Need to ensure that interpolation between neighboring quaternions
takes the shortest path. The Python FBX importer was doing this;
due to oversight was missed in the new importer.
Pull Request: https://projects.blender.org/blender/blender/pulls/142659
**How to reproduce the bug:**
Load the attached Blend File OR
1. Create a new World in python: bpy.data.worlds.new("Test")
2. Switch to this new world in the UI (but do nothing else to it)
3. Import in a USD file with a DomeLight (see attached file in PR)
4. Close Blender
5. Observe assert `BLI_assert(ELEM(owner_id, nullptr, id));`
The issue was caused by a assigning a regular node tree
`World->nodetree` whereas an embedded one is expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/142367
This rename creates separation between USD primvars/Blender geometry
attributes - which are not controlled with this setting - and the
concept of USD attributes+userProperties/Blender custom object
properties - that this option deals with.
Ref #134012
Pull Request: https://projects.blender.org/blender/blender/pulls/142301
Improves output from tests comparing export results to the golden
example file:
- Prints which of the files that are empty and/or has no newline.
- Prints a message when there is a mismatch in file length.
- Clarifies that the inner compare loop only compares up to shortest string.
- Prints the name of the failing golden file, indicating if it was the obj
or mtl file that failed.
Pull Request: https://projects.blender.org/blender/blender/pulls/141958
The repro file in question contained invalid paths for the USD Skeleton.
This was not detected in our import code which proceeded to create bones
with empty (`""`), incorrect, names and subsequently allowed the
rest-pose setup to use non-existent bones during processing.
The primary fix here is to ensure that all incoming joint paths are both
valid and unique[1]. A secondary fix is made to the rest-pose function
to use our joint-to-bone map to ensure we are using the correct bone
names.
[1] https://openusd.org/release/api/class_usd_skel_skeleton.html#aa6bf8297f4aae6de9fbf1b784c524d30
Pull Request: https://projects.blender.org/blender/blender/pulls/142133
Due to ambiguity when decomposing the incoming skeleton joint matrix,
it's possible for the returned quaternion rotation to be "flipped" from
the perspective of prior/future frames due to the quaternion
double-cover property. This would manifest as glitchy animations and
subtly incorrect motion blur results during render.
This PR implements the traditional mitigation of comparing with the
prior frame's rotation data and negating the quat if necessary. An
alternate method to instead compare with the rest positions was
attempted but it still allowed flipped/discontinuous rotations for
spinning objects like wheels and propellers.
Pull Request: https://projects.blender.org/blender/blender/pulls/142026
Fixes a memleak and a double initiation introduced in #123967. Patch missed to
free the temp Curve object and called `curve_init_data` from `BKE_curve_init`
which is already called in `BKE_id_new_nomain` from IDTypeInfo::init_data.
Pull Request: https://projects.blender.org/blender/blender/pulls/141924
This fixes 4 bugs all conspiring to make the referenced SubD scenario
quite broken:
- When manually creating a MeshSequenceCache, the reading of edge and
vertex crease data was skipped. Fixed by reading crease data inside
the common `read_mesh` method.
- When importing an Alembic with animated edge or vertex crease data, a
MeshSequenceCache modifier was not being added to the object. This was
due to not checking the relevant crease properties and required adding
a specialized `has_animations` function.
- When importing animated vertex crease data, a duplicate `vertex_crease`
attribute would be created, breaking the animation. Fixed by using the
attribute API rather than custom data.
- The MeshSequenceCache scenario would call into the Alembic Mesh reader
which ended up referencing deallocated stack memory for the
ImportSettings. In release builds this would cause sporadic failures
because the value of `blender_archive_version_prior_44` would be
random. There was already a very old TODO for this and we finally
really needed to address it.
A new test was added which exports animated creases on two meshes and
re-imports them back in. It verifies that each mesh gets a
MeshSequenceCache modifier added and also ensures the values of the
creases are correct for all frames.
Pull Request: https://projects.blender.org/blender/blender/pulls/141646
Use `std::string` rather than raw char arrays for `root_prim_path` and
`prim_path_mask`. This is a more natural fit for these arbitrary length
strings and it simplifies downstream consumers of the values.
