Files
test/source/blender/io/usd/intern/usd_reader_mesh.hh
Jesse Yurkovich 6c11811710 Cleanup: USD: Use the SdfPath type rather than a std::string
Instead of converting to a string immediately, only convert to a string
when necessary, like for trace logging. This reduces the size of the
`USDPrimReader` base class by 24 bytes, makes several Vectors and Maps
smaller at runtime, and reduces some unnecessary string allocations and
conversions in various other places.

The recently added python Hook `get_prim_path` dictionary will now
contain `SdfPath` objects rather than strings; removing the string
conversion cost when calling other USD APIs like `GetPrimAtPath` which
take in `SdfPath` objects to begin with.

This also makes the code a bit more self explanatory since the type
makes it clear what kind of path you are dealing with.

Pull Request: https://projects.blender.org/blender/blender/pulls/133954
2025-02-03 18:44:07 +01:00

116 lines
3.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* 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 "BLI_map.hh"
#include "BLI_span.hh"
#include "usd.hh"
#include "usd_reader_geom.hh"
#include <pxr/usd/usdGeom/mesh.h>
namespace blender::io::usd {
class USDMeshReader : public USDGeomReader {
private:
pxr::UsdGeomMesh mesh_prim_;
blender::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_ = false;
bool is_time_varying_ = false;
/* 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_ = false;
public:
USDMeshReader(const pxr::UsdPrim &prim,
const USDImportParams &import_params,
const ImportSettings &settings)
: USDGeomReader(prim, import_params, settings), mesh_prim_(prim)
{
}
bool valid() const override
{
return bool(mesh_prim_);
}
void create_object(Main *bmain, double motionSampleTime) override;
void read_object_data(Main *bmain, double motionSampleTime) override;
void read_geometry(bke::GeometrySet &geometry_set,
USDMeshReadParams params,
const char **r_err_str) override;
bool topology_changed(const Mesh *existing_mesh, double motionSampleTime) override;
/**
* If the USD mesh prim has a valid `UsdSkel` schema defined, return the USD path
* string to the bound skeleton, if any. Returns the empty string if no skeleton
* binding is defined.
*
* The returned path is currently used to match armature modifiers with armature
* objects during import.
*/
pxr::SdfPath get_skeleton_path() const;
private:
void process_normals_vertex_varying(Mesh *mesh);
void process_normals_face_varying(Mesh *mesh) const;
/** Set USD uniform (per-face) normals as Blender loop normals. */
void process_normals_uniform(Mesh *mesh) const;
void readFaceSetsSample(Main *bmain, Mesh *mesh, double motionSampleTime);
void assign_facesets_to_material_indices(double motionSampleTime,
MutableSpan<int> material_indices,
blender::Map<pxr::SdfPath, int> *r_mat_map);
void read_mpolys(Mesh *mesh) const;
void read_subdiv();
void read_vertex_creases(Mesh *mesh, double motionSampleTime);
void read_edge_creases(Mesh *mesh, double motionSampleTime);
void read_velocities(Mesh *mesh, double motionSampleTime);
void read_mesh_sample(ImportSettings *settings,
Mesh *mesh,
double motionSampleTime,
bool new_mesh);
Mesh *read_mesh(struct Mesh *existing_mesh,
const USDMeshReadParams params,
const char **r_err_str);
void read_custom_data(const ImportSettings *settings,
Mesh *mesh,
double motionSampleTime,
bool new_mesh);
void read_uv_data_primvar(Mesh *mesh,
const pxr::UsdGeomPrimvar &primvar,
const double motionSampleTime);
/**
* Override transform computation to account for the binding
* transformation for skinned meshes.
*/
std::optional<XformResult> get_local_usd_xform(float time) const override;
};
} // namespace blender::io::usd