Pretty straightforward

- Remove any bf_blentranslation paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/132311
2024-12-25 17:40:25 +01:00
Ray Molenkamp
54604efdfd Cleanup: CMake: Modernize bf_windowmanager dependencies
Pretty straightforward

- Remove any bf_windowmanager paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/132310
2024-12-24 22:40:38 +01:00
Ray Molenkamp
a7c39896c6 Cleanup: CMake: Modernize bf_blenkernel dependencies
Pretty straightforward

- Remove any bf_blenkernel paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/132282
2024-12-23 20:08:37 +01:00
Ray Molenkamp
2992c63bc3 Cleanup: CMake: Modernize bf_bmesh dependencies
Pretty straightforward

- Remove any bf_bmesh paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/132203
2024-12-23 17:47:25 +01:00
Jesse Yurkovich
9ebb73070d USD: Enable 'quatf' Primvar types during Import
Importing USD `quatf` types was erroneously left disabled after recent
work this past summer for better attribute support. It is already
correctly enabled and validated for Export.

The `half` and `double` variants must still be skipped for now though.

Pull Request: https://projects.blender.org/blender/blender/pulls/132252
2024-12-22 23:02:41 +01:00
Jesse Yurkovich
eac1ade956 Fix #132077: Prevent stack-use-after-return inside USD_create_handle
Commit 0df5d8220b made a change to have the `USDStageReader` only keep
a reference to the ImportSettings struct. This isn't safe to do because
there's scenarios where the ImportSettings might be defined as a stack
variable but the reader outlives the lifetime of that variable. This
happens inside `USD_create_handle` where the reader is returned to the
caller for instance.

Fix this, and the original issue which lead to the change causing the
regression, by having `USDStageReader` own ImportSettings directly so
it's more obvious that it is A) tied to the lifetime of the reader and
B) can no longer become out of sync with a caller's own ImportSettings
data (since that no longer exists).

Pull Request: https://projects.blender.org/blender/blender/pulls/132095
2024-12-22 21:35:12 +01:00
Jesse Yurkovich
175ad18368 USD: Import subdivision edge creases and UV/Boundary smoothing options
Import edge crease values and properly configure any added subdivision
modifiers with correct UV and boundary settings. These were already
exported so this now completes our subdivision support.

Pull Request: https://projects.blender.org/blender/blender/pulls/131569
2024-12-20 01:31:31 +01:00
Jesse Yurkovich
a9fc9d533a USD: Optimize FCurve keyframe insertion
Building the FCurve keyframes one at a time leads to quadratic runtime
behavior due to how the underlying BezTriple array is resized in
`animrig::insert_bezt_fcurve`. Instead, pre-allocate the entire array
upfront and assign the keyframes directly since we are already iterating
our time samples in-order.

In the event that fewer keyframes are ultimately assigned, rare since
this indicates some form of bad data which we skip during iteration, we
will reallocate to the appropriate size right before recalculating the
fcurve handles.

Total import time for the 3000 frame Elephant test asset [1] drops from
~4650 ms to 120 ms, a 38x speedup. A more typical 250 frame armature
animation shows a more modest 1.5-2x reduction in overall import time.

[1] https://github.com/usd-wg/assets/tree/main/full_assets/ElephantWithMonochord

Pull Request: https://projects.blender.org/blender/blender/pulls/131921
2024-12-18 02:49:16 +01:00
Campbell Barton
94d39aac0c Cleanup: spelling (make check_spelling_*) 2024-12-14 23:17:49 +11:00
Michael Kowalski
74512cc5cb USD: on_material_import() and texture IO hooks
Supporting a new on_material_import() USDHook callback.

Also added support for import_texture() and export_texture()
utility functions which can be called from on_material_import() and
on_material_export() Python implementations, respectively.

Pull Request: https://projects.blender.org/blender/blender/pulls/131559
2024-12-13 16:36:22 +01:00
Jesse Yurkovich
7eefbd1178 Build: USD: Small change to allow compiling against both 24.05 and 24.11
Handle the different boost python namespaces in the very recently added
code from `0df5d8220b4`

Pull Request: https://projects.blender.org/blender/blender/pulls/131817
2024-12-12 21:00:42 +01:00
Campbell Barton
84e14b21fd Unbreak building WITH_USD 2024-12-12 13:40:26 +11:00
Jesse Yurkovich
a6d4e91db8 Cleanup: USD: various non-functional changes
Tidy up:
- Use blender::Map and blender::Vector for newly created `prim_map`
- Leave bread-crumb comment for moving map creation outside of loop
- Expand UI tooltip for newly added export option

