Files
test2/source/blender/io/usd/intern/usd_reader_prim.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

186 lines
5.4 KiB
C++

/* SPDX-FileCopyrightText: 2021 Tangent Animation. All rights reserved.
* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later
*
* Adapted from the Blender Alembic importer implementation. */
#pragma once
#include "usd.hh"
#include "usd_hash_types.hh"
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "WM_types.hh"
#include <pxr/usd/sdf/path.h>
#include <pxr/usd/usd/prim.h>
#include <string>
struct CacheFile;
struct Main;
struct Material;
struct Object;
struct ReportList;
namespace blender::io::usd {
struct ImportSettings {
bool blender_stage_version_prior_44 = false;
bool do_convert_mat = false;
float conversion_mat[4][4] = {};
/* From MeshSeqCacheModifierData.read_flag */
int read_flag = 0;
std::function<CacheFile *()> get_cache_file{};
/*
* The fields below are mutable because they are used to keep track
* of what the importer is doing. This is necessary even when all
* the other import settings are to remain const.
*/
/* Map a USD material prim path to a Blender material.
* This map is updated by readers during stage traversal. */
mutable blender::Map<pxr::SdfPath, Material *> usd_path_to_mat{};
/* Map a material name to Blender material.
* This map is updated by readers during stage traversal. */
mutable blender::Map<std::string, Material *> mat_name_to_mat{};
/* Map a USD material prim path to a Blender material to be
* converted by invoking the 'on_material_import' USD hook.
* This map is updated by readers during stage traversal. */
mutable blender::Map<pxr::SdfPath, Material *> usd_path_to_mat_for_hook{};
/* Set of paths to USD material primitives that can be converted by the
* 'on_material_import' USD hook. For efficiency this set should
* be populated prior to stage traversal. */
mutable blender::Set<pxr::SdfPath> mat_import_hook_sources{};
/* We use the stage metersPerUnit to convert camera properties from USD scene units to the
* correct millimeter scale that Blender uses for camera parameters. */
double stage_meters_per_unit = 1.0;
pxr::SdfPath skip_prefix{};
/* Combined user-specified and unit conversion scales. */
double scene_scale = 1.0;
};
/* Most generic USD Reader. */
class USDPrimReader {
protected:
std::string name_;
pxr::SdfPath prim_path_;
Object *object_;
pxr::UsdPrim prim_;
const USDImportParams &import_params_;
USDPrimReader *parent_reader_;
const ImportSettings *settings_;
int refcount_;
bool is_in_instancer_proto_;
public:
USDPrimReader(const pxr::UsdPrim &prim,
const USDImportParams &import_params,
const ImportSettings &settings);
virtual ~USDPrimReader();
const pxr::UsdPrim &prim() const;
virtual bool valid() const;
virtual void create_object(Main *bmain, double motionSampleTime) = 0;
virtual void read_object_data(Main * /*bmain*/, double /*motionSampleTime*/){};
Object *object() const;
void object(Object *ob);
USDPrimReader *parent() const
{
return parent_reader_;
}
void parent(USDPrimReader *parent)
{
parent_reader_ = parent;
}
/** Get the wmJobWorkerStatus-provided `reports` list pointer, to use with the BKE_report API. */
ReportList *reports() const
{
return import_params_.worker_status ? import_params_.worker_status->reports : nullptr;
}
/* Since readers might be referenced through handles
* maintained by modifiers and constraints, we provide
* a reference count to facilitate managing the object
* lifetime.
* TODO(makowalski): investigate transitioning to using
* smart pointers for readers, or, alternatively look into
* making the lifetime management more robust, e.g., by
* making the destructors protected and implementing deletion
* in decref(), etc. */
int refcount() const;
void incref();
void decref();
const std::string &name() const
{
return name_;
}
pxr::SdfPath prim_path() const
{
return prim_path_;
}
virtual pxr::SdfPath object_prim_path() const
{
return prim_path();
}
virtual pxr::SdfPath data_prim_path() const
{
return prim_path();
}
void set_is_in_instancer_proto(bool flag)
{
is_in_instancer_proto_ = flag;
}
bool is_in_instancer_proto() const
{
return is_in_instancer_proto_;
}
bool is_in_proto() const;
protected:
/**
* Convert custom attributes on the encapsulated USD prim (or on its parent)
* to custom properties on the generated object and/or data. This function
* assumes create_object() and read_object_data() have been called.
*
* If the generated object has instantiated data, it's assumed that the data
* represents the USD prim, and the prim properties will be set on the data ID.
* If the object data is null (which would be the case when a USD Xform is
* converted to an Empty object), then the prim properties will be set on the
* object ID. Finally, a true value for the 'merge_with_parent' argument indicates
* that the object represents a USD Xform and its child prim that were merged
* on import, and the properties of the prim's parent will be set on the object
* ID.
*
* \param merge_with_parent: If true, set the properties of the prim's parent
* on the object ID
* \param motionSampleTime: The time code for sampling the USD attributes.
*/
void set_props(bool merge_with_parent = false,
pxr::UsdTimeCode motionSampleTime = pxr::UsdTimeCode::Default());
};
} // namespace blender::io::usd