Files
test2/source/blender/io/usd/intern/usd_reader_mesh.cc
Jesse Yurkovich e93c6e5f74 USD: Eliminate some unintentional VtArray copies
The `pxr::VtArray<T>` type is based on a copy-on-write scheme that is
very easy to trigger unnecessarily because of how the C++ type system
works[1].

Here we bypass unneeded copies by ensuring we always call the `const`
version of various accessor functions. The offending call-sites were
found by using the `VT_LOG_STACK_ON_ARRAY_DETACH_COPY` env variable.

This yields a very small 2-3% performance benefit when loading in a
typical, mixed-use, asset like e.g. the "4004 Moore Lane" scene.

[1] https://github.com/PixarAnimationStudios/OpenUSD/blob/dev/pxr/base/vt/array.h#L139

Pull Request: https://projects.blender.org/blender/blender/pulls/136014
2025-03-17 17:59:17 +01:00

994 lines
34 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. */
#include "usd_reader_mesh.hh"
#include "usd.hh"
#include "usd_attribute_utils.hh"
#include "usd_hash_types.hh"
#include "usd_mesh_utils.hh"
#include "usd_reader_material.hh"
#include "usd_skel_convert.hh"
#include "usd_utils.hh"
#include "BKE_attribute.hh"
#include "BKE_customdata.hh"
#include "BKE_geometry_set.hh"
#include "BKE_main.hh"
#include "BKE_material.hh"
#include "BKE_mesh.hh"
#include "BKE_object.hh"
#include "BKE_report.hh"
#include "BKE_subdiv.hh"
#include "BLI_array.hh"
#include "BLI_map.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_ordered_edge.hh"
#include "BLI_span.hh"
#include "BLI_vector_set.hh"
#include "DNA_customdata_types.h"
#include "DNA_material_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_windowmanager_types.h"
#include <pxr/base/gf/matrix4f.h>
#include <pxr/base/vt/array.h>
#include <pxr/base/vt/types.h>
#include <pxr/usd/sdf/types.h>
#include <pxr/usd/usdGeom/primvarsAPI.h>
#include <pxr/usd/usdGeom/subset.h>
#include <pxr/usd/usdShade/materialBindingAPI.h>
#include <pxr/usd/usdShade/tokens.h>
#include <pxr/usd/usdSkel/bindingAPI.h>
#include <algorithm>
#include "CLG_log.h"
static CLG_LogRef LOG = {"io.usd"};
namespace usdtokens {
/* Materials */
static const pxr::TfToken st("st", pxr::TfToken::Immortal);
static const pxr::TfToken normalsPrimvar("normals", pxr::TfToken::Immortal);
} // namespace usdtokens
namespace blender::io::usd {
namespace utils {
static pxr::UsdShadeMaterial compute_bound_material(const pxr::UsdPrim &prim,
eUSDMtlPurpose mtl_purpose)
{
const pxr::UsdShadeMaterialBindingAPI api = pxr::UsdShadeMaterialBindingAPI(prim);
/* See the following documentation for material resolution behavior:
* https://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#UsdShadeMaterialBindingAPI_MaterialResolution
*/
pxr::UsdShadeMaterial mtl;
switch (mtl_purpose) {
case USD_MTL_PURPOSE_FULL:
mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->full);
if (!mtl) {
/* Add an additional Blender-specific fallback to help with oddly authored USD files. */
mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->preview);
}
break;
case USD_MTL_PURPOSE_PREVIEW:
mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->preview);
break;
case USD_MTL_PURPOSE_ALL:
mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->allPurpose);
break;
}
return mtl;
}
static void assign_materials(Main *bmain,
Object *ob,
const blender::Map<pxr::SdfPath, int> &mat_index_map,
const USDImportParams &params,
pxr::UsdStageRefPtr stage,
const ImportSettings &settings)
{
if (!(stage && bmain && ob)) {
return;
}
if (mat_index_map.size() > MAXMAT) {
return;
}
USDMaterialReader mat_reader(params, bmain);
for (const auto item : mat_index_map.items()) {
Material *assigned_mat = find_existing_material(
item.key, params, settings.mat_name_to_mat, settings.usd_path_to_mat);
if (!assigned_mat) {
/* Blender material doesn't exist, so create it now. */
/* Look up the USD material. */
pxr::UsdPrim prim = stage->GetPrimAtPath(item.key);
pxr::UsdShadeMaterial usd_mat(prim);
if (!usd_mat) {
CLOG_WARN(
&LOG, "Couldn't construct USD material from prim %s", item.key.GetAsString().c_str());
continue;
}
