Adding support for converting between Blender custom properties and USD user-defined custom attributes. Custom attributes on Xforms, many data types, and materials are all supported for round-tripping. Please see the USD attributes documentation for more information on custom attributes. Properties are exported with a userProperties: namespace for simple filtering in external apps. This namespace is stripped on import, but other namespace are allowed to persist. An "Import Attributes" parameter has been added with options "None" (do not import attributes), "User" (import attributes in the 'userProperties' namespace only), "All custom" (import all USD custom attributes, the default). An "Export Custom Properties" export option has been added. The property conversion code handles float, double, string and bool types, as well as tuples of size 2, 3 and 4. Note that USD quaternions and arrays of arbitrary length are not yet supported. There is currently no attempt to set the Blender property subtype based on the USD type "role" (e.g., specifying Color or XYZ vector subtypes). This can be addressed in future work. In addition to exporting custom properties, the original Blender object and data names are now saved as USD custom string attributes "userProperties:blender:object_name" and "userProperties:blender:data_name", respectively, on the corresponding USD prims. This feature is enabled with the "Author Blender Name" export option. If a Blender custom string property is named "displayName", it's handled in a special way on export in that its value is used to set the USD prim's "displayName" metadata. Co-authored-by: kiki <charles@skeletalstudios.com> Co-authored-by: Michael Kowalski <makowalski@nvidia.com> Co-authored-by: Charles Wardlaw <kattkieru@users.noreply.github.com> Pull Request: https://projects.blender.org/blender/blender/pulls/118938
106 lines
3.8 KiB
C++
106 lines
3.8 KiB
C++
/* SPDX-FileCopyrightText: 2019 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "usd_writer_camera.hh"
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#include "usd_hierarchy_iterator.hh"
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#include <pxr/usd/usdGeom/camera.h>
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#include <pxr/usd/usdGeom/tokens.h>
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#include "BKE_camera.h"
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#include "BLI_assert.h"
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#include "DEG_depsgraph_query.hh"
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#include "DNA_camera_types.h"
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#include "DNA_scene_types.h"
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namespace blender::io::usd {
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USDCameraWriter::USDCameraWriter(const USDExporterContext &ctx) : USDAbstractWriter(ctx) {}
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bool USDCameraWriter::is_supported(const HierarchyContext *context) const
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{
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const Camera *camera = static_cast<const Camera *>(context->object->data);
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return camera->type == CAM_PERSP;
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}
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static void camera_sensor_size_for_render(const Camera *camera,
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const RenderData *rd,
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float *r_sensor,
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float *r_sensor_x,
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float *r_sensor_y)
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{
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/* Compute the final image size in pixels. */
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float sizex = rd->xsch * rd->xasp;
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float sizey = rd->ysch * rd->yasp;
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int sensor_fit = BKE_camera_sensor_fit(camera->sensor_fit, sizex, sizey);
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float sensor_size = BKE_camera_sensor_size(
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camera->sensor_fit, camera->sensor_x, camera->sensor_y);
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*r_sensor = sensor_size;
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switch (sensor_fit) {
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case CAMERA_SENSOR_FIT_HOR:
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*r_sensor_x = sensor_size;
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*r_sensor_y = sensor_size * sizey / sizex;
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break;
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case CAMERA_SENSOR_FIT_VERT:
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*r_sensor_x = sensor_size * sizex / sizey;
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*r_sensor_y = sensor_size;
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break;
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case CAMERA_SENSOR_FIT_AUTO:
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BLI_assert_msg(0, "Camera fit should be either horizontal or vertical");
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break;
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}
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}
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void USDCameraWriter::do_write(HierarchyContext &context)
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{
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pxr::UsdTimeCode timecode = get_export_time_code();
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pxr::UsdGeomCamera usd_camera = pxr::UsdGeomCamera::Define(usd_export_context_.stage,
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usd_export_context_.usd_path);
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const Camera *camera = static_cast<const Camera *>(context.object->data);
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Scene *scene = DEG_get_evaluated_scene(usd_export_context_.depsgraph);
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usd_camera.CreateProjectionAttr().Set(pxr::UsdGeomTokens->perspective);
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/*
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* For USD, these camera properties are in tenths of a world unit.
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* https://graphics.pixar.com/usd/release/api/class_usd_geom_camera.html#UsdGeom_CameraUnits
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*
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* tenth_unit_to_meters = stage_meters_per_unit / 10
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* tenth_unit_to_millimeters = 1000 * unit_to_tenth_unit
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* = 100 * stage_meters_per_unit
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*/
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const float tenth_unit_to_mm = 100.0f * scene->unit.scale_length;
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float sensor_size, aperture_x, aperture_y;
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camera_sensor_size_for_render(camera, &scene->r, &sensor_size, &aperture_x, &aperture_y);
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usd_camera.CreateFocalLengthAttr().Set(camera->lens / tenth_unit_to_mm, timecode);
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usd_camera.CreateHorizontalApertureAttr().Set(aperture_x / tenth_unit_to_mm, timecode);
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usd_camera.CreateVerticalApertureAttr().Set(aperture_y / tenth_unit_to_mm, timecode);
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usd_camera.CreateHorizontalApertureOffsetAttr().Set(
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sensor_size * camera->shiftx / tenth_unit_to_mm, timecode);
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usd_camera.CreateVerticalApertureOffsetAttr().Set(
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sensor_size * camera->shifty / tenth_unit_to_mm, timecode);
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usd_camera.CreateClippingRangeAttr().Set(
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pxr::VtValue(pxr::GfVec2f(camera->clip_start, camera->clip_end)), timecode);
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/* Write DoF-related attributes. */
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if (camera->dof.flag & CAM_DOF_ENABLED) {
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usd_camera.CreateFStopAttr().Set(camera->dof.aperture_fstop, timecode);
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float focus_distance = BKE_camera_object_dof_distance(context.object);
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usd_camera.CreateFocusDistanceAttr().Set(focus_distance, timecode);
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}
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auto prim = usd_camera.GetPrim();
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write_id_properties(prim, camera->id, timecode);
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}
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} // namespace blender::io::usd
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