コード例 #1
0
UsdGeomPrimvar
UsdGeomPrimvarsAPI::FindPrimvarWithInheritance(const TfToken &name,
                                               const std::vector<UsdGeomPrimvar>
                                               &inheritedFromAncestors) const
{
    TRACE_FUNCTION();

    const UsdPrim &prim = GetPrim();
    if (!prim) {
        TF_CODING_ERROR("FindPrimvarWithInheritance called on invalid prim: %s", 
                        UsdDescribe(prim).c_str());
        return UsdGeomPrimvar();
    }
    const TfToken attrName = UsdGeomPrimvar::_MakeNamespaced(name);
    UsdGeomPrimvar  pv = GetPrimvar(attrName);
    if (pv.HasAuthoredValue()){
        return pv;
    }
    
    for (UsdGeomPrimvar const &inherited : inheritedFromAncestors) {
        if (inherited.GetName() == attrName){
            return inherited;
        }
    }

    return pv;
}
コード例 #2
0
bool MayaMeshWriter::_createUVPrimVar(
        UsdGeomGprim &primSchema,
        const TfToken& name,
        const VtArray<GfVec2f>& data,
        const TfToken& interpolation,
        const VtArray<int>& assignmentIndices,
        const int unassignedValueIndex)
{
    unsigned int numValues = data.size();
    if (numValues == 0) {
        return false;
    }

    TfToken interp = interpolation;
    if (numValues == 1 && interp == UsdGeomTokens->constant) {
        interp = TfToken();
    }

    UsdGeomPrimvar primVar =
        primSchema.CreatePrimvar(name,
                                 SdfValueTypeNames->Float2Array,
                                 interp);

    primVar.Set(data);

    if (!assignmentIndices.empty()) {
        primVar.SetIndices(assignmentIndices);
        if (unassignedValueIndex != primVar.GetUnauthoredValuesIndex()) {
           primVar.SetUnauthoredValuesIndex(unassignedValueIndex);
        }
    }

    return true;
}
コード例 #3
0
UsdGeomPrimvar 
UsdGeomPrimvarsAPI::FindPrimvarWithInheritance(const TfToken &name) const
{
    TRACE_FUNCTION();

    const TfToken attrName = UsdGeomPrimvar::_MakeNamespaced(name);
    UsdPrim prim = GetPrim();
    if (!prim) {
        TF_CODING_ERROR("FindPrimvarWithInheritance called on invalid prim: %s", 
                        UsdDescribe(prim).c_str());
        return UsdGeomPrimvar();
    }
    UsdGeomPrimvar  localPv = GetPrimvar(name);
    if (localPv.HasAuthoredValue()){
        return localPv;
    }
    
    for (prim = prim.GetParent(); prim && !prim.IsPseudoRoot();
         prim = prim.GetParent()) {
        UsdAttribute attr = prim.GetAttribute(attrName);
        if (attr.HasAuthoredValue()) {
            if (UsdGeomPrimvar pv = UsdGeomPrimvar(attr)) {
                // Only constant primvars can be inherited.
                if (pv.GetInterpolation() == UsdGeomTokens->constant) {
                    return pv;
                } else {
                    // Non-constant interpolation blocks inheritance.
                    return UsdGeomPrimvar();
                }
            }
        }
    }
    return localPv;
}
コード例 #4
0
bool
UsdGeomPrimvarsAPI::HasPossiblyInheritedPrimvar(const TfToken &name) const
{
    TRACE_FUNCTION();

    UsdPrim prim = GetPrim();
    if (!prim) {
        TF_CODING_ERROR("HasPossiblyInheritedPrimvar called on invalid prim: %s", 
                        UsdDescribe(prim).c_str());
        return false;
    }
    UsdGeomPrimvar  pv = GetPrimvar(name);
    if (pv.HasAuthoredValue()){
        return true;
    }

    const TfToken attrName = UsdGeomPrimvar::_MakeNamespaced(name);
    if (attrName.IsEmpty()) {
        return false;
    }
    for (prim = prim.GetParent(); prim && !prim.IsPseudoRoot();
         prim = prim.GetParent()) {
        UsdAttribute attr = prim.GetAttribute(attrName);
        if (attr.HasAuthoredValue() && UsdGeomPrimvar::IsPrimvar(attr)) {
            // Only constant primvars can be inherited.
            // Non-constant interpolation blocks inheritance.
            return UsdGeomPrimvar(attr).GetInterpolation()
                == UsdGeomTokens->constant;
        }
    }
    return false;
}
コード例 #5
0
ファイル: gprimAdapter.cpp プロジェクト: 400dama/USD
void
UsdImagingGprimAdapter::_DiscoverPrimvars(UsdGeomGprim const& gprim,
                                          SdfPath const& cachePath, 
                                          UsdShadeShader const& shader,
                                          UsdTimeCode time,
                                          UsdImagingValueCache* valueCache)
{
    // TODO: It might be convenient to implicitly wire up PtexFaceOffset and
    // PtexFaceIndex primvars.
    