const bool have_import_hook = settings.mat_import_hook_sources.contains(item.key);
/* Add the Blender material. If we have an import hook which can handle this material
* we don't import USD Preview Surface shaders. */
assigned_mat = mat_reader.add_material(usd_mat, !have_import_hook);
if (!assigned_mat) {
CLOG_WARN(&LOG,
"Couldn't create Blender material from USD material %s",
item.key.GetAsString().c_str());
continue;
}
const std::string mat_name = make_safe_name(assigned_mat->id.name + 2, true);
settings.mat_name_to_mat.add_new(mat_name, assigned_mat);
if (params.mtl_name_collision_mode == USD_MTL_NAME_COLLISION_MAKE_UNIQUE) {
/* Record the Blender material we created for the USD material with the given path. */
settings.usd_path_to_mat.add_new(item.key, assigned_mat);
}
if (have_import_hook) {
/* Defer invoking the hook to convert the material till we can do so from
* the main thread. */
settings.usd_path_to_mat_for_hook.add_new(item.key, assigned_mat);
}
}
if (assigned_mat) {
BKE_object_material_assign_single_obdata(bmain, ob, assigned_mat, item.value);
}
else {
/* This shouldn't happen. */
CLOG_WARN(&LOG, "Couldn't assign material %s", item.key.GetAsString().c_str());
}
}
if (ob->totcol > 0) {
ob->actcol = 1;
}
}
} // namespace utils
void USDMeshReader::create_object(Main *bmain, const double /*motionSampleTime*/)
{
Mesh *mesh = BKE_mesh_add(bmain, name_.c_str());
object_ = BKE_object_add_only_object(bmain, OB_MESH, name_.c_str());
object_->data = mesh;
}
void USDMeshReader::read_object_data(Main *bmain, const double motionSampleTime)
{
Mesh *mesh = (Mesh *)object_->data;
is_initial_load_ = true;
const USDMeshReadParams params = create_mesh_read_params(motionSampleTime,
import_params_.mesh_read_flag);
Mesh *read_mesh = this->read_mesh(mesh, params, nullptr);
is_initial_load_ = false;
if (read_mesh != mesh) {
BKE_mesh_nomain_to_mesh(read_mesh, mesh, object_);
}
readFaceSetsSample(bmain, mesh, motionSampleTime);
if (mesh_prim_.GetPointsAttr().ValueMightBeTimeVarying() ||
mesh_prim_.GetVelocitiesAttr().ValueMightBeTimeVarying())
{
is_time_varying_ = true;
}
if (is_time_varying_) {
add_cache_modifier();
}
if (import_params_.import_subdiv) {
pxr::TfToken subdivScheme;
mesh_prim_.GetSubdivisionSchemeAttr().Get(&subdivScheme, motionSampleTime);
if (subdivScheme == pxr::UsdGeomTokens->catmullClark) {
add_subdiv_modifier();
read_subdiv();
}
}
if (import_params_.import_blendshapes) {
import_blendshapes(bmain, object_, prim_, reports());
}
if (import_params_.import_skeletons) {
import_mesh_skel_bindings(object_, prim_, reports());
}
USDXformReader::read_object_data(bmain, motionSampleTime);
}
bool USDMeshReader::topology_changed(const Mesh *existing_mesh, const double motionSampleTime)
{
/* TODO(makowalski): Is it the best strategy to cache the mesh
* geometry in this function? This needs to be revisited. */
mesh_prim_.GetFaceVertexIndicesAttr().Get(&face_indices_, motionSampleTime);
mesh_prim_.GetFaceVertexCountsAttr().Get(&face_counts_, motionSampleTime);
mesh_prim_.GetPointsAttr().Get(&positions_, motionSampleTime);
const pxr::UsdGeomPrimvarsAPI primvarsAPI(mesh_prim_);
/* TODO(makowalski): Reading normals probably doesn't belong in this function,
* as this is not required to determine if the topology has changed. */
/* If 'normals' and 'primvars:normals' are both specified, the latter has precedence. */
const pxr::UsdGeomPrimvar primvar = primvarsAPI.GetPrimvar(usdtokens::normalsPrimvar);
if (primvar.HasValue()) {
primvar.ComputeFlattened(&normals_, motionSampleTime);
normal_interpolation_ = primvar.GetInterpolation();
}
else {
mesh_prim_.GetNormalsAttr().Get(&normals_, motionSampleTime);
normal_interpolation_ = mesh_prim_.GetNormalsInterpolation();
}
return positions_.size() != existing_mesh->verts_num ||
face_counts_.size() != existing_mesh->faces_num ||
face_indices_.size() != existing_mesh->corners_num;
}
void USDMeshReader::read_mpolys(Mesh *mesh) const
{
MutableSpan<int> face_offsets = mesh->face_offsets_for_write();
MutableSpan<int> corner_verts = mesh->corner_verts_for_write();
