Refactoring mesh code, it has become clear that local cleanups and simplifications are limited by the need to keep a C public API for mesh functions. This change makes code more obvious and makes further refactoring much easier. - Add a new `BKE_mesh.hh` header for a C++ only mesh API - Introduce a new `blender::bke::mesh` namespace, documented here: https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces - Move some functions to the new namespace, cleaning up their arguments - Move code to `Array` and `float3` where necessary to use the new API - Define existing inline mesh data access functions to the new header - Keep some C API functions where necessary because of RNA - Move all C++ files to use the new header, which includes the old one In the future it may make sense to split up `BKE_mesh.hh` more, but for now keeping the same name as the existing header keeps things simple. Pull Request: https://projects.blender.org/blender/blender/pulls/105416
317 lines
10 KiB
C++
317 lines
10 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "testing/testing.h"
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#include "tests/blendfile_loading_base_test.h"
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#include <pxr/base/plug/registry.h>
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#include <pxr/base/tf/stringUtils.h>
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#include <pxr/base/vt/types.h>
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#include <pxr/base/vt/value.h>
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#include <pxr/usd/sdf/types.h>
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#include <pxr/usd/usd/prim.h>
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#include <pxr/usd/usd/stage.h>
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#include <pxr/usd/usdGeom/mesh.h>
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#include <pxr/usd/usdGeom/subset.h>
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#include <pxr/usd/usdGeom/tokens.h>
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "BKE_context.h"
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#include "BKE_lib_id.h"
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#include "BKE_main.h"
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#include "BKE_mesh.hh"
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#include "BKE_node.h"
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#include "BLI_fileops.h"
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#include "BLI_math.h"
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#include "BLI_math_vector_types.hh"
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#include "BLI_path_util.h"
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#include "BLO_readfile.h"
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#include "BKE_node_runtime.hh"
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#include "DEG_depsgraph.h"
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#include "WM_api.h"
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#include "usd.h"
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#include "usd_tests_common.h"
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#include "usd_writer_material.h"
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namespace blender::io::usd {
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const StringRefNull simple_scene_filename = "usd/usd_simple_scene.blend";
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const StringRefNull materials_filename = "usd/usd_materials_export.blend";
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const StringRefNull output_filename = "output.usd";
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static const bNode *find_node_for_type_in_graph(const bNodeTree *nodetree,
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const blender::StringRefNull type_idname);
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class UsdExportTest : public BlendfileLoadingBaseTest {
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protected:
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struct bContext *context = nullptr;
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public:
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bool load_file_and_depsgraph(const StringRefNull &filepath,
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const eEvaluationMode eval_mode = DAG_EVAL_VIEWPORT)
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{
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if (!blendfile_load(filepath.c_str())) {
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return false;
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}
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depsgraph_create(eval_mode);
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context = CTX_create();
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CTX_data_main_set(context, bfile->main);
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CTX_data_scene_set(context, bfile->curscene);
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return true;
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}
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virtual void SetUp() override
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{
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BlendfileLoadingBaseTest::SetUp();
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std::string usd_plugin_path = register_usd_plugins_for_tests();
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if (usd_plugin_path.empty()) {
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FAIL() << "Unable to find the USD Plugins path.";
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}
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}
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virtual void TearDown() override
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{
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BlendfileLoadingBaseTest::TearDown();
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CTX_free(context);
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context = nullptr;
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if (BLI_exists(output_filename.c_str())) {
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BLI_delete(output_filename.c_str(), false, false);
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}
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}
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const pxr::UsdPrim get_first_child_mesh(const pxr::UsdPrim prim)
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{
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for (auto child : prim.GetChildren()) {
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if (child.IsA<pxr::UsdGeomMesh>()) {
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return child;
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}
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}
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return pxr::UsdPrim();
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}
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/**
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* Loop the sockets on the Blender `bNode`, and fail if any of their values do
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* not match the equivalent Attribute values on the `UsdPrim`.
