Files
test2/source/blender/io/usd/intern/usd_capi_export.cc
Hans Goudey 3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00

526 lines
16 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <iostream>
#include "usd.h"
#include "usd.hh"
#include "usd_hierarchy_iterator.h"
#include "usd_hook.h"
#include <pxr/base/plug/registry.h>
#include <pxr/base/tf/token.h>
#include <pxr/pxr.h>
#include <pxr/usd/usd/prim.h>
#include <pxr/usd/usd/primRange.h>
#include <pxr/usd/usd/stage.h>
#include <pxr/usd/usdGeom/tokens.h>
#include <pxr/usd/usdGeom/xform.h>
#include <pxr/usd/usdUtils/dependencies.h>
#include "MEM_guardedalloc.h"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"
#include "DEG_depsgraph_query.hh"
#include "DNA_scene_types.h"
#include "BKE_appdir.h"
#include "BKE_blender_version.h"
#include "BKE_context.hh"
#include "BKE_global.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BLI_fileops.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_timeit.hh"
#include "WM_api.hh"
#include "WM_types.hh"
namespace blender::io::usd {
struct ExportJobData {
Main *bmain;
Depsgraph *depsgraph;
wmWindowManager *wm;
/** Unarchived_filepath is used for USDA/USDC/USD export. */
char unarchived_filepath[FILE_MAX];
char usdz_filepath[FILE_MAX];
USDExportParams params;
bool export_ok;
timeit::TimePoint start_time;
bool targets_usdz() const
{
return usdz_filepath[0] != '\0';
}
const char *export_filepath() const
{
if (targets_usdz()) {
return usdz_filepath;
}
return unarchived_filepath;
}
};
/* Returns true if the given prim path is valid, per
* the requirements of the prim path manipulation logic
* of the exporter. Also returns true if the path is
* the empty string. Returns false otherwise. */
static bool prim_path_valid(const char *path)
{
BLI_assert(path);
if (path[0] == '\0') {
/* Empty paths are ignored in the code,
* so they can be passed through. */
return true;
}
/* Check path syntax. */
std::string errMsg;
if (!pxr::SdfPath::IsValidPathString(path, &errMsg)) {
WM_reportf(RPT_ERROR, "USD Export: invalid path string '%s': %s", path, errMsg.c_str());
return false;
}
/* Verify that an absolute prim path can be constructed
* from this path string. */
pxr::SdfPath sdf_path(path);
if (!sdf_path.IsAbsolutePath()) {
WM_reportf(RPT_ERROR, "USD Export: path '%s' is not an absolute path", path);
return false;
}
if (!sdf_path.IsPrimPath()) {
WM_reportf(RPT_ERROR, "USD Export: path string '%s' is not a prim path", path);
return false;
}
return true;
}
/**
* Perform validation of export parameter settings.
* \return true if the parameters are valid; returns false otherwise.
*
* \warning Do not call from worker thread, only from main thread (i.e. before starting the wmJob).
*/
static bool export_params_valid(const USDExportParams &params)
{
bool valid = true;
if (!prim_path_valid(params.root_prim_path)) {
valid = false;
}
return valid;
}
/**
* Create the root Xform primitive, if the Root Prim path has been set
* in the export options. In the future, this function can be extended
* to author transforms and additional schema data (e.g., model Kind)
* on the root prim.
*/
static void ensure_root_prim(pxr::UsdStageRefPtr stage, const USDExportParams &params)
{
if (params.root_prim_path[0] == '\0') {
return;
}
for (auto path : pxr::SdfPath(params.root_prim_path).GetPrefixes()) {
auto xform = pxr::UsdGeomXform::Define(stage, path);
/* Tag generated prims to allow filtering on import */
xform.GetPrim().SetCustomDataByKey(pxr::TfToken("Blender:generated"), pxr::VtValue(true));
}
}
static void report_job_duration(const ExportJobData *data)
{
timeit::Nanoseconds duration = timeit::Clock::now() - data->start_time;
const char *export_filepath = data->export_filepath();
std::cout << "USD export of '" << export_filepath << "' took ";
timeit::print_duration(duration);
std::cout << '\n';
}
/**
* For usdz export, we must first create a usd/a/c file and then covert it to usdz. In Blender's
* case, we first create a usdc file in Blender's temporary working directory, and store the path
* to the usdc file in `unarchived_filepath`. This function then does the conversion of that usdc
* file into usdz.