int loop_index = 0;
for (int i = 0; i < face_counts_.size(); i++) {
const int face_size = face_counts_[i];
face_offsets[i] = loop_index;
/* Polygons are always assumed to be smooth-shaded. If the mesh should be flat-shaded,
* this is encoded in custom loop normals. */
if (is_left_handed_) {
int loop_end_index = loop_index + (face_size - 1);
for (int f = 0; f < face_size; ++f, ++loop_index) {
corner_verts[loop_index] = face_indices_[loop_end_index - f];
}
}
else {
for (int f = 0; f < face_size; ++f, ++loop_index) {
corner_verts[loop_index] = face_indices_[loop_index];
}
}
}
bke::mesh_calc_edges(*mesh, false, false);
}
void USDMeshReader::read_uv_data_primvar(Mesh *mesh,
const pxr::UsdGeomPrimvar &primvar,
const double motionSampleTime)
{
const StringRef primvar_name(
pxr::UsdGeomPrimvar::StripPrimvarsName(primvar.GetName()).GetString());
const pxr::VtVec2fArray usd_uvs = get_primvar_array<pxr::GfVec2f>(primvar, motionSampleTime);
if (usd_uvs.empty()) {
return;
}
const pxr::TfToken varying_type = primvar.GetInterpolation();
BLI_assert(ELEM(varying_type,
pxr::UsdGeomTokens->vertex,
pxr::UsdGeomTokens->faceVarying,
pxr::UsdGeomTokens->varying));
if ((varying_type == pxr::UsdGeomTokens->faceVarying && usd_uvs.size() != mesh->corners_num) ||
(varying_type == pxr::UsdGeomTokens->vertex && usd_uvs.size() != mesh->verts_num) ||
(varying_type == pxr::UsdGeomTokens->varying && usd_uvs.size() != mesh->verts_num))
{
BKE_reportf(reports(),
RPT_WARNING,
"USD Import: UV attribute value '%s' count inconsistent with interpolation type",
primvar.GetName().GetText());
return;
}
bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
bke::SpanAttributeWriter<float2> uv_data = attributes.lookup_or_add_for_write_only_span<float2>(
primvar_name, bke::AttrDomain::Corner);
if (!uv_data) {
BKE_reportf(reports(),
RPT_WARNING,
"USD Import: couldn't add UV attribute '%s'",
primvar.GetBaseName().GetText());
return;
}
if (varying_type == pxr::UsdGeomTokens->faceVarying) {
if (is_left_handed_) {
/* Reverse the index order. */
const OffsetIndices faces = mesh->faces();
for (const int i : faces.index_range()) {
const IndexRange face = faces[i];
for (int j : face.index_range()) {
const int rev_index = face.last(j);
uv_data.span[face.start() + j] = float2(usd_uvs[rev_index][0], usd_uvs[rev_index][1]);
}
}
}
else {
for (int i = 0; i < uv_data.span.size(); ++i) {
uv_data.span[i] = float2(usd_uvs[i][0], usd_uvs[i][1]);
}
}
}
else {
/* Handle vertex interpolation. */
const Span<int> corner_verts = mesh->corner_verts();
BLI_assert(mesh->verts_num == usd_uvs.size());
for (int i = 0; i < uv_data.span.size(); ++i) {
/* Get the vertex index for this corner. */
int vi = corner_verts[i];
uv_data.span[i] = float2(usd_uvs[vi][0], usd_uvs[vi][1]);
}
}
uv_data.finish();
}
void USDMeshReader::read_subdiv()
{
ModifierData *md = (ModifierData *)(object_->modifiers.last);
SubsurfModifierData *subdiv_data = reinterpret_cast<SubsurfModifierData *>(md);
pxr::TfToken uv_smooth;
mesh_prim_.GetFaceVaryingLinearInterpolationAttr().Get(&uv_smooth);
if (uv_smooth == pxr::UsdGeomTokens->all) {
subdiv_data->uv_smooth = SUBSURF_UV_SMOOTH_NONE;
}
else if (uv_smooth == pxr::UsdGeomTokens->cornersOnly) {
subdiv_data->uv_smooth = SUBSURF_UV_SMOOTH_PRESERVE_CORNERS;
}
else if (uv_smooth == pxr::UsdGeomTokens->cornersPlus1) {
subdiv_data->uv_smooth = SUBSURF_UV_SMOOTH_PRESERVE_CORNERS_AND_JUNCTIONS;
}
else if (uv_smooth == pxr::UsdGeomTokens->cornersPlus2) {
subdiv_data->uv_smooth = SUBSURF_UV_SMOOTH_PRESERVE_CORNERS_JUNCTIONS_AND_CONCAVE;
}
else if (uv_smooth == pxr::UsdGeomTokens->boundaries) {
subdiv_data->uv_smooth = SUBSURF_UV_SMOOTH_PRESERVE_BOUNDARIES;
}
else if (uv_smooth == pxr::UsdGeomTokens->none) {
subdiv_data->uv_smooth = SUBSURF_UV_SMOOTH_ALL;
}
pxr::TfToken boundary_smooth;
mesh_prim_.GetInterpolateBoundaryAttr().Get(&boundary_smooth);
if (boundary_smooth == pxr::UsdGeomTokens->edgeOnly) {
subdiv_data->boundary_smooth = SUBSURF_BOUNDARY_SMOOTH_ALL;
}
else if (boundary_smooth == pxr::UsdGeomTokens->edgeAndCorner) {
