1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2019 Blender Foundation.
17  * All rights reserved.
18  */
19 #include "usd_writer_mesh.h"
20 #include "usd_hierarchy_iterator.h"
21 
22 #include <pxr/usd/usdGeom/mesh.h>
23 #include <pxr/usd/usdShade/material.h>
24 #include <pxr/usd/usdShade/materialBindingAPI.h>
25 
26 #include "BLI_assert.h"
27 #include "BLI_math_vector.h"
28 
29 #include "BKE_customdata.h"
30 #include "BKE_lib_id.h"
31 #include "BKE_material.h"
32 #include "BKE_mesh.h"
33 #include "BKE_modifier.h"
34 #include "BKE_object.h"
35 
36 #include "DEG_depsgraph.h"
37 
38 #include "DNA_layer_types.h"
39 #include "DNA_mesh_types.h"
40 #include "DNA_meshdata_types.h"
41 #include "DNA_modifier_types.h"
42 #include "DNA_object_fluidsim_types.h"
43 #include "DNA_particle_types.h"
44 
45 #include <iostream>
46 
47 namespace blender::io::usd {
48 
USDGenericMeshWriter(const USDExporterContext & ctx)49 USDGenericMeshWriter::USDGenericMeshWriter(const USDExporterContext &ctx) : USDAbstractWriter(ctx)
50 {
51 }
52 
is_supported(const HierarchyContext * context) const53 bool USDGenericMeshWriter::is_supported(const HierarchyContext *context) const
54 {
55   if (usd_export_context_.export_params.visible_objects_only) {
56     return context->is_object_visible(usd_export_context_.export_params.evaluation_mode);
57   }
58   return true;
59 }
60 
do_write(HierarchyContext & context)61 void USDGenericMeshWriter::do_write(HierarchyContext &context)
62 {
63   Object *object_eval = context.object;
64   bool needsfree = false;
65   Mesh *mesh = get_export_mesh(object_eval, needsfree);
66 
67   if (mesh == nullptr) {
68     return;
69   }
70 
71   try {
72     write_mesh(context, mesh);
73 
74     if (needsfree) {
75       free_export_mesh(mesh);
76     }
77   }
78   catch (...) {
79     if (needsfree) {
80       free_export_mesh(mesh);
81     }
82     throw;
83   }
84 }
85 
free_export_mesh(Mesh * mesh)86 void USDGenericMeshWriter::free_export_mesh(Mesh *mesh)
87 {
88   BKE_id_free(nullptr, mesh);
89 }
90 
91 struct USDMeshData {
92   pxr::VtArray<pxr::GfVec3f> points;
93   pxr::VtIntArray face_vertex_counts;
94   pxr::VtIntArray face_indices;
95   std::map<short, pxr::VtIntArray> face_groups;
96 
97   /* The length of this array specifies the number of creases on the surface. Each element gives
98    * the number of (must be adjacent) vertices in each crease, whose indices are linearly laid out
99    * in the 'creaseIndices' attribute. Since each crease must be at least one edge long, each
100    * element of this array should be greater than one. */
101   pxr::VtIntArray crease_lengths;
102   /* The indices of all vertices forming creased edges. The size of this array must be equal to the
103    * sum of all elements of the 'creaseLengths' attribute. */
104   pxr::VtIntArray crease_vertex_indices;
105   /* The per-crease or per-edge sharpness for all creases (Usd.Mesh.SHARPNESS_INFINITE for a
106    * perfectly sharp crease). Since 'creaseLengths' encodes the number of vertices in each crease,
107    * the number of elements in this array will be either 'len(creaseLengths)' or the sum over all X
108    * of '(creaseLengths[X] - 1)'. Note that while the RI spec allows each crease to have either a
109    * single sharpness or a value per-edge, USD will encode either a single sharpness per crease on
110    * a mesh, or sharpness's for all edges making up the creases on a mesh. */
111   pxr::VtFloatArray crease_sharpnesses;
112 };
113 
write_uv_maps(const Mesh * mesh,pxr::UsdGeomMesh usd_mesh)114 void USDGenericMeshWriter::write_uv_maps(const Mesh *mesh, pxr::UsdGeomMesh usd_mesh)
115 {
116   pxr::UsdTimeCode timecode = get_export_time_code();
117 
118   const CustomData *ldata = &mesh->ldata;
119   for (int layer_idx = 0; layer_idx < ldata->totlayer; layer_idx++) {
120     const CustomDataLayer *layer = &ldata->layers[layer_idx];
121     if (layer->type != CD_MLOOPUV) {
122       continue;
123     }
124 
125     /* UV coordinates are stored in a Primvar on the Mesh, and can be referenced from materials.