    TF_DEBUG(USDIMAGING_SHADERS).Msg("\t Looking for <%s> primvars at <%s>\n",
                            gprim.GetPrim().GetPath().GetText(),
                            shader.GetPrim().GetPath().GetText());
    for (UsdShadeParameter const& param : shader.GetParameters()) {
        UsdShadeShader source;
        TfToken outputName;
        if (param.GetConnectedSource(&source, &outputName)) {
            UsdAttribute attr = source.GetIdAttr();
            TfToken id;
            if (not attr or not attr.Get(&id)) {
                continue;
            }
            TF_DEBUG(USDIMAGING_SHADERS).Msg("\t\t Param <%s> connected <%s>(%s)\n",
                            param.GetAttr().GetName().GetText(),
                            source.GetPath().GetText(),
                            id.GetText());
            if (id == UsdHydraTokens->HwPrimvar_1) {
                TfToken t;
                VtValue v;
                UsdGeomPrimvar primvarAttr;
                if (UsdHydraPrimvar(source).GetVarnameAttr().Get(&t, 
                                            UsdTimeCode::Default())) {
                    primvarAttr = gprim.GetPrimvar(t);
                    if (primvarAttr.ComputeFlattened(&v, time)) {
                        TF_DEBUG(USDIMAGING_SHADERS).Msg("Found primvar %s\n",
                            t.GetText());

                        UsdImagingValueCache::PrimvarInfo primvar;
                        primvar.name = t;
                        primvar.interpolation = primvarAttr.GetInterpolation();
                        valueCache->GetPrimvar(cachePath, t) = v;
                        _MergePrimvar(primvar, &valueCache->GetPrimvars(cachePath));
                    } else {
                        TF_DEBUG(USDIMAGING_SHADERS).Msg(
                            "\t\t No primvar on <%s> named %s\n",
                            gprim.GetPath().GetText(),
                            t.GetText());

                    }
                }
            } else {
                // Recursively look for more primvars
                _DiscoverPrimvars(gprim, cachePath, source, time, valueCache);
            }
        }
    }
}
コード例 #6
0
void 
_WritePrefixedAttrs(
        const UsdTimeCode &usdTime, 
        const _PrimEntry& entry)
{
    MStatus status;
    MFnDependencyNode depFn(entry.mayaDagPath.node());
    for (const auto& attrEntry : entry.attrs) {
        MPlug plg = depFn.findPlug(attrEntry.mayaAttributeName.c_str(), true);
        UsdAttribute usdAttr;

        if (attrEntry.isPrimvar) {
            // Treat as custom primvar.
            TfToken interpolation = _GetPrimvarInterpolation(
                    depFn, attrEntry.mayaAttributeName);
            UsdGeomImageable imageable(entry.usdPrim);
            if (!imageable) {
                TF_RUNTIME_ERROR(
                        "Cannot create primvar for non-UsdGeomImageable "
                        "USD prim <%s>",
                        entry.usdPrim.GetPath().GetText());
                continue;
            }
            UsdGeomPrimvar primvar = UsdMayaWriteUtil::GetOrCreatePrimvar(
                    plg,
                    imageable,
                    attrEntry.usdAttributeName,
                    interpolation,
                    -1,
                    false);
            if (primvar) {
                usdAttr = primvar.GetAttr();
            }
        }
        else {
            // Treat as custom attribute.
            usdAttr = UsdMayaWriteUtil::GetOrCreateUsdAttr(
                    plg, entry.usdPrim, attrEntry.usdAttributeName, true);
        }

        if (usdAttr) {
            UsdMayaWriteUtil::SetUsdAttr(plg, usdAttr, usdTime);
        }
        else {
            TF_RUNTIME_ERROR(
                    "Could not create attribute '%s' for "
                    "USD prim <%s>",
                    attrEntry.usdAttributeName.c_str(),
                    entry.usdPrim.GetPath().GetText());
            continue;
        }
    }
}
コード例 #7
0
bool MayaMeshWriter::_createRGBAPrimVar(
        UsdGeomGprim &primSchema,
        const TfToken& name,
        const VtArray<GfVec3f>& rgbData,
        const VtArray<float>& alphaData,
        const TfToken& interpolation,
        const VtArray<int>& assignmentIndices,
        const int unassignedValueIndex,
        bool clamped)
{
    unsigned int numValues = rgbData.size();
    if (numValues == 0 || numValues != alphaData.size()) {
        return false;
    }