subdiv_data->boundary_smooth = SUBSURF_BOUNDARY_SMOOTH_PRESERVE_CORNERS;
}
}
void USDMeshReader::read_vertex_creases(Mesh *mesh, const double motionSampleTime)
{
pxr::VtIntArray usd_corner_indices;
if (!mesh_prim_.GetCornerIndicesAttr().Get(&usd_corner_indices, motionSampleTime)) {
return;
}
pxr::VtFloatArray usd_corner_sharpnesses;
if (!mesh_prim_.GetCornerSharpnessesAttr().Get(&usd_corner_sharpnesses, motionSampleTime)) {
return;
}
/* Prevent the creation of the `crease_vert` attribute if we have no data. */
if (usd_corner_indices.empty() || usd_corner_sharpnesses.empty()) {
return;
}
/* It is fine to have fewer indices than vertices, but never the other way other. */
if (usd_corner_indices.size() > mesh->verts_num) {
CLOG_WARN(&LOG, "Too many vertex creases for mesh %s", prim_path_.GetAsString().c_str());
return;
}
if (usd_corner_indices.size() != usd_corner_sharpnesses.size()) {
CLOG_WARN(&LOG,
"Vertex crease and sharpness count mismatch for mesh %s",
prim_path_.GetAsString().c_str());
return;
}
bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
bke::SpanAttributeWriter creases = attributes.lookup_or_add_for_write_only_span<float>(
"crease_vert", bke::AttrDomain::Point);
creases.span.fill(0.0f);
Span<int> corner_indices = Span(usd_corner_indices.cdata(), usd_corner_indices.size());
Span<float> corner_sharpnesses = Span(usd_corner_sharpnesses.cdata(),
usd_corner_sharpnesses.size());
for (size_t i = 0; i < corner_indices.size(); i++) {
const float crease = settings_->blender_stage_version_prior_44 ?
corner_sharpnesses[i] :
bke::subdiv::sharpness_to_crease(corner_sharpnesses[i]);
creases.span[corner_indices[i]] = std::clamp(crease, 0.0f, 1.0f);
}
creases.finish();
}
void USDMeshReader::read_edge_creases(Mesh *mesh, const double motionSampleTime)
{
pxr::VtArray<int> usd_crease_lengths;
pxr::VtArray<int> usd_crease_indices;
pxr::VtArray<float> usd_crease_sharpness;
mesh_prim_.GetCreaseLengthsAttr().Get(&usd_crease_lengths, motionSampleTime);
mesh_prim_.GetCreaseIndicesAttr().Get(&usd_crease_indices, motionSampleTime);
mesh_prim_.GetCreaseSharpnessesAttr().Get(&usd_crease_sharpness, motionSampleTime);
/* Prevent the creation of the `crease_edge` attribute if we have no data. */
if (usd_crease_lengths.empty() || usd_crease_indices.empty() || usd_crease_sharpness.empty()) {
return;
}
/* There should be as many sharpness values as lengths. */
if (usd_crease_lengths.size() != usd_crease_sharpness.size()) {
CLOG_WARN(&LOG,
"Edge crease and sharpness count mismatch for mesh %s",
prim_path_.GetAsString().c_str());
return;
}
/* Build mapping from vert pairs to edge index. */
using EdgeMap = VectorSet<OrderedEdge,
DefaultProbingStrategy,
DefaultHash<OrderedEdge>,
DefaultEquality<OrderedEdge>,
SimpleVectorSetSlot<OrderedEdge, int>,
GuardedAllocator>;
Span<int2> edges = mesh->edges();
EdgeMap edge_map;
edge_map.reserve(edges.size());
for (const int i : edges.index_range()) {
edge_map.add(edges[i]);
}
bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
bke::SpanAttributeWriter creases = attributes.lookup_or_add_for_write_only_span<float>(
"crease_edge", bke::AttrDomain::Edge);
creases.span.fill(0.0f);
Span<int> crease_lengths = Span(usd_crease_lengths.cdata(), usd_crease_lengths.size());
Span<int> crease_indices = Span(usd_crease_indices.cdata(), usd_crease_indices.size());
Span<float> crease_sharpness = Span(usd_crease_sharpness.cdata(), usd_crease_sharpness.size());
size_t index_start = 0;
for (size_t i = 0; i < crease_lengths.size(); i++) {
const int length = crease_lengths[i];
if (length < 2) {
/* Since each crease must be at least one edge long, each element of this array must be at
* least two. If this is not the case it would not be safe to continue. */
CLOG_WARN(&LOG,
"Edge crease length %d is invalid for mesh %s",
length,
prim_path_.GetAsString().c_str());
break;
}
if (index_start + length > crease_indices.size()) {
CLOG_WARN(&LOG,
"Edge crease lengths are out of bounds for mesh %s",
prim_path_.GetAsString().c_str());
break;
}
float crease = settings_->blender_stage_version_prior_44 ?