*
* \return true when the conversion from usdc to usdz is successful.
*/
static bool perform_usdz_conversion(const ExportJobData *data)
{
char usdc_temp_dir[FILE_MAX], usdc_file[FILE_MAX];
BLI_path_split_dir_file(data->unarchived_filepath,
usdc_temp_dir,
sizeof(usdc_temp_dir),
usdc_file,
sizeof(usdc_file));
char usdz_file[FILE_MAX];
BLI_path_split_file_part(data->usdz_filepath, usdz_file, FILE_MAX);
char original_working_dir_buff[FILE_MAX];
char *original_working_dir = BLI_current_working_dir(original_working_dir_buff,
sizeof(original_working_dir_buff));
/* Buffer is expected to be returned by #BLI_current_working_dir, although in theory other
* returns are possible on some platforms, this is not handled by this code. */
BLI_assert(original_working_dir == original_working_dir_buff);
BLI_change_working_dir(usdc_temp_dir);
pxr::UsdUtilsCreateNewUsdzPackage(pxr::SdfAssetPath(usdc_file), usdz_file);
BLI_change_working_dir(original_working_dir);
char usdz_temp_full_path[FILE_MAX];
BLI_path_join(usdz_temp_full_path, FILE_MAX, usdc_temp_dir, usdz_file);
int result = 0;
if (BLI_exists(data->usdz_filepath)) {
result = BLI_delete(data->usdz_filepath, false, false);
if (result != 0) {
BKE_reportf(data->params.worker_status->reports,
RPT_ERROR,
"USD Export: Unable to delete existing usdz file %s",
data->usdz_filepath);
return false;
}
}
result = BLI_path_move(usdz_temp_full_path, data->usdz_filepath);
if (result != 0) {
BKE_reportf(data->params.worker_status->reports,
RPT_ERROR,
"USD Export: Couldn't move new usdz file from temporary location %s to %s",
usdz_temp_full_path,
data->usdz_filepath);
return false;
}
return true;
}
pxr::UsdStageRefPtr export_to_stage(const USDExportParams &params,
Depsgraph *depsgraph,
const char *filepath)
{
pxr::UsdStageRefPtr usd_stage = pxr::UsdStage::CreateNew(filepath);
if (!usd_stage) {
return usd_stage;
}
wmJobWorkerStatus *worker_status = params.worker_status;
Scene *scene = DEG_get_input_scene(depsgraph);
Main *bmain = DEG_get_bmain(depsgraph);
/* This whole `export_to_stage` function is assumed to cover about 80% of the whole export
* process, from 0.1f to 0.9f. */
worker_status->progress = 0.10f;
worker_status->do_update = true;
usd_stage->SetMetadata(pxr::UsdGeomTokens->metersPerUnit, double(scene->unit.scale_length));
usd_stage->GetRootLayer()->SetDocumentation(std::string("Blender v") +
BKE_blender_version_string());
/* Set up the stage for animated data. */
if (params.export_animation) {
usd_stage->SetTimeCodesPerSecond(FPS);
usd_stage->SetStartTimeCode(scene->r.sfra);
usd_stage->SetEndTimeCode(scene->r.efra);
}
/* For restoring the current frame after exporting animation is done. */
const int orig_frame = scene->r.cfra;
/* Ensure Python types for invoking export hooks are registered. */
register_export_hook_converters();
usd_stage->SetMetadata(pxr::UsdGeomTokens->upAxis, pxr::VtValue(pxr::UsdGeomTokens->z));
ensure_root_prim(usd_stage, params);
USDHierarchyIterator iter(bmain, depsgraph, usd_stage, params);
worker_status->progress = 0.11f;
worker_status->do_update = true;
if (params.export_animation) {
/* Writing the animated frames is not 100% of the work, here it's assumed to be 75% of it. */
float progress_per_frame = 0.75f / std::max(1, (scene->r.efra - scene->r.sfra + 1));
for (float frame = scene->r.sfra; frame <= scene->r.efra; frame++) {
if (G.is_break || worker_status->stop) {
break;
}
/* Update the scene for the next frame to render. */
scene->r.cfra = int(frame);
scene->r.subframe = frame - scene->r.cfra;
BKE_scene_graph_update_for_newframe(depsgraph);
iter.set_export_frame(frame);
iter.iterate_and_write();
