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