crease_sharpness[i] :
bke::subdiv::sharpness_to_crease(crease_sharpness[i]);
crease = std::clamp(crease, 0.0f, 1.0f);
for (size_t j = 0; j < length - 1; j++) {
const int v1 = crease_indices[index_start + j];
const int v2 = crease_indices[index_start + j + 1];
const int edge_i = edge_map.index_of_try({v1, v2});
if (edge_i < 0) {
continue;
}
creases.span[edge_i] = crease;
}
index_start += length;
}
creases.finish();
}
void USDMeshReader::read_velocities(Mesh *mesh, const double motionSampleTime)
{
pxr::VtVec3fArray velocities;
mesh_prim_.GetVelocitiesAttr().Get(&velocities, motionSampleTime);
if (!velocities.empty()) {
bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
bke::SpanAttributeWriter<float3> velocity =
attributes.lookup_or_add_for_write_only_span<float3>("velocity", bke::AttrDomain::Point);
Span<pxr::GfVec3f> usd_data(velocities.cdata(), velocities.size());
velocity.span.copy_from(usd_data.cast<float3>());
velocity.finish();
}
}
void USDMeshReader::process_normals_vertex_varying(Mesh *mesh)
{
if (normals_.empty()) {
return;
}
if (normals_.size() != mesh->verts_num) {
CLOG_WARN(&LOG,
"Vertex varying normals count mismatch for mesh '%s'",
prim_path_.GetAsString().c_str());
return;
}
BLI_STATIC_ASSERT(sizeof(normals_[0]) == sizeof(float3), "Expected float3 normals size");
bke::mesh_set_custom_normals_from_verts(
*mesh, {reinterpret_cast<float3 *>(normals_.data()), int64_t(normals_.size())});
}
void USDMeshReader::process_normals_face_varying(Mesh *mesh) const
{
if (normals_.empty()) {
return;
}
/* Check for normals count mismatches to prevent crashes. */
if (normals_.size() != mesh->corners_num) {
CLOG_WARN(&LOG, "Loop normal count mismatch for mesh '%s'", prim_path_.GetAsString().c_str());
return;
}
Array<float3> corner_normals(mesh->corners_num);
const OffsetIndices faces = mesh->faces();
for (const int i : faces.index_range()) {
const IndexRange face = faces[i];
for (int j : face.index_range()) {
const int corner = face.start() + j;
int usd_index = face.start();
if (is_left_handed_) {
usd_index += face.size() - 1 - j;
}
else {
usd_index += j;
}
corner_normals[corner] = detail::convert_value<pxr::GfVec3f, float3>(normals_[usd_index]);
}
}
bke::mesh_set_custom_normals(*mesh, corner_normals);
}
void USDMeshReader::process_normals_uniform(Mesh *mesh) const
{
if (normals_.empty()) {
return;
}
/* Check for normals count mismatches to prevent crashes. */
if (normals_.size() != mesh->faces_num) {
CLOG_WARN(
&LOG, "Uniform normal count mismatch for mesh '%s'", prim_path_.GetAsString().c_str());
return;
}
Array<float3> corner_normals(mesh->corners_num);
const OffsetIndices faces = mesh->faces();
for (const int i : faces.index_range()) {
for (const int corner : faces[i]) {
corner_normals[corner] = detail::convert_value<pxr::GfVec3f, float3>(normals_[i]);
}
}
bke::mesh_set_custom_normals(*mesh, corner_normals);
}
void USDMeshReader::read_mesh_sample(ImportSettings *settings,
Mesh *mesh,
const double motionSampleTime,
const bool new_mesh)
{
/* Note that for new meshes we always want to read verts and faces,
* regardless of the value of the read_flag, to avoid a crash downstream
* in code that expect this data to be there. */
if (new_mesh || (settings->read_flag & MOD_MESHSEQ_READ_VERT) != 0) {
MutableSpan<float3> vert_positions = mesh->vert_positions_for_write();
vert_positions.copy_from(Span(positions_.cdata(), positions_.size()).cast<float3>());
mesh->tag_positions_changed();
read_vertex_creases(mesh, motionSampleTime);
}
if (new_mesh || (settings->read_flag & MOD_MESHSEQ_READ_POLY) != 0) {
read_mpolys(mesh);