worker_status->progress += progress_per_frame;
worker_status->do_update = true;
}
}
else {
/* If we're not animating, a single iteration over all objects is enough. */
iter.iterate_and_write();
}
worker_status->progress = 0.86f;
worker_status->do_update = true;
iter.release_writers();
/* Set the default prim if it doesn't exist */
if (!usd_stage->GetDefaultPrim()) {
/* Use TraverseAll since it's guaranteed to be depth first and will get the first top level
* prim, and is less verbose than getting the PseudoRoot + iterating its children. */
for (auto prim : usd_stage->TraverseAll()) {
usd_stage->SetDefaultPrim(prim);
break;
}
}
call_export_hooks(usd_stage, depsgraph, params.worker_status->reports);
worker_status->progress = 0.88f;
worker_status->do_update = true;
/* Finish up by going back to the keyframe that was current before we started. */
if (scene->r.cfra != orig_frame) {
scene->r.cfra = orig_frame;
BKE_scene_graph_update_for_newframe(depsgraph);
}
worker_status->progress = 0.9f;
worker_status->do_update = true;
return usd_stage;
}
static void export_startjob(void *customdata, wmJobWorkerStatus *worker_status)
{
ExportJobData *data = static_cast<ExportJobData *>(customdata);
data->export_ok = false;
data->start_time = timeit::Clock::now();
G.is_rendering = true;
if (data->wm) {
WM_set_locked_interface(data->wm, true);
}
G.is_break = false;
worker_status->progress = 0.01f;
worker_status->do_update = true;
/* Evaluate the depsgraph for exporting.
*
* Note that, unlike with its building, this is expected to be safe to perform from worker
* thread, since UI is locked during export, so there should not be any more changes in the Main
* original data concurrently done from the main thread at this point. All necessary (deferred)
* changes are expected to have been triggered and processed during depsgraph building in
* #USD_export. */
BKE_scene_graph_update_tagged(data->depsgraph, data->bmain);
worker_status->progress = 0.1f;
worker_status->do_update = true;
data->params.worker_status = worker_status;
pxr::UsdStageRefPtr usd_stage = export_to_stage(
data->params, data->depsgraph, data->unarchived_filepath);
if (!usd_stage) {
/* This happens when the USD JSON files cannot be found. When that happens,
* the USD library doesn't know it has the functionality to write USDA and
* USDC files, and creating a new UsdStage fails. */
BKE_reportf(worker_status->reports,
RPT_ERROR,
"USD Export: unable to find suitable USD plugin to write %s",
data->unarchived_filepath);
return;
}
usd_stage->GetRootLayer()->Save();
data->export_ok = true;
worker_status->progress = 1.0f;
worker_status->do_update = true;
}
static void export_endjob_usdz_cleanup(const ExportJobData *data)
{
if (!BLI_exists(data->unarchived_filepath)) {
return;
}
char dir[FILE_MAX];
BLI_path_split_dir_part(data->unarchived_filepath, dir, FILE_MAX);
char usdc_temp_dir[FILE_MAX];
BLI_path_join(usdc_temp_dir, FILE_MAX, BKE_tempdir_session(), "USDZ", SEP_STR);
BLI_assert_msg(BLI_strcasecmp(dir, usdc_temp_dir) == 0,
"USD Export: Attempting to delete directory that doesn't match the expected "
"temporary directory for usdz export.");
BLI_delete(usdc_temp_dir, true, true);
}
static void export_endjob(void *customdata)
{
ExportJobData *data = static_cast<ExportJobData *>(customdata);
DEG_graph_free(data->depsgraph);
if (data->targets_usdz()) {
/* NOTE: call to #perform_usdz_conversion has to be done here instead of the main threaded
* worker callback (#export_startjob) because USDZ conversion requires changing the current
* working directory. This is not safe to do from a non-main thread. Once the USD library fix