Pull Request: https://projects.blender.org/blender/blender/pulls/141801
Standardize on using `pxr::UsdTimeCode time` rather than the assortment
of other uses we had including:
- double motionSampleTime
- double motion_sample_time
- float time (!)
- pxr::UsdTimeCode timecode
This matches what the USD API itself uses.
The only exception is for the APIs and types defined in usd.hh that need
to be useable inside Blender itself. Those will remain unchanged and
continue to use "double motion_sample_time".
Pull Request: https://projects.blender.org/blender/blender/pulls/141756
The numeric levels have no obvious meaning. This removes the distinction
between severity and levels, instead there is a single list of named levels
with defined meaning.
Debug means information that's mainly useful for developers, and trace is for
very verbose code execution tracing.
Pull Request: https://projects.blender.org/blender/blender/pulls/140244
The mesh importer was only checking for animated positions, velocities,
and primvars when determining if a cache modifier needed to be used.
Extend this to crease values (and normals) too.
The added test ensures a base level of coverage here.
Related to: #141633
Pull Request: https://projects.blender.org/blender/blender/pulls/141643
It was applying the bounds clamp to each object individually,
which changed spatial relationships between objects. Make the logic
match what used to be done in the Python OBJ importer back in the day.
Pull Request: https://projects.blender.org/blender/blender/pulls/141446
Change `eCustomDataType` to `bke::AttrType` for uses of the attribute
API (the `AttributeAccessor` one anyway). I didn't touch any values that
might be saved in files; those should be handled on a case by case basis.
Part of #122398
Pull Request: https://projects.blender.org/blender/blender/pulls/141301
Notably, there were several code paths which could end up converting to
strings, sometimes multiple times, when passing data into USD APIs.
Reduce the use of raw `char *` in the asset interface and use
`std::string` instead to match what will be passed into USD. Using
string views, of any variety, will not help here since the APIs don't
natively support those.
Pull Request: https://projects.blender.org/blender/blender/pulls/140997
Incoming string attributes from USD have never been fully processed yet
they were added to our list of convertible types. This list originally
came from the Mesh reader before it was made common, but for Meshes the
string type was being skipped elsewhere so there was no harm. Now that
Point Clouds and Curves use this common code, it does matter.
Files containing string attributes for these object types will hit the
`BLI_assert_unreachable` call inside `copy_primvar_to_blender_attribute`
and trace an error to the console requesting the user to file bugs. This
was discovered while looking into the old Moana scene.
Remove the string entry for now as there's no regression in behavior and
it prevents the assert from firing (functionally harmless in Release
builds but the output to the terminal is unnecessary).
Pull Request: https://projects.blender.org/blender/blender/pulls/140681
Improve readability of the parse function for the OBJ importer.
Currently the behavior for parsing input data is nested with reading
and buffering the input stream in the same function. Separating
the problems into two separate functions makes the code easier
to read and understand. This avoids having 100+ lines of parsing
logic entwined with logic for reading/buffering the file.
No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/140388
Some USD files have the displacement input specified in the shader but
do not have it marked as an output in either the shader or the material.
Skip processing if we do not have a valid displacement source.
Pull Request: https://projects.blender.org/blender/blender/pulls/140619
Improve the selection of headers included in the precompiled header.
This reduces build time of the full `io/usd` directory by 12 to 19%.
Laptop i7-8750h: Average 30.3 sec --> 24.5 sec
Desktop i7-13700k: Average 12.1 sec --> 10.7 sec
Pull Request: https://projects.blender.org/blender/blender/pulls/140418
Replaces pointer based EXPECT_EQ_ARRAY with EXPECT_EQ_SPAN in most cases
as they already used spans (or span compatible datastructures).
Currently EXPECT_EQ_ARRAY only takes in one size variable and doesn't
compare the number of elements between arguments (requiring an
additional line to do so).
This should make the code cleaner and safer. Goal is also to promote
the use Spans in new test code.
Pull Request: https://projects.blender.org/blender/blender/pulls/140340
Remove the last uses of `BKE_boundbox_init_from_minmax` in
favor of the newer `bounds::corners`. Besides clearer naming
and better ergonomics, it's also inline-able which seems to be a
good thing for such a simple function.
In order to get the same behavior as before I changed the
C++ bounds function to give the same vertex order as the
older function.
Pull Request: https://projects.blender.org/blender/blender/pulls/140401