    TfToken interp = interpolation;
    if (numValues == 1 && interp == UsdGeomTokens->constant) {
        interp = TfToken();
    }

    UsdGeomPrimvar primVar =
        primSchema.CreatePrimvar(name,
                                 SdfValueTypeNames->Color4fArray,
                                 interp);

    VtArray<GfVec4f> rgbaData(numValues);
    for (size_t i = 0; i < rgbaData.size(); ++i) {
        rgbaData[i] = GfVec4f(rgbData[i][0], rgbData[i][1], rgbData[i][2],
                              alphaData[i]);
    }

    primVar.Set(rgbaData);

    if (!assignmentIndices.empty()) {
        primVar.SetIndices(assignmentIndices);
        if (unassignedValueIndex != primVar.GetUnauthoredValuesIndex()) {
           primVar.SetUnauthoredValuesIndex(unassignedValueIndex);
        }
    }

    if (clamped) {
        PxrUsdMayaRoundTripUtil::MarkPrimvarAsClamped(primVar);
    }

    return true;
}
コード例 #8
0
bool MayaMeshWriter::_createRGBPrimVar(
        UsdGeomGprim &primSchema,
        const TfToken& name,
        const VtArray<GfVec3f>& data,
        const TfToken& interpolation,
        const VtArray<int>& assignmentIndices,
        const int unassignedValueIndex,
        bool clamped)
{
    unsigned int numValues = data.size();
    if (numValues == 0) {
        return false;
    }

    TfToken interp = interpolation;
    if (numValues == 1 && interp == UsdGeomTokens->constant) {
        interp = TfToken();
    }

    UsdGeomPrimvar primVar =
        primSchema.CreatePrimvar(name,
                                 SdfValueTypeNames->Color3fArray,
                                 interp);

    primVar.Set(data);

    if (!assignmentIndices.empty()) {
        primVar.SetIndices(assignmentIndices);
        if (unassignedValueIndex != primVar.GetUnauthoredValuesIndex()) {
           primVar.SetUnauthoredValuesIndex(unassignedValueIndex);
        }
    }

    if (clamped) {
        PxrUsdMayaRoundTripUtil::MarkPrimvarAsClamped(primVar);
    }

    return true;
}
コード例 #9
0
/* static */
bool
UsdMayaTranslatorMesh::_AssignConstantPrimvarToMesh(
        const UsdGeomPrimvar& primvar,
        MFnMesh& meshFn)
{
    const TfToken& interpolation = primvar.GetInterpolation();
    if (interpolation != UsdGeomTokens->constant) {
        return false;
    }

    const TfToken& name = primvar.GetBaseName();
    const SdfValueTypeName& typeName = primvar.GetTypeName();
    const SdfVariability& variability = SdfVariabilityUniform;

    MObject attrObj =
        UsdMayaReadUtil::FindOrCreateMayaAttr(
            typeName,
            variability,
            meshFn,
            name.GetText());
    if (attrObj.isNull()) {
        return false;
    }

    VtValue primvarData;
    primvar.Get(&primvarData);

    MStatus status;
    MPlug plug = meshFn.findPlug(
        name.GetText(),
        /* wantNetworkedPlug = */ true,
        &status);
    if (status != MS::kSuccess || plug.isNull()) {
        return false;
    }

    return UsdMayaReadUtil::SetMayaAttr(plug, primvarData);
}
コード例 #10
0
/* static */
bool
UsdMayaTranslatorMesh::_AssignColorSetPrimvarToMesh(
        const UsdGeomMesh& primSchema,
        const UsdGeomPrimvar& primvar,
        MFnMesh& meshFn)
{
    const TfToken& primvarName = primvar.GetPrimvarName();
    const SdfValueTypeName& typeName = primvar.GetTypeName();

    MString colorSetName(primvarName.GetText());

    // If the primvar is displayOpacity and it is a FloatArray, check if
    // displayColor is authored. If not, we'll import this 'displayOpacity'
    // primvar as a 'displayColor' color set. This supports cases where the
    // user created a single channel value for displayColor.
    // Note that if BOTH displayColor and displayOpacity are authored, they will
    // be imported as separate color sets. We do not attempt to combine them
    // into a single color set.
    if (primvarName == UsdMayaMeshColorSetTokens->DisplayOpacityColorSetName &&
            typeName == SdfValueTypeNames->FloatArray) {
        if (!UsdMayaRoundTripUtil::IsAttributeUserAuthored(primSchema.GetDisplayColorPrimvar())) {
            colorSetName = UsdMayaMeshColorSetTokens->DisplayColorColorSetName.GetText();
        }
    }