* this weird requirement, this call can be moved back at the end of #export_startjob, and not
* block the main user interface anymore. */
bool usd_conversion_success = perform_usdz_conversion(data);
if (!usd_conversion_success) {
data->export_ok = false;
}
export_endjob_usdz_cleanup(data);
}
if (!data->export_ok && BLI_exists(data->unarchived_filepath)) {
BLI_delete(data->unarchived_filepath, false, false);
}
G.is_rendering = false;
if (data->wm) {
WM_set_locked_interface(data->wm, false);
}
report_job_duration(data);
}
} // namespace blender::io::usd
/* To create a usdz file, we must first create a .usd/a/c file and then covert it to .usdz. The
* temporary files will be created in Blender's temporary session storage. The .usdz file will then
* be moved to job->usdz_filepath. */
static void create_temp_path_for_usdz_export(const char *filepath,
blender::io::usd::ExportJobData *job)
{
char usdc_file[FILE_MAX];
STRNCPY(usdc_file, BLI_path_basename(filepath));
if (BLI_path_extension_check(usdc_file, ".usdz")) {
BLI_path_extension_replace(usdc_file, sizeof(usdc_file), ".usdc");
}
char usdc_temp_filepath[FILE_MAX];
BLI_path_join(usdc_temp_filepath, FILE_MAX, BKE_tempdir_session(), "USDZ", usdc_file);
STRNCPY(job->unarchived_filepath, usdc_temp_filepath);
STRNCPY(job->usdz_filepath, filepath);
}
static void set_job_filepath(blender::io::usd::ExportJobData *job, const char *filepath)
{
if (BLI_path_extension_check_n(filepath, ".usdz", nullptr)) {
create_temp_path_for_usdz_export(filepath, job);
return;
}
STRNCPY(job->unarchived_filepath, filepath);
job->usdz_filepath[0] = '\0';
}
bool USD_export(bContext *C,
const char *filepath,
const USDExportParams *params,
bool as_background_job,
ReportList *reports)
{
if (!blender::io::usd::export_params_valid(*params)) {
return false;
}
ViewLayer *view_layer = CTX_data_view_layer(C);
Scene *scene = CTX_data_scene(C);
blender::io::usd::ExportJobData *job = static_cast<blender::io::usd::ExportJobData *>(
MEM_mallocN(sizeof(blender::io::usd::ExportJobData), "ExportJobData"));
job->bmain = CTX_data_main(C);
job->wm = CTX_wm_manager(C);
job->export_ok = false;
set_job_filepath(job, filepath);
job->depsgraph = DEG_graph_new(job->bmain, scene, view_layer, params->evaluation_mode);
job->params = *params;
/* Construct the depsgraph for exporting.
*
* Has to be done from main thread currently, as it may affect Main original data (e.g. when
* doing deferred update of the view-layers, see #112534 for details). */
if (job->params.visible_objects_only) {
DEG_graph_build_from_view_layer(job->depsgraph);
}
else {
DEG_graph_build_for_all_objects(job->depsgraph);
}
bool export_ok = false;
if (as_background_job) {
wmJob *wm_job = WM_jobs_get(
job->wm, CTX_wm_window(C), scene, "USD Export", WM_JOB_PROGRESS, WM_JOB_TYPE_ALEMBIC);
/* setup job */
WM_jobs_customdata_set(wm_job, job, MEM_freeN);
WM_jobs_timer(wm_job, 0.1, NC_SCENE | ND_FRAME, NC_SCENE | ND_FRAME);
WM_jobs_callbacks(wm_job,
blender::io::usd::export_startjob,
nullptr,
nullptr,
blender::io::usd::export_endjob);
WM_jobs_start(CTX_wm_manager(C), wm_job);
}
else {
wmJobWorkerStatus worker_status = {};
/* Use the operator's reports in non-background case. */
worker_status.reports = reports;
blender::io::usd::export_startjob(job, &worker_status);
blender::io::usd::export_endjob(job);
export_ok = job->export_ok;
MEM_freeN(job);
}
return export_ok;
}
int USD_get_version()
{
/* USD 19.11 defines:
*
* #define PXR_MAJOR_VERSION 0
* #define PXR_MINOR_VERSION 19
* #define PXR_PATCH_VERSION 11
* #define PXR_VERSION 1911
*
* So the major version is implicit/invisible in the public version number.
*/
return PXR_VERSION;
}