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*/
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const void compare_blender_node_to_usd_prim(const bNode *bsdf_node,
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const pxr::UsdPrim &bsdf_prim)
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{
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ASSERT_NE(bsdf_node, nullptr);
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ASSERT_TRUE(bool(bsdf_prim));
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for (auto socket : bsdf_node->input_sockets()) {
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const pxr::TfToken attribute_token = blender::io::usd::token_for_input(socket->name);
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if (attribute_token.IsEmpty()) {
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/* This socket is not translated between Blender and USD. */
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continue;
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}
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const pxr::UsdAttribute bsdf_attribute = bsdf_prim.GetAttribute(attribute_token);
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pxr::SdfPathVector paths;
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bsdf_attribute.GetConnections(&paths);
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if (!paths.empty() || !bsdf_attribute.IsValid()) {
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/* Skip if the attribute is connected or has an error. */
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continue;
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}
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const float socket_value_f = *socket->default_value_typed<float>();
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const float3 socket_value_3f = *socket->default_value_typed<float3>();
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float attribute_value_f;
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pxr::GfVec3f attribute_value_3f;
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switch (socket->type) {
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case SOCK_FLOAT:
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bsdf_attribute.Get(&attribute_value_f, 0.0);
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EXPECT_FLOAT_EQ(socket_value_f, attribute_value_f);
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break;
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case SOCK_VECTOR:
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bsdf_attribute.Get(&attribute_value_3f, 0.0);
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EXPECT_FLOAT_EQ(socket_value_3f[0], attribute_value_3f[0]);
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EXPECT_FLOAT_EQ(socket_value_3f[1], attribute_value_3f[1]);
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EXPECT_FLOAT_EQ(socket_value_3f[2], attribute_value_3f[2]);
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break;
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case SOCK_RGBA:
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bsdf_attribute.Get(&attribute_value_3f, 0.0);
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EXPECT_FLOAT_EQ(socket_value_3f[0], attribute_value_3f[0]);
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EXPECT_FLOAT_EQ(socket_value_3f[1], attribute_value_3f[1]);
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EXPECT_FLOAT_EQ(socket_value_3f[2], attribute_value_3f[2]);
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break;
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default:
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FAIL() << "Socket " << socket->name << " has unsupported type " << socket->type;
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break;
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}
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}
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}
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const void compare_blender_image_to_usd_image_shader(const bNode *image_node,
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const pxr::UsdPrim &image_prim)
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{
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const Image *image = reinterpret_cast<Image *>(image_node->id);
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const pxr::UsdShadeShader image_shader(image_prim);
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const pxr::UsdShadeInput file_input = image_shader.GetInput(pxr::TfToken("file"));
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EXPECT_TRUE(bool(file_input));
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pxr::VtValue file_val;
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EXPECT_TRUE(file_input.Get(&file_val));
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EXPECT_TRUE(file_val.IsHolding<pxr::SdfAssetPath>());
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pxr::SdfAssetPath image_prim_asset = file_val.Get<pxr::SdfAssetPath>();
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/* The path is expected to be relative, but that means in Blender the
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* path will start with //.
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*/
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EXPECT_EQ(
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BLI_path_cmp_normalized(image->filepath + 2, image_prim_asset.GetAssetPath().c_str()), 0);
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}
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/*
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* Determine if a Blender Mesh matches a UsdGeomMesh prim by checking counts
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* on vertices, faces, face indices, and normals.
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*/
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const void compare_blender_mesh_to_usd_prim(const Mesh *mesh, const pxr::UsdGeomMesh &mesh_prim)
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{
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pxr::VtIntArray face_indices;
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pxr::VtIntArray face_counts;
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pxr::VtVec3fArray positions;
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pxr::VtVec3fArray normals;
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/* Our export doesn't use 'primvars:normals' so we're not
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* looking for that to be written here. */
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mesh_prim.GetFaceVertexIndicesAttr().Get(&face_indices, 0.0);
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mesh_prim.GetFaceVertexCountsAttr().Get(&face_counts, 0.0);
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mesh_prim.GetPointsAttr().Get(&positions, 0.0);
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mesh_prim.GetNormalsAttr().Get(&normals, 0.0);
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EXPECT_EQ(mesh->totvert, positions.size());
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EXPECT_EQ(mesh->totpoly, face_counts.size());
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EXPECT_EQ(mesh->totloop, face_indices.size());
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EXPECT_EQ(mesh->totloop, normals.size());
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}
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};
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TEST_F(UsdExportTest, usd_export_rain_mesh)
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{
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if (!load_file_and_depsgraph(simple_scene_filename)) {
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FAIL() << "Unable to load file: " << simple_scene_filename;
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return;
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}
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/* File sanity check. */
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EXPECT_EQ(BLI_listbase_count(&bfile->main->objects), 3);
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USDExportParams params{};
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params.export_normals = true;
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params.visible_objects_only = true;
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params.evaluation_mode = eEvaluationMode::DAG_EVAL_VIEWPORT;
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bool result = USD_export(context, output_filename.c_str(), ¶ms, false);
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ASSERT_TRUE(result) << "Writing to " << output_filename << " failed!";
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pxr::UsdStageRefPtr stage = pxr::UsdStage::Open(output_filename);
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ASSERT_TRUE(bool(stage)) << "Unable to load Stage from " << output_filename;
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/*
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* Run the mesh comparison for all Meshes in the original scene.