126      * The primvar name is the same as the UV Map name. This is to allow the standard name "st"
127      * for texture coordinates by naming the UV Map as such, without having to guess which UV Map
128      * is the "standard" one. */
129     pxr::TfToken primvar_name(pxr::TfMakeValidIdentifier(layer->name));
130     pxr::UsdGeomPrimvar uv_coords_primvar = usd_mesh.CreatePrimvar(
131         primvar_name, pxr::SdfValueTypeNames->TexCoord2fArray, pxr::UsdGeomTokens->faceVarying);
132 
133     MLoopUV *mloopuv = static_cast<MLoopUV *>(layer->data);
134     pxr::VtArray<pxr::GfVec2f> uv_coords;
135     for (int loop_idx = 0; loop_idx < mesh->totloop; loop_idx++) {
136       uv_coords.push_back(pxr::GfVec2f(mloopuv[loop_idx].uv));
137     }
138 
139     if (!uv_coords_primvar.HasValue()) {
140       uv_coords_primvar.Set(uv_coords, pxr::UsdTimeCode::Default());
141     }
142     const pxr::UsdAttribute &uv_coords_attr = uv_coords_primvar.GetAttr();
143     usd_value_writer_.SetAttribute(uv_coords_attr, pxr::VtValue(uv_coords), timecode);
144   }
145 }
146 
write_mesh(HierarchyContext & context,Mesh * mesh)147 void USDGenericMeshWriter::write_mesh(HierarchyContext &context, Mesh *mesh)
148 {
149   pxr::UsdTimeCode timecode = get_export_time_code();
150   pxr::UsdTimeCode defaultTime = pxr::UsdTimeCode::Default();
151   pxr::UsdStageRefPtr stage = usd_export_context_.stage;
152   const pxr::SdfPath &usd_path = usd_export_context_.usd_path;
153 
154   pxr::UsdGeomMesh usd_mesh = pxr::UsdGeomMesh::Define(stage, usd_path);
155   write_visibility(context, timecode, usd_mesh);
156 
157   USDMeshData usd_mesh_data;
158   get_geometry_data(mesh, usd_mesh_data);
159 
160   if (usd_export_context_.export_params.use_instancing && context.is_instance()) {
161     if (!mark_as_instance(context, usd_mesh.GetPrim())) {
162       return;
163     }
164 
165     /* The material path will be of the form </_materials/{material name}>, which is outside the
166      * sub-tree pointed to by ref_path. As a result, the referenced data is not allowed to point
167      * out of its own sub-tree. It does work when we override the material with exactly the same
168      * path, though.*/
169     if (usd_export_context_.export_params.export_materials) {
170       assign_materials(context, usd_mesh, usd_mesh_data.face_groups);
171     }
172 
173     return;
174   }
175 
176   pxr::UsdAttribute attr_points = usd_mesh.CreatePointsAttr(pxr::VtValue(), true);
177   pxr::UsdAttribute attr_face_vertex_counts = usd_mesh.CreateFaceVertexCountsAttr(pxr::VtValue(),
178                                                                                   true);
179   pxr::UsdAttribute attr_face_vertex_indices = usd_mesh.CreateFaceVertexIndicesAttr(pxr::VtValue(),
180                                                                                     true);
181 
182   if (!attr_points.HasValue()) {
183     /* Provide the initial value as default. This makes USD write the value as constant if they
184      * don't change over time. */
185     attr_points.Set(usd_mesh_data.points, defaultTime);
186     attr_face_vertex_counts.Set(usd_mesh_data.face_vertex_counts, defaultTime);
187     attr_face_vertex_indices.Set(usd_mesh_data.face_indices, defaultTime);
188   }
189 
190   usd_value_writer_.SetAttribute(attr_points, pxr::VtValue(usd_mesh_data.points), timecode);
191   usd_value_writer_.SetAttribute(
192       attr_face_vertex_counts, pxr::VtValue(usd_mesh_data.face_vertex_counts), timecode);
193   usd_value_writer_.SetAttribute(
194       attr_face_vertex_indices, pxr::VtValue(usd_mesh_data.face_indices), timecode);
195 
196   if (!usd_mesh_data.crease_lengths.empty()) {
197     pxr::UsdAttribute attr_crease_lengths = usd_mesh.CreateCreaseLengthsAttr(pxr::VtValue(), true);