    // We'll need to convert colors from linear to display if this color set is
    // for display colors.
    const bool isDisplayColor =
        (colorSetName == UsdMayaMeshColorSetTokens->DisplayColorColorSetName.GetText());

    // Get the raw data before applying any indexing. We'll only populate one
    // of these arrays based on the primvar's typeName, and we'll also set the
    // color representation so we know which array to use later.
    VtFloatArray alphaArray;
    VtVec3fArray rgbArray;
    VtVec4fArray rgbaArray;
    MFnMesh::MColorRepresentation colorRep;
    size_t numValues = 0;

    MStatus status = MS::kSuccess;

    if (typeName == SdfValueTypeNames->FloatArray) {
        colorRep = MFnMesh::kAlpha;
        if (!primvar.Get(&alphaArray) || alphaArray.empty()) {
            status = MS::kFailure;
        } else {
            numValues = alphaArray.size();
        }
    } else if (typeName == SdfValueTypeNames->Float3Array ||
               typeName == SdfValueTypeNames->Color3fArray) {
        colorRep = MFnMesh::kRGB;
        if (!primvar.Get(&rgbArray) || rgbArray.empty()) {
            status = MS::kFailure;
        } else {
            numValues = rgbArray.size();
        }
    } else if (typeName == SdfValueTypeNames->Float4Array ||
               typeName == SdfValueTypeNames->Color4fArray) {
        colorRep = MFnMesh::kRGBA;
        if (!primvar.Get(&rgbaArray) || rgbaArray.empty()) {
            status = MS::kFailure;
        } else {
            numValues = rgbaArray.size();
        }
    } else {
        TF_WARN("Unsupported color set primvar type '%s' for primvar '%s' on "
                "mesh: %s",
                typeName.GetAsToken().GetText(),
                primvarName.GetText(),
                primvar.GetAttr().GetPrimPath().GetText());
        return false;
    }

    if (status != MS::kSuccess || numValues == 0) {
        TF_WARN("Could not read color set values from primvar '%s' on mesh: %s",
                primvarName.GetText(),
                primvar.GetAttr().GetPrimPath().GetText());
        return false;
    }

    VtIntArray assignmentIndices;
    int unauthoredValuesIndex = -1;
    if (primvar.GetIndices(&assignmentIndices)) {
        // The primvar IS indexed, so the indices array is what determines the
        // number of color values.
        numValues = assignmentIndices.size();
        unauthoredValuesIndex = primvar.GetUnauthoredValuesIndex();
    }

    // Go through the color data and translate the values into MColors in the
    // colorArray, taking into consideration that indexed data may have been
    // authored sparsely. If the assignmentIndices array is empty then the data
    // is NOT indexed.
    // Note that with indexed data, the data is added to the arrays in ascending
    // component ID order according to the primvar's interpolation (ascending
    // face ID for uniform interpolation, ascending vertex ID for vertex
    // interpolation, etc.). This ordering may be different from the way the
    // values are ordered in the primvar. Because of this, we recycle the
    // assignmentIndices array as we go to store the new mapping from component
    // index to color index.
    MColorArray colorArray;
    for (size_t i = 0; i < numValues; ++i) {
        int valueIndex = i;

        if (i < assignmentIndices.size()) {
            // The data is indexed, so consult the indices array for the
            // correct index into the data.
            valueIndex = assignmentIndices[i];

            if (valueIndex == unauthoredValuesIndex) {
                // This component is unauthored, so just update the
                // mapping in assignmentIndices and then skip the value.
                // We don't actually use the value at the unassigned index.
                assignmentIndices[i] = -1;
                continue;
            }

            // We'll be appending a new value, so the current length of the
            // array gives us the new value's index.
            assignmentIndices[i] = colorArray.length();
        }

        GfVec4f colorValue(1.0);

        switch(colorRep) {
            case MFnMesh::kAlpha:
                colorValue[3] = alphaArray[valueIndex];
                break;
            case MFnMesh::kRGB:
                colorValue[0] = rgbArray[valueIndex][0];
                colorValue[1] = rgbArray[valueIndex][1];
                colorValue[2] = rgbArray[valueIndex][2];
                break;
            case MFnMesh::kRGBA:
                colorValue[0] = rgbaArray[valueIndex][0];
                colorValue[1] = rgbaArray[valueIndex][1];
                colorValue[2] = rgbaArray[valueIndex][2];
                colorValue[3] = rgbaArray[valueIndex][3];
                break;
            default:
                break;
        }

        if (isDisplayColor) {
            colorValue = UsdMayaColorSpace::ConvertLinearToMaya(colorValue);
        }

