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
136 lines
4.7 KiB
C++
136 lines
4.7 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_light.hh"
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#include "usd_hierarchy_iterator.hh"
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#include <pxr/usd/usdLux/diskLight.h>
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#include <pxr/usd/usdLux/distantLight.h>
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#include <pxr/usd/usdLux/rectLight.h>
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#include <pxr/usd/usdLux/shapingAPI.h>
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#include <pxr/usd/usdLux/sphereLight.h>
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#include "BLI_assert.h"
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#include "BLI_math_rotation.h"
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#include "DNA_light_types.h"
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namespace blender::io::usd {
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USDLightWriter::USDLightWriter(const USDExporterContext &ctx) : USDAbstractWriter(ctx) {}
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bool USDLightWriter::is_supported(const HierarchyContext * /*context*/) const
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{
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return true;
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}
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static void set_light_extents(const pxr::UsdPrim &prim, const pxr::UsdTimeCode time)
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{
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if (auto boundable = pxr::UsdGeomBoundable(prim)) {
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pxr::VtArray<pxr::GfVec3f> extent;
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pxr::UsdGeomBoundable::ComputeExtentFromPlugins(boundable, time, &extent);
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boundable.CreateExtentAttr().Set(extent, time);
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}
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/* We're intentionally not setting an error on non-boundable lights,
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* because overly noisy errors are annoying. */
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}
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void USDLightWriter::do_write(HierarchyContext &context)
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{
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pxr::UsdStageRefPtr stage = usd_export_context_.stage;
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const pxr::SdfPath &usd_path = usd_export_context_.usd_path;
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pxr::UsdTimeCode timecode = get_export_time_code();
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Light *light = static_cast<Light *>(context.object->data);
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pxr::UsdLuxLightAPI usd_light_api;
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switch (light->type) {
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case LA_AREA: {
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switch (light->area_shape) {
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case LA_AREA_RECT: {
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pxr::UsdLuxRectLight rect_light = pxr::UsdLuxRectLight::Define(stage, usd_path);
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rect_light.CreateWidthAttr().Set(light->area_size, timecode);
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rect_light.CreateHeightAttr().Set(light->area_sizey, timecode);
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usd_light_api = rect_light.LightAPI();
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break;
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}
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case LA_AREA_SQUARE: {
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pxr::UsdLuxRectLight rect_light = pxr::UsdLuxRectLight::Define(stage, usd_path);
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rect_light.CreateWidthAttr().Set(light->area_size, timecode);
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rect_light.CreateHeightAttr().Set(light->area_size, timecode);
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usd_light_api = rect_light.LightAPI();
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break;
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}
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case LA_AREA_DISK: {
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pxr::UsdLuxDiskLight disk_light = pxr::UsdLuxDiskLight::Define(stage, usd_path);
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disk_light.CreateRadiusAttr().Set(light->area_size / 2.0f, timecode);
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usd_light_api = disk_light.LightAPI();
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break;
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}
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case LA_AREA_ELLIPSE: {
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/* An ellipse light deteriorates into a disk light. */
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pxr::UsdLuxDiskLight disk_light = pxr::UsdLuxDiskLight::Define(stage, usd_path);
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disk_light.CreateRadiusAttr().Set((light->area_size + light->area_sizey) / 4.0f,
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timecode);
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usd_light_api = disk_light.LightAPI();
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break;
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}
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}
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break;
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}
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case LA_LOCAL:
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case LA_SPOT: {
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pxr::UsdLuxSphereLight sphere_light = pxr::UsdLuxSphereLight::Define(stage, usd_path);
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sphere_light.CreateRadiusAttr().Set(light->radius, timecode);
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if (light->radius == 0.0f) {
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sphere_light.CreateTreatAsPointAttr().Set(true, timecode);
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}
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if (light->type == LA_SPOT) {
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pxr::UsdLuxShapingAPI shaping_api = pxr::UsdLuxShapingAPI::Apply(sphere_light.GetPrim());
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if (shaping_api) {
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shaping_api.CreateShapingConeAngleAttr().Set(RAD2DEGF(light->spotsize) / 2.0f, timecode);
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shaping_api.CreateShapingConeSoftnessAttr().Set(light->spotblend, timecode);
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}
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}
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usd_light_api = sphere_light.LightAPI();
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break;
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}
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case LA_SUN: {
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pxr::UsdLuxDistantLight distant_light = pxr::UsdLuxDistantLight::Define(stage, usd_path);
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distant_light.CreateAngleAttr().Set(RAD2DEGF(light->sun_angle / 2.0f), timecode);
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usd_light_api = distant_light.LightAPI();
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break;
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}
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default:
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BLI_assert_unreachable();
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break;
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}
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float intensity;
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if (light->type == LA_SUN) {
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/* Unclear why, but approximately matches Karma. */
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intensity = light->energy / 4.0f;
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}
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else {
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/* Convert from radiant flux to intensity. */
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intensity = light->energy / M_PI;
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}
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usd_light_api.CreateIntensityAttr().Set(intensity, timecode);
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usd_light_api.CreateExposureAttr().Set(0.0f, timecode);
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usd_light_api.CreateColorAttr().Set(pxr::GfVec3f(light->r, light->g, light->b), timecode);
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usd_light_api.CreateDiffuseAttr().Set(light->diff_fac, timecode);
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usd_light_api.CreateSpecularAttr().Set(light->spec_fac, timecode);
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usd_light_api.CreateNormalizeAttr().Set(true, timecode);
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auto prim = usd_light_api.GetPrim();
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write_id_properties(prim, light->id, timecode);
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set_light_extents(usd_light_api.GetPrim(), timecode);
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}
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} // namespace blender::io::usd
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