198     pxr::UsdAttribute attr_crease_indices = usd_mesh.CreateCreaseIndicesAttr(pxr::VtValue(), true);
199     pxr::UsdAttribute attr_crease_sharpness = usd_mesh.CreateCreaseSharpnessesAttr(pxr::VtValue(),
200                                                                                    true);
201 
202     if (!attr_crease_lengths.HasValue()) {
203       attr_crease_lengths.Set(usd_mesh_data.crease_lengths, defaultTime);
204       attr_crease_indices.Set(usd_mesh_data.crease_vertex_indices, defaultTime);
205       attr_crease_sharpness.Set(usd_mesh_data.crease_sharpnesses, defaultTime);
206     }
207 
208     usd_value_writer_.SetAttribute(
209         attr_crease_lengths, pxr::VtValue(usd_mesh_data.crease_lengths), timecode);
210     usd_value_writer_.SetAttribute(
211         attr_crease_indices, pxr::VtValue(usd_mesh_data.crease_vertex_indices), timecode);
212     usd_value_writer_.SetAttribute(
213         attr_crease_sharpness, pxr::VtValue(usd_mesh_data.crease_sharpnesses), timecode);
214   }
215 
216   if (usd_export_context_.export_params.export_uvmaps) {
217     write_uv_maps(mesh, usd_mesh);
218   }
219   if (usd_export_context_.export_params.export_normals) {
220     write_normals(mesh, usd_mesh);
221   }
222   write_surface_velocity(context.object, mesh, usd_mesh);
223 
224   /* TODO(Sybren): figure out what happens when the face groups change. */
225   if (frame_has_been_written_) {
226     return;
227   }
228 
229   usd_mesh.CreateSubdivisionSchemeAttr().Set(pxr::UsdGeomTokens->none);
230 
231   if (usd_export_context_.export_params.export_materials) {
232     assign_materials(context, usd_mesh, usd_mesh_data.face_groups);
233   }
234 }
235 
get_vertices(const Mesh * mesh,USDMeshData & usd_mesh_data)236 static void get_vertices(const Mesh *mesh, USDMeshData &usd_mesh_data)
237 {
238   usd_mesh_data.points.reserve(mesh->totvert);
239 
240   const MVert *verts = mesh->mvert;
241   for (int i = 0; i < mesh->totvert; ++i) {
242     usd_mesh_data.points.push_back(pxr::GfVec3f(verts[i].co));
243   }
244 }
245 
get_loops_polys(const Mesh * mesh,USDMeshData & usd_mesh_data)246 static void get_loops_polys(const Mesh *mesh, USDMeshData &usd_mesh_data)
247 {
248   /* Only construct face groups (a.k.a. geometry subsets) when we need them for material
249    * assignments. */
250   bool construct_face_groups = mesh->totcol > 1;
251 
252   usd_mesh_data.face_vertex_counts.reserve(mesh->totpoly);
253   usd_mesh_data.face_indices.reserve(mesh->totloop);
254 
255   MLoop *mloop = mesh->mloop;
256   MPoly *mpoly = mesh->mpoly;
257   for (int i = 0; i < mesh->totpoly; ++i, ++mpoly) {
258     MLoop *loop = mloop + mpoly->loopstart;
259     usd_mesh_data.face_vertex_counts.push_back(mpoly->totloop);
260     for (int j = 0; j < mpoly->totloop; ++j, ++loop) {
261       usd_mesh_data.face_indices.push_back(loop->v);
262     }
263 
264     if (construct_face_groups) {
265       usd_mesh_data.face_groups[mpoly->mat_nr].push_back(i);
266     }
267   }
268 }
269 
get_creases(const Mesh * mesh,USDMeshData & usd_mesh_data)270 static void get_creases(const Mesh *mesh, USDMeshData &usd_mesh_data)
271 {
272   const float factor = 1.0f / 255.0f;
273 
274   MEdge *edge = mesh->medge;
275   float sharpness;
276   for (int edge_idx = 0, totedge = mesh->totedge; edge_idx < totedge; ++edge_idx, ++edge) {
277     if (edge->crease == 0) {
278       continue;
279     }
280 
281     if (edge->crease == 255) {
282       sharpness = pxr::UsdGeomMesh::SHARPNESS_INFINITE;
283     }
284     else {
285       sharpness = static_cast<float>(edge->crease) * factor;
286     }
287 
288     usd_mesh_data.crease_vertex_indices.push_back(edge->v1);
289     usd_mesh_data.crease_vertex_indices.push_back(edge->v2);
290     usd_mesh_data.crease_lengths.push_back(2);
291     usd_mesh_data.crease_sharpnesses.push_back(sharpness);
292   }
