Fixes C++ .stl importer info output having no space between the
number and the word after it.
Reviewed By: Aras Pranckevicius
Differential Revision: https://developer.blender.org/D15240
The old Python OBJ importer had a (somewhat confusingly named) "Keep
Vertex Order -> Poly Groups" option, that imported OBJ groups as
"vertex groups" on the resulting mesh. All vertices of any face were
assigned the vertex group, with a 1.0 weight.
The new C++ importer did not have this option. It was trying to do
something with vertex groups, but failing to actually achieve
anything :) -- the vertex groups were created on the wrong object
(later on overwritten by "nomain mesh to main mesh" operation);
vertex weights were set to 1.0/vertex_count, and each vertex was only
set to be in one group, even when it belongs to multiple faces from
different groups. End result was that to the user, vertex groups were
not visible/present at all (see T98874).
This patch adds the import option (named "Vertex Groups"), which is
off by default, and fixes the import code logic to actually do the
right thing. Tested on file from T98874; vertex groups are imported
just like with the Python importer.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15200
The new OBJ importer is producing "sharp" edges on some meshes that
should be completely smooth. Only observed on UV-Sphere type meshes
so far (see T97820).
I'm not 100% sure what is the root cause, but my theory was that
maybe due to limited number of float digits that are printed for
vertex normals in the file, the normals that are read in are not
always exactly 1.0 length. And then the Blender's "set custom loop
normals" function (which expects normalized inputs) wrongly marks
some edges as sharp.
Adding explicit normalization for the normals that are read from the
file fixes the wrongly-sharp edges in test cases from T97820. I
have not observed measurable performance impact in importing large
models (e.g. 6-level subdivided Monkey) that contain vertex normals.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15202
Previous code was rebuilding "name to material" map for each object
being imported. Which means O(N*M) complexity (N=object count,
M=material count). There was already a TODO comment suggesting that
a single map that's maintained for the whole import would be enough.
This commit does exactly that.
While importing Moana USD scene (260k objects, 18k materials) this
saves about 6 minutes of import time.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15222
Previous code was doing N collection syncs when importing N objects
(essentially quadratic complexity in terms of object count). New
code avoids all the intermediate syncs by using
BKE_layer_collection_resync_forbid and
BKE_layer_collection_resync_allow, and then does one
BKE_main_collection_sync + BKE_main_collection_sync_remap for the
whole operation. The things done on the importer objects that are
dependent on the sync happening (marking them selected) are done in a
separate loop after the sync.
Timings: importing Moana USD scene (480k objects) on Windows, VS2022
Release build, AMD Ryzen 5950X: 12344sec -> 10979sec (saves 22 minutes).
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15215
Some I/O code paths (Collada, OBJ) were using mat3_from_axis_conversion
followed by transpose_m3, instead of swapping the axis arguments
which achieves exactly the same result.
Reviewed By: Aras Pranckevicius
Differential Revision: https://developer.blender.org/D15158
OBJ vertex color related tests were not producing identical results
across various platforms, primarily due to sRGB<->Linear color space
conversions.
While D15193 has just made the color space conversion accuracy match
much closer between platforms, it's still not 100% the same.
This change reduces the amount of decimal places used for exporting
vertex colors, to 4 digits (down from 6). Vertex normals were
already always printed with 4 digits, and colors are conceptually
similar (usually 0..1 range etc.).
This makes the vertex color tests pass again, so re-enable them
after adjusting to 4 decimals expectations.
Ensure the "null" node graph, which is the root node of the export
graph, always exists.
The crash occured when "Use Settings For" was set to Render, "Visible
Objects Only" was ticked, and a single parent object is in the scene but
disabled for render.
Because the only object attached to the root of the project was disabled
for export, there was no "null" root node added to the export graph.
This change will always add an empty "null" node with no children to the
graph at the start. Other objects will get added to its children as
required.
Reviewed By: sybren
Maniphest Tasks: T85729
Differential Revision: https://developer.blender.org/D15182
Designate private variable names as described by the style guide,
and also add `num` at the end of variable names rather than at
the beginning, as discussed in T85728.
Some OBJ files out there (see T98782) have face definitions that
contain vertex normal indices, but the files themselves don't
contain any vertex normals. The code was doing a "hey, that's an
invalid index" and skipping these faces. But the old python importer
was silently ignoring these normal indices, so do the same here.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15177
Adds support for vertex colors to OBJ I/O.
Importer:
- Supports both "xyzrgb" and "MRGB" vertex color formats.
- Whenever vertex color is present in the file for a model, it is
imported and a Color attribute is created (per-vertex, full float
color data type). Color coming from the file is assumed to be sRGB,
and is converted to linear upon import.