Pull Request: https://projects.blender.org/blender/blender/pulls/131770
2024-12-12 00:57:29 +01:00
Charles Flèche
0df5d8220b USD: Add new get_prim_map API callable from python on_import hooks
When importing an USD, the Blender object names do not necessarily match
Prim names:

```
#usda 1.0
def Xform "xform1"
{
  def Mesh "MyObject"  # Will be imported as "MyObject"
}
def Xform "xform2"
{
  def Mesh "MyObject"  # Will be imported as "MyObject.001"
}
def Xform "xform2"
{
  def Mesh "MyObject"  # Will be imported as "MyObject.002"
}
```

This makes it difficult in the [USD Import Hooks]
(https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a
Blender object back to its source Prim for additional processing. A
typical use cases for games is to generate UVs, create and apply a
material on the fly when importing a collision shape that does not have
a visual representation (hence no materials) based on some Prim
attributes, but that the artist needs to differenciate in Blender's
viewport.

The Import context exposes a new method `get_prim_map()` that returns a
`dict` of `prim path` / `list of Blender ID`.

For example, given the following USD scene,
```
/
 |--XformThenCube [def Xform]
 |   `--Cube [def Cube]
 |--XformThenXformCube [def Xform]
 |   `--XformIntermediate [def Xform]
 |       `--Cube [def Mesh]
 |--Cube [def Cube]
 `--Material [def Material]
     `--Principled_BSDF [def Shader]
```

the `get_prim_map()` method will return a map as:

```python
@static_method
def on_import(import_context):
  pprint(import_context.get_prim_map())
```

```json
{
  "/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]],
  "/XformThenCube": [bpy.data.objects["XformThenCube"]],
  "/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]],
  "/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]],
  "/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]],
  "/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]],
  "/Material": [bpy.data.materials["Material"]],
}
```

Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com>
Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com>
Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
2024-12-11 21:36:09 +01:00
Hans Goudey
4bf34d9591 Nodes: Simplify location storage, remove hidden offfsets
Currently each node's position is stored in the coordinate space of
its parent. To find the location of a node on the canvas, we have to
apply the translation of each of its parents. Also, nodes have hidden
"offset" values used while transforming frame nodes. Together,
those made the system much more complicated than necessary,
and they made the Python API ineffective.

This commit removes usage of the offset values and moves nodes
to be stored in the "global" space of the node canvas. It also resolves
some weird behavior when resizing frame nodes, and fixes a few bugs.

The change is forward compatible, so we still write files with nodes in
the old parent-space format. In 5.0 the conversion when writing can be
removed. The existing Python API also stays the same. A new
"location_absolute" property gives node locations in global space,
and changing the old property also moves the child nodes of frames.

Resolves #92458, #72904.

Pull Request: https://projects.blender.org/blender/blender/pulls/131335
2024-12-11 21:06:41 +01:00
Jesse Yurkovich
f92bfe0f0b USD: Write sparse values for Camera, Light, and Skeleton attribute data
Make use of our sparse value writer in more places. Namely, when using
animated Camera or Light properties, this will prevent a needless stream
of unchanging values being written into the USD file [1]. Skeletons and
armatures benefit too but less so as typically the primary benefit only
applies to the comparatively small `scale` transform attribute, which
typically remains unchanged from frame to frame.

The newly added `set_attribute` common code can, and eventually will, be
used to reduce boilerplate elsewhere where we do the same sparse writing
dance.

Ref #130759

Pull Request: https://projects.blender.org/blender/blender/pulls/131333
2024-12-07 00:15:08 +01:00
Jesse Yurkovich
76c699ada5 Fix: vertex crease data was imported incorrectly from USD
While adding tests for subd import I discovered that our vertex crease
data was imported incorrectly.

This PR adds tests and fixes:
- We tried to read crease sharpness data as ints instead of floats. This
  caused the import process to early-return, meaning we never load any
  data at all
- Empty USD data would still cause us to create the `crease_vert`
  attribute unnecessarily
- Sharpness data needs clamped to 0-1 to handle USD's SHARPNESS_INFINITE
  value of 10.0
- We need to fill the `crease_vert` span with 0's since incoming USD
  data may not have values set for all the verts

Pull Request: https://projects.blender.org/blender/blender/pulls/131516
2024-12-06 22:19:31 +01:00
Jacques Lucke
eb65699715 Fix: USD: missing node tree update tag after import 2024-12-05 15:28:26 +01:00
Jesse Yurkovich
69c63311fa Fix #130907: Use Blender Action name as the UsdSkelAnimation name
Rather than using a default "Anim" name when exporting armature
animations, use the animation's Action name instead. Likewise use the
UsdSkelAnimation name for the Action's name during import.

Blendshapes/shapekeys still use the default "Anim" name as there's no
action for these situations.

Pull Request: https://projects.blender.org/blender/blender/pulls/131021
2024-12-04 23:43:07 +01:00