read_edge_creases(mesh, motionSampleTime);
if (normal_interpolation_ == pxr::UsdGeomTokens->faceVarying) {
process_normals_face_varying(mesh);
}
else if (normal_interpolation_ == pxr::UsdGeomTokens->uniform) {
process_normals_uniform(mesh);
}
}
/* Process point normals after reading faces. */
if ((settings->read_flag & MOD_MESHSEQ_READ_VERT) != 0 &&
normal_interpolation_ == pxr::UsdGeomTokens->vertex)
{
process_normals_vertex_varying(mesh);
}
/* Custom Data layers. */
if ((settings->read_flag & MOD_MESHSEQ_READ_VERT) ||
(settings->read_flag & MOD_MESHSEQ_READ_COLOR) ||
(settings->read_flag & MOD_MESHSEQ_READ_ATTRIBUTES))
{
read_velocities(mesh, motionSampleTime);
read_custom_data(settings, mesh, motionSampleTime, new_mesh);
}
}
void USDMeshReader::read_custom_data(const ImportSettings *settings,
Mesh *mesh,
const double motionSampleTime,
const bool new_mesh)
{
if (!(mesh && mesh->corners_num > 0)) {
return;
}
pxr::UsdGeomPrimvarsAPI pv_api = pxr::UsdGeomPrimvarsAPI(mesh_prim_);
std::vector<pxr::UsdGeomPrimvar> primvars = pv_api.GetPrimvarsWithValues();
pxr::TfToken active_color_name;
pxr::TfToken active_uv_set_name;
/* Convert primvars to custom layer data. */
for (const pxr::UsdGeomPrimvar &pv : primvars) {
const pxr::SdfValueTypeName type = pv.GetTypeName();
if (!type.IsArray()) {
continue; /* Skip non-array primvar attributes. */
}
const pxr::TfToken varying_type = pv.GetInterpolation();
const pxr::TfToken name = pxr::UsdGeomPrimvar::StripPrimvarsName(pv.GetPrimvarName());
/* To avoid unnecessarily reloading static primvars during animation,
* early out if not first load and this primvar isn't animated. */
if (!new_mesh && primvar_varying_map_.contains(name) && !primvar_varying_map_.lookup(name)) {
continue;
}
/* We handle the non-standard primvar:velocity elsewhere. */
if (ELEM(name, "velocity")) {
continue;
}
if (ELEM(type,
pxr::SdfValueTypeNames->StringArray,
pxr::SdfValueTypeNames->QuatdArray,
pxr::SdfValueTypeNames->QuathArray))
{
/* Skip creating known unsupported types, and avoid noisy error prints. */
continue;
}
/* Read Color primvars. */
if (convert_usd_type_to_blender(type) == CD_PROP_COLOR) {
if ((settings->read_flag & MOD_MESHSEQ_READ_COLOR) != 0) {
/* Set the active color name to 'displayColor', if a color primvar
* with this name exists. Otherwise, use the name of the first
* color primvar we find for the active color. */
if (active_color_name.IsEmpty() || name == usdtokens::displayColor) {
active_color_name = name;
}
read_generic_mesh_primvar(mesh, pv, motionSampleTime, is_left_handed_);
}
}
/* Read UV primvars. */
else if (ELEM(varying_type,
pxr::UsdGeomTokens->vertex,
pxr::UsdGeomTokens->faceVarying,
pxr::UsdGeomTokens->varying) &&
convert_usd_type_to_blender(type) == CD_PROP_FLOAT2)
{
if ((settings->read_flag & MOD_MESHSEQ_READ_UV) != 0) {
/* Set the active uv set name to 'st', if a uv set primvar
* with this name exists. Otherwise, use the name of the first
* uv set primvar we find for the active uv set. */
if (active_uv_set_name.IsEmpty() || name == usdtokens::st) {
active_uv_set_name = name;
}
this->read_uv_data_primvar(mesh, pv, motionSampleTime);
}
}
/* Read all other primvars. */
else {
if ((settings->read_flag & MOD_MESHSEQ_READ_ATTRIBUTES) != 0) {
read_generic_mesh_primvar(mesh, pv, motionSampleTime, is_left_handed_);
}
}
/* Record whether the primvar attribute might be time varying. */
if (!primvar_varying_map_.contains(name)) {
bool might_be_time_varying = pv.ValueMightBeTimeVarying();
primvar_varying_map_.add(name, might_be_time_varying);
if (might_be_time_varying) {
is_time_varying_ = true;
}
}