293 }
294 
get_geometry_data(const Mesh * mesh,USDMeshData & usd_mesh_data)295 void USDGenericMeshWriter::get_geometry_data(const Mesh *mesh, USDMeshData &usd_mesh_data)
296 {
297   get_vertices(mesh, usd_mesh_data);
298   get_loops_polys(mesh, usd_mesh_data);
299   get_creases(mesh, usd_mesh_data);
300 }
301 
assign_materials(const HierarchyContext & context,pxr::UsdGeomMesh usd_mesh,const MaterialFaceGroups & usd_face_groups)302 void USDGenericMeshWriter::assign_materials(const HierarchyContext &context,
303                                             pxr::UsdGeomMesh usd_mesh,
304                                             const MaterialFaceGroups &usd_face_groups)
305 {
306   if (context.object->totcol == 0) {
307     return;
308   }
309 
310   /* Binding a material to a geometry subset isn't supported by the Hydra GL viewport yet,
311    * which is why we always bind the first material to the entire mesh. See
312    * https://github.com/PixarAnimationStudios/USD/issues/542 for more info. */
313   bool mesh_material_bound = false;
314   pxr::UsdShadeMaterialBindingAPI material_binding_api(usd_mesh.GetPrim());
315   for (int mat_num = 0; mat_num < context.object->totcol; mat_num++) {
316     Material *material = BKE_object_material_get(context.object, mat_num + 1);
317     if (material == nullptr) {
318       continue;
319     }
320 
321     pxr::UsdShadeMaterial usd_material = ensure_usd_material(material);
322     material_binding_api.Bind(usd_material);
323 
324     /* USD seems to support neither per-material nor per-face-group double-sidedness, so we just
325      * use the flag from the first non-empty material slot. */
326     usd_mesh.CreateDoubleSidedAttr(
327         pxr::VtValue((material->blend_flag & MA_BL_CULL_BACKFACE) == 0));
328 
329     mesh_material_bound = true;
330     break;
331   }
332 
333   if (!mesh_material_bound) {
334     /* Blender defaults to double-sided, but USD to single-sided. */
335     usd_mesh.CreateDoubleSidedAttr(pxr::VtValue(true));
336   }
337 
338   if (!mesh_material_bound || usd_face_groups.size() < 2) {
339     /* Either all material slots were empty or there is only one material in use. As geometry
340      * subsets are only written when actually used to assign a material, and the mesh already has
341      * the material assigned, there is no need to continue. */
342     return;
343   }
344 
345   /* Define a geometry subset per material. */
346   for (const MaterialFaceGroups::value_type &face_group : usd_face_groups) {
347     short material_number = face_group.first;
348     const pxr::VtIntArray &face_indices = face_group.second;
349 
350     Material *material = BKE_object_material_get(context.object, material_number + 1);
351     if (material == nullptr) {
352       continue;
353     }
354 
355     pxr::UsdShadeMaterial usd_material = ensure_usd_material(material);
356     pxr::TfToken material_name = usd_material.GetPath().GetNameToken();
357 
358     pxr::UsdGeomSubset usd_face_subset = material_binding_api.CreateMaterialBindSubset(
359         material_name, face_indices);
360     pxr::UsdShadeMaterialBindingAPI(usd_face_subset.GetPrim()).Bind(usd_material);
361   }
362 }
363 
write_normals(const Mesh * mesh,pxr::UsdGeomMesh usd_mesh)364 void USDGenericMeshWriter::write_normals(const Mesh *mesh, pxr::UsdGeomMesh usd_mesh)
365 {
366   pxr::UsdTimeCode timecode = get_export_time_code();
367   const float(*lnors)[3] = static_cast<float(*)[3]>(CustomData_get_layer(&mesh->ldata, CD_NORMAL));
368 
369   pxr::VtVec3fArray loop_normals;
370   loop_normals.reserve(mesh->totloop);
371 
372   if (lnors != nullptr) {
373     /* Export custom loop normals. */
374     for (int loop_idx = 0, totloop = mesh->totloop; loop_idx < totloop; ++loop_idx) {
375       loop_normals.push_back(pxr::GfVec3f(lnors[loop_idx]));
