Files
test2/source/blender/io/usd/intern/usd_reader_mesh.h
Jesse Yurkovich b0db5363fa Cleanup: Use blender C++ containers for USD
Use Vector, Map, and Set as appropriate.

The remaining uses of the std:: types come from USD APIs.

Pull Request: https://projects.blender.org/blender/blender/pulls/116801
2024-01-05 20:35:55 +01:00

117 lines
4.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later
* Adapted from the Blender Alembic importer implementation.
* Modifications Copyright 2021 Tangent Animation and. NVIDIA Corporation. All rights reserved. */
#pragma once
#include "BLI_map.hh"
#include "BLI_span.hh"
#include "usd.h"
#include "usd_reader_geom.h"
#include "pxr/usd/usdGeom/mesh.h"
namespace blender::io::usd {
class USDMeshReader : public USDGeomReader {
private:
pxr::UsdGeomMesh mesh_prim_;
blender::Map<std::string, pxr::TfToken> uv_token_map_;
blender::Map<const pxr::TfToken, bool> primvar_varying_map_;
/* TODO(makowalski): Is it the best strategy to cache the
* mesh geometry in the following members? It appears these
* arrays are never cleared, so this might bloat memory. */
pxr::VtIntArray face_indices_;
pxr::VtIntArray face_counts_;
pxr::VtVec3fArray positions_;
pxr::VtVec3fArray normals_;
pxr::TfToken normal_interpolation_;
pxr::TfToken orientation_;
bool is_left_handed_;
bool is_time_varying_;
/* This is to ensure we load all data once, because we reuse the read_mesh function
* in the mesh seq modifier, and in initial load. Ideally, a better fix would be
* implemented. Note this will break if faces or positions vary. */
bool is_initial_load_;
public:
USDMeshReader(const pxr::UsdPrim &prim,
const USDImportParams &import_params,
const ImportSettings &settings);
bool valid() const override;
void create_object(Main *bmain, double motionSampleTime) override;
void read_object_data(Main *bmain, double motionSampleTime) override;
struct Mesh *read_mesh(struct Mesh *existing_mesh,
USDMeshReadParams params,
const char **err_str) override;
bool topology_changed(const Mesh *existing_mesh, double motionSampleTime) override;
/**
* If the USD mesh prim has a valid `UsdSkel` schema defined, return the USD path
* string to the bound skeleton, if any. Returns the empty string if no skeleton
* binding is defined.
*
* The returned path is currently used to match armature modifiers with armature
* objects during import.
*/
std::string get_skeleton_path() const;
private:
void process_normals_vertex_varying(Mesh *mesh);
void process_normals_face_varying(Mesh *mesh);
/** Set USD uniform (per-face) normals as Blender loop normals. */
void process_normals_uniform(Mesh *mesh);
void readFaceSetsSample(Main *bmain, Mesh *mesh, double motionSampleTime);
void assign_facesets_to_material_indices(double motionSampleTime,
MutableSpan<int> material_indices,
blender::Map<pxr::SdfPath, int> *r_mat_map);
void read_mpolys(Mesh *mesh);
void read_vertex_creases(Mesh *mesh, double motionSampleTime);
void read_mesh_sample(ImportSettings *settings,
Mesh *mesh,
double motionSampleTime,
bool new_mesh);
void read_custom_data(const ImportSettings *settings,
Mesh *mesh,
double motionSampleTime,
bool new_mesh);
void read_color_data_primvar(Mesh *mesh,
const pxr::UsdGeomPrimvar &color_primvar,
const double motionSampleTime);
void read_uv_data_primvar(Mesh *mesh,
const pxr::UsdGeomPrimvar &primvar,
const double motionSampleTime);
void read_generic_data_primvar(Mesh *mesh,
const pxr::UsdGeomPrimvar &primvar,
const double motionSampleTime);
template<typename USDT, typename BlenderT>
void copy_prim_array_to_blender_attribute(const Mesh *mesh,
const pxr::UsdGeomPrimvar &primvar,
const double motionSampleTime,
MutableSpan<BlenderT> attribute);
/**
* Override transform computation to account for the binding
* transformation for skinned meshes.
*/
std::optional<XformResult> get_local_usd_xform(float time) const override;
};
} // namespace blender::io::usd