} /* End primvar attribute loop. */
if (!active_color_name.IsEmpty()) {
BKE_id_attributes_default_color_set(&mesh->id, active_color_name.GetText());
BKE_id_attributes_active_color_set(&mesh->id, active_color_name.GetText());
}
if (!active_uv_set_name.IsEmpty()) {
int layer_index = CustomData_get_named_layer_index(
&mesh->corner_data, CD_PROP_FLOAT2, active_uv_set_name.GetText());
if (layer_index > -1) {
CustomData_set_layer_active_index(&mesh->corner_data, CD_PROP_FLOAT2, layer_index);
CustomData_set_layer_render_index(&mesh->corner_data, CD_PROP_FLOAT2, layer_index);
}
}
}
void USDMeshReader::assign_facesets_to_material_indices(double motionSampleTime,
MutableSpan<int> material_indices,
blender::Map<pxr::SdfPath, int> *r_mat_map)
{
if (r_mat_map == nullptr) {
return;
}
/* Find the geom subsets that have bound materials.
* We don't call #pxr::UsdShadeMaterialBindingAPI::GetMaterialBindSubsets()
* because this function returns only those subsets that are in the 'materialBind'
* family, but, in practice, applications (like Houdini) might export subsets
* in different families that are bound to materials.
* TODO(makowalski): Reassess if the above is the best approach. */
const std::vector<pxr::UsdGeomSubset> subsets = pxr::UsdGeomSubset::GetAllGeomSubsets(
mesh_prim_);
int current_mat = 0;
if (!subsets.empty()) {
for (const pxr::UsdGeomSubset &subset : subsets) {
pxr::UsdPrim subset_prim = subset.GetPrim();
pxr::UsdShadeMaterial subset_mtl = utils::compute_bound_material(subset_prim,
import_params_.mtl_purpose);
if (!subset_mtl) {
continue;
}
pxr::SdfPath subset_mtl_path = subset_mtl.GetPath();
if (subset_mtl_path.IsEmpty()) {
continue;
}
pxr::TfToken element_type;
subset.GetElementTypeAttr().Get(&element_type, motionSampleTime);
if (element_type != pxr::UsdGeomTokens->face) {
CLOG_WARN(&LOG,
"UsdGeomSubset '%s' uses unsupported elementType: %s",
subset_prim.GetName().GetText(),
element_type.GetText());
continue;
}
const int mat_idx = r_mat_map->lookup_or_add(subset_mtl_path, 1 + current_mat++);
const int max_element_idx = std::max(0, int(material_indices.size() - 1));
pxr::VtIntArray indices;
subset.GetIndicesAttr().Get(&indices, motionSampleTime);
int bad_element_count = 0;
for (const int element_idx : indices.AsConst()) {
const int safe_element_idx = std::clamp(element_idx, 0, max_element_idx);
bad_element_count += (safe_element_idx != element_idx) ? 1 : 0;
material_indices[safe_element_idx] = mat_idx - 1;
}
if (bad_element_count > 0) {
CLOG_WARN(&LOG,
"UsdGeomSubset '%s' contains invalid indices; material assignment may be "
"incorrect (%d were out of range)",
subset_prim.GetName().GetText(),
bad_element_count);
}
}
}
if (r_mat_map->is_empty()) {
pxr::UsdShadeMaterial mtl = utils::compute_bound_material(prim_, import_params_.mtl_purpose);
if (mtl) {
pxr::SdfPath mtl_path = mtl.GetPath();
if (!mtl_path.IsEmpty()) {
r_mat_map->add(mtl.GetPath(), 1);
}
}
}
}
void USDMeshReader::readFaceSetsSample(Main *bmain, Mesh *mesh, const double motionSampleTime)
{
if (!import_params_.import_materials) {
return;
}
blender::Map<pxr::SdfPath, int> mat_map;
bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
bke::SpanAttributeWriter<int> material_indices = attributes.lookup_or_add_for_write_span<int>(
"material_index", bke::AttrDomain::Face);
this->assign_facesets_to_material_indices(motionSampleTime, material_indices.span, &mat_map);
material_indices.finish();
/* Build material name map if it's not built yet. */
if (this->settings_->mat_name_to_mat.is_empty()) {
build_material_map(bmain, this->settings_->mat_name_to_mat);
}
utils::assign_materials(