376     }
377   }
378   else {
379     /* Compute the loop normals based on the 'smooth' flag. */
380     float normal[3];
381     MPoly *mpoly = mesh->mpoly;
382     const MVert *mvert = mesh->mvert;
383     for (int poly_idx = 0, totpoly = mesh->totpoly; poly_idx < totpoly; ++poly_idx, ++mpoly) {
384       MLoop *mloop = mesh->mloop + mpoly->loopstart;
385 
386       if ((mpoly->flag & ME_SMOOTH) == 0) {
387         /* Flat shaded, use common normal for all verts. */
388         BKE_mesh_calc_poly_normal(mpoly, mloop, mvert, normal);
389         pxr::GfVec3f pxr_normal(normal);
390         for (int loop_idx = 0; loop_idx < mpoly->totloop; ++loop_idx) {
391           loop_normals.push_back(pxr_normal);
392         }
393       }
394       else {
395         /* Smooth shaded, use individual vert normals. */
396         for (int loop_idx = 0; loop_idx < mpoly->totloop; ++loop_idx, ++mloop) {
397           normal_short_to_float_v3(normal, mvert[mloop->v].no);
398           loop_normals.push_back(pxr::GfVec3f(normal));
399         }
400       }
401     }
402   }
403 
404   pxr::UsdAttribute attr_normals = usd_mesh.CreateNormalsAttr(pxr::VtValue(), true);
405   if (!attr_normals.HasValue()) {
406     attr_normals.Set(loop_normals, pxr::UsdTimeCode::Default());
407   }
408   usd_value_writer_.SetAttribute(attr_normals, pxr::VtValue(loop_normals), timecode);
409   usd_mesh.SetNormalsInterpolation(pxr::UsdGeomTokens->faceVarying);
410 }
411 
write_surface_velocity(Object * object,const Mesh * mesh,pxr::UsdGeomMesh usd_mesh)412 void USDGenericMeshWriter::write_surface_velocity(Object *object,
413                                                   const Mesh *mesh,
414                                                   pxr::UsdGeomMesh usd_mesh)
415 {
416   /* Only velocities from the fluid simulation are exported. This is the most important case,
417    * though, as the baked mesh changes topology all the time, and thus computing the velocities
418    * at import time in a post-processing step is hard. */
419   ModifierData *md = BKE_modifiers_findby_type(object, eModifierType_Fluidsim);
420   if (md == nullptr) {
421     return;
422   }
423 
424   /* Check that the fluid sim modifier is enabled and has useful data. */
425   const bool use_render = (DEG_get_mode(usd_export_context_.depsgraph) == DAG_EVAL_RENDER);
426   const ModifierMode required_mode = use_render ? eModifierMode_Render : eModifierMode_Realtime;
427   const Scene *scene = DEG_get_evaluated_scene(usd_export_context_.depsgraph);
428   if (!BKE_modifier_is_enabled(scene, md, required_mode)) {
429     return;
430   }
431   FluidsimModifierData *fsmd = reinterpret_cast<FluidsimModifierData *>(md);
432   if (!fsmd->fss || fsmd->fss->type != OB_FLUIDSIM_DOMAIN) {
433     return;
434   }
435   FluidsimSettings *fss = fsmd->fss;
436   if (!fss->meshVelocities) {
437     return;
438   }
439 
440   /* Export per-vertex velocity vectors. */
441   pxr::VtVec3fArray usd_velocities;
442   usd_velocities.reserve(mesh->totvert);
443 
444   FluidVertexVelocity *mesh_velocities = fss->meshVelocities;
445   for (int vertex_idx = 0, totvert = mesh->totvert; vertex_idx < totvert;
446        ++vertex_idx, ++mesh_velocities) {
447     usd_velocities.push_back(pxr::GfVec3f(mesh_velocities->vel));
448   }
449 
450   pxr::UsdTimeCode timecode = get_export_time_code();
451   usd_mesh.CreateVelocitiesAttr().Set(usd_velocities, timecode);
452 }
453 
USDMeshWriter(const USDExporterContext & ctx)454 USDMeshWriter::USDMeshWriter(const USDExporterContext &ctx) : USDGenericMeshWriter(ctx)
455 {
456 }
457 
get_export_mesh(Object * object_eval,bool &)458 Mesh *USDMeshWriter::get_export_mesh(Object *object_eval, bool & /*r_needsfree*/)
459 {
460   return BKE_object_get_evaluated_mesh(object_eval);
461 }
462 
463 }  // namespace blender::io::usd
464