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*/
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LISTBASE_FOREACH (Object *, object, &bfile->main->objects) {
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const Mesh *mesh = static_cast<Mesh *>(object->data);
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const StringRefNull object_name(object->id.name + 2);
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const pxr::SdfPath sdf_path("/" + pxr::TfMakeValidIdentifier(object_name.c_str()));
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pxr::UsdPrim prim = stage->GetPrimAtPath(sdf_path);
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EXPECT_TRUE(bool(prim));
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const pxr::UsdGeomMesh mesh_prim(get_first_child_mesh(prim));
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EXPECT_TRUE(bool(mesh_prim));
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compare_blender_mesh_to_usd_prim(mesh, mesh_prim);
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}
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}
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static const bNode *find_node_for_type_in_graph(const bNodeTree *nodetree,
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const blender::StringRefNull type_idname)
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{
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auto found_nodes = nodetree->nodes_by_type(type_idname);
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if (found_nodes.size() == 1) {
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return found_nodes[0];
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}
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return nullptr;
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}
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/*
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* Export Material test-- export a scene with a material, then read it back
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* in and check that the BSDF and Image Texture nodes translated correctly
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* by comparing values between the exported USD stage and the objects in
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* memory.
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*/
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TEST_F(UsdExportTest, usd_export_material)
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{
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if (!load_file_and_depsgraph(materials_filename)) {
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FAIL() << "Unable to load file: " << materials_filename;
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return;
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}
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/* File sanity checks. */
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EXPECT_EQ(BLI_listbase_count(&bfile->main->objects), 1);
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/* There are two materials because of the Dots Stroke. */
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EXPECT_EQ(BLI_listbase_count(&bfile->main->materials), 2);
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Material *material = reinterpret_cast<Material *>(
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BKE_libblock_find_name(bfile->main, ID_MA, "Material"));
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EXPECT_TRUE(bool(material));
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USDExportParams params{};
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params.export_normals = true;
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params.export_materials = true;
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params.generate_preview_surface = true;
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params.export_uvmaps = true;
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params.evaluation_mode = eEvaluationMode::DAG_EVAL_VIEWPORT;
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const bool result = USD_export(context, output_filename.c_str(), ¶ms, false);
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ASSERT_TRUE(result) << "Unable to export stage to " << output_filename;
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pxr::UsdStageRefPtr stage = pxr::UsdStage::Open(output_filename);
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ASSERT_NE(stage, nullptr) << "Unable to open exported stage: " << output_filename;
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material->nodetree->ensure_topology_cache();
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const bNode *bsdf_node = find_node_for_type_in_graph(material->nodetree,
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"ShaderNodeBsdfPrincipled");
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const std::string prim_name = pxr::TfMakeValidIdentifier(bsdf_node->name);
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const pxr::UsdPrim bsdf_prim = stage->GetPrimAtPath(
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pxr::SdfPath("/_materials/Material/" + prim_name));
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compare_blender_node_to_usd_prim(bsdf_node, bsdf_prim);
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const bNode *image_node = find_node_for_type_in_graph(material->nodetree, "ShaderNodeTexImage");
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ASSERT_NE(image_node, nullptr);
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ASSERT_NE(image_node->storage, nullptr);
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const std::string image_prim_name = pxr::TfMakeValidIdentifier(image_node->name);
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const pxr::UsdPrim image_prim = stage->GetPrimAtPath(
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pxr::SdfPath("/_materials/Material/" + image_prim_name));
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ASSERT_TRUE(bool(image_prim)) << "Unable to find Material prim from exported stage "
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<< output_filename;
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compare_blender_image_to_usd_image_shader(image_node, image_prim);
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}
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} // namespace blender::io::usd
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