bmain, object_, mat_map, this->import_params_, this->prim_.GetStage(), *this->settings_);
}
Mesh *USDMeshReader::read_mesh(Mesh *existing_mesh,
const USDMeshReadParams params,
const char ** /*r_err_str*/)
{
mesh_prim_.GetOrientationAttr().Get(&orientation_);
if (orientation_ == pxr::UsdGeomTokens->leftHanded) {
is_left_handed_ = true;
}
Mesh *active_mesh = existing_mesh;
bool new_mesh = false;
/* TODO(makowalski): implement the optimization of only updating the mesh points when
* the topology is consistent, as in the Alembic importer. */
ImportSettings settings;
settings.read_flag |= params.read_flags;
if (topology_changed(existing_mesh, params.motion_sample_time)) {
new_mesh = true;
active_mesh = BKE_mesh_new_nomain_from_template(
existing_mesh, positions_.size(), 0, face_counts_.size(), face_indices_.size());
}
read_mesh_sample(
&settings, active_mesh, params.motion_sample_time, new_mesh || is_initial_load_);
if (new_mesh) {
/* Here we assume that the number of materials doesn't change, i.e. that
* the material slots that were created when the object was loaded from
* USD are still valid now. */
if (active_mesh->faces_num != 0 && import_params_.import_materials) {
blender::Map<pxr::SdfPath, int> mat_map;
bke::MutableAttributeAccessor attributes = active_mesh->attributes_for_write();
bke::SpanAttributeWriter<int> material_indices =
attributes.lookup_or_add_for_write_span<int>("material_index", bke::AttrDomain::Face);
assign_facesets_to_material_indices(
params.motion_sample_time, material_indices.span, &mat_map);
material_indices.finish();
}
}
if (import_params_.validate_meshes) {
if (BKE_mesh_validate(active_mesh, false, false)) {
BKE_reportf(reports(), RPT_INFO, "Fixed mesh for prim: %s", mesh_prim_.GetPath().GetText());
}
}
return active_mesh;
}
void USDMeshReader::read_geometry(bke::GeometrySet &geometry_set,
const USDMeshReadParams params,
const char **r_err_str)
{
Mesh *existing_mesh = geometry_set.get_mesh_for_write();
Mesh *new_mesh = read_mesh(existing_mesh, params, r_err_str);
if (new_mesh != existing_mesh) {
geometry_set.replace_mesh(new_mesh);
}
}
pxr::SdfPath USDMeshReader::get_skeleton_path() const
{
/* Make sure we can apply UsdSkelBindingAPI to the prim.
* Attempting to apply the API to instance proxies generates
* a USD error. */
if (!prim_ || prim_.IsInstanceProxy()) {
return {};
}
pxr::UsdSkelBindingAPI skel_api(prim_);
if (pxr::UsdSkelSkeleton skel = skel_api.GetInheritedSkeleton()) {
return skel.GetPath();
}
return {};
}
std::optional<XformResult> USDMeshReader::get_local_usd_xform(const float time) const
{
if (!import_params_.import_skeletons || prim_.IsInstanceProxy()) {
/* Use the standard transform computation, since we are ignoring
* skinning data. Note that applying the UsdSkelBinding API to an
* instance proxy generates a USD error. */
return USDXformReader::get_local_usd_xform(time);
}
pxr::UsdSkelBindingAPI skel_api = pxr::UsdSkelBindingAPI(prim_);
if (pxr::UsdAttribute xf_attr = skel_api.GetGeomBindTransformAttr()) {
if (xf_attr.HasAuthoredValue()) {
pxr::GfMatrix4d bind_xf;
if (skel_api.GetGeomBindTransformAttr().Get(&bind_xf)) {
/* The USD bind transform is a matrix of doubles,
* but we cast it to GfMatrix4f because Blender expects
* a matrix of floats. Also, we assume the transform
* is constant over time. */
return XformResult(pxr::GfMatrix4f(bind_xf), true);
}
BKE_reportf(reports(),
RPT_WARNING,
"%s: Couldn't compute geom bind transform for %s",
__func__,
prim_.GetPath().GetAsString().c_str());
}
}
return USDXformReader::get_local_usd_xform(time);
}
} // namespace blender::io::usd