Exporter:
- Option to export the vertex colors. Defaults to "off", since not
all 3rd party software supports vertex colors.
- When the option is "on", if a mesh has a color attribute layer,
the active one is exported in "xyzrgb" form. If the mesh has
per-face-corner colors, they are averaged on the vertices.
Colors are converted from linear to sRGB upon export.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15159
The documentation for `HierarchyIterator::weak_export` mentions a feature
that was removed at some point. Another example is used to illustrate its
functionality.
No functional changes.
This is a partial fix for T90535.
Added Material Name Collision USD import menu option, to specify
the behavior when USD materials in different namespaces have the
same name.
The Material Name Collision menu options are
- Make Unique: Import each USD material as a unique Blender material.
- Reference Existing: If a material with the same name already
exists, reference that instead of importing.
Previously, the default behavior was to always keep the existing
material. This was causing an issue in the ALab scene, where
dozens of different USD materials all have the same name,
usdpreviewsurface1, so that only one instance of these materials
would be imported.
Reviewed by: Sybren
Differential Revision: https://developer.blender.org/D14869
The following CMake options have been added (enabled by default),
except for the lite build configuration.
- WITH_IO_STL
- WITH_IO_WAVEFRONT_OBJ
- WITH_IO_GPENCIL (for grease pencil SVG importing).
Note that it was already possible to disable grease pencil export
by disabling WITH_PUGIXML & WITH_HARU.
This is intended to keep the lite builds fast and small for building,
linking & execution.
Reviewed By: iyadahmed2001, aras_p, antoniov, mont29
Ref D15141
To match the existing Python .obj importer, and to make it easier for
the user to determine which object is which, use the filename for the
default object name instead of "New object".
Differential Revision: https://developer.blender.org/D15133
A new experimentatl STL importer, written in C++. Roughly 7-9x faster than the
Python based one.
Reviewed By: Aras Pranckevicius, Hans Goudey.
Differential Revision: https://developer.blender.org/D14941
Instead of directly accessing constraint-specific callbacks
in code all over blender, introduce two wrappers to retrieve
and free the target list.
This incidentally revealed a place within the Collada exporter
in BCAnimationSampler.cpp that didn't clean up after retrieving
the targets, resulting in a small memory leak. Fixing this should
be the only functional change in this commit.
This was split off from D9732.
Differential Revision: https://developer.blender.org/D13844
The importer was not doing a notification that the scene has changed, so
the bottom status bar scene stats info was not updated right after the
new OBJ import.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D15015
No longer happens on the buildbot, but for users building with an older
Xcode, still need to avoid using value().
Differential Revision: https://developer.blender.org/D14883
Knowing when layers are retrieved for write access will be essential
when adding proper copy-on-write support. This commit makes that
clearer by adding `const` where the retrieved data is not modified.
Ref T95842
The OBJ parser was primarily using StringRef for convenience, with
functions like "skip whitespace" or "parse a number" taking an input
stringref, representing an input line, and returning a new stringref,
representing the remainder of the line. This is convenient, but does
more work than strictly needed -- while parsing, only the "beginning"
of the line ever changes by moving forward; the end of the line
always stays the same. We can change the code to take a pair of
pointers (begin of line, end of line) as input, and make the
functions return the new begin of line pointer. This makes the return
value neatly fit into a processor register, which StringRef did not.
On Windows, this does result in non-trivial speedups in the actual
OBJ file parsing part, due to Windows calling convention where return
values larger than 64 bits are returned via memory. Does not
measurably affect performance on Mac/Linux, because the calling
convention there uses a pair of 64-bit registers to return a
StringRef.
End-to-end times of importing several test files, on Windows
(VS2022 build, Ryzen 5950X):
- Monkey subdivided to level 6, no normals (220MB file): 1.25s -> 0.85s
- Rungholt minecraft level (270MB file): 7.0s -> 5.8s
- Blender 3 splash scene (2.4GB file): 49.1s -> 45.5s
The full import process has a lot of other overhead besides actual
OBJ file parsing (mostly creating actual blender objects out of
parsed data). In pure parsing, in the monkey test scene above, the
parsing part goes 1.0s -> 0.6s.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14936
New OBJ exporter is missing "Path Mode" setting for exporting .mtl
files. The options that used to be available were: Auto, Absolute,
Relative, Match, Strip Path, Copy. All of them are important. The new
behavior (without any UI option to control it) curiously does not match
any of the previous setting. New behavior is like "Relative, but to the
source blender file, and not the destination export file".
Most of the previous logic was only present in Python based code
(bpy_extras.io_utils.path_reference and friends). The bulk of this
commit is porting that to C++.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14906