        MColor mColor(colorValue[0], colorValue[1], colorValue[2], colorValue[3]);
        colorArray.append(mColor);
    }

    // colorArray now stores all of the values and any unassigned components
    // have had their indices set to -1, so update the unauthored values index.
    unauthoredValuesIndex = -1;

    const bool clamped = UsdMayaRoundTripUtil::IsPrimvarClamped(primvar);

    status = meshFn.createColorSet(colorSetName, nullptr, clamped, colorRep);
    if (status != MS::kSuccess) {
        TF_WARN("Unable to create color set '%s' for mesh: %s",
                colorSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    // Create colors on the mesh from the values we collected out of the
    // primvar. We'll assign mesh components to these values below.
    status = meshFn.setColors(colorArray, &colorSetName, colorRep);
    if (status != MS::kSuccess) {
        TF_WARN("Unable to set color data on color set '%s' for mesh: %s",
                colorSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    const TfToken& interpolation = primvar.GetInterpolation();

    // Build an array of value assignments for each face vertex in the mesh.
    // Any assignments left as -1 will not be assigned a value.
    MIntArray colorIds = _GetMayaFaceVertexAssignmentIds(meshFn,
                                                         interpolation,
                                                         assignmentIndices,
                                                         unauthoredValuesIndex);

    status = meshFn.assignColors(colorIds, &colorSetName);
    if (status != MS::kSuccess) {
        TF_WARN("Could not assign color values to color set '%s' on mesh: %s",
                colorSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    return true;
}
コード例 #11
0
/* static */
GT_DataArrayHandle
GusdPrimWrapper::convertPrimvarData( const UsdGeomPrimvar& primvar, UsdTimeCode time )
{
    VtValue val;
    if (!primvar.ComputeFlattened(&val, time)) {
        return nullptr;
    }

#define _CONVERT_TUPLE(elemType, gtArray, tupleSize, gtType)            \
    if (val.IsHolding<elemType>()) {                                    \
        return Gusd_ConvertTupleToGt<elemType, gtArray, tupleSize>(val); \
    } else if (val.IsHolding<VtArray<elemType> >()) {                   \
        return Gusd_ConvertTupleArrayToGt<elemType, gtArray, tupleSize>( \
            primvar, val);                                              \
    }

    // Check for most common value types first.
    _CONVERT_TUPLE(GfVec3f, GT_Real32Array, 3, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfVec2f, GT_Real32Array, 2, GT_TYPE_NONE);
    _CONVERT_TUPLE(float, GT_Real32Array, 1, GT_TYPE_NONE);
    _CONVERT_TUPLE(int, GT_Int32Array, 1, GT_TYPE_NONE);

    // Scalars
    _CONVERT_TUPLE(double, GT_Real64Array, 1, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfHalf, GT_Real16Array, 1, GT_TYPE_NONE);
    _CONVERT_TUPLE(int64, GT_Int64Array, 1, GT_TYPE_NONE);
    _CONVERT_TUPLE(unsigned char, GT_UInt8Array, 1, GT_TYPE_NONE);

    // TODO: UInt, UInt64 (convert to int32/int64?)
    
    // Vec2
    _CONVERT_TUPLE(GfVec2d, GT_Real64Array, 2, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfVec2h, GT_Real16Array, 2, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfVec2i, GT_Int32Array, 2, GT_TYPE_NONE);

    // Vec3
    _CONVERT_TUPLE(GfVec3d, GT_Real64Array, 3, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfVec3h, GT_Real16Array, 3, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfVec3i, GT_Int32Array, 3, GT_TYPE_NONE);

    // Vec4
    _CONVERT_TUPLE(GfVec4d, GT_Real64Array, 4, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfVec4f, GT_Real32Array, 4, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfVec4h, GT_Real16Array, 4, GT_TYPE_NONE);
    _CONVERT_TUPLE(GfVec4i, GT_Int32Array, 4, GT_TYPE_NONE);

    // Quat
    _CONVERT_TUPLE(GfQuatd, GT_Real64Array, 4, GT_TYPE_QUATERNION);
    _CONVERT_TUPLE(GfQuatf, GT_Real32Array, 4, GT_TYPE_QUATERNION);
    _CONVERT_TUPLE(GfQuath, GT_Real16Array, 4, GT_TYPE_QUATERNION);

    // Matrices
    _CONVERT_TUPLE(GfMatrix3d, GT_Real64Array, 9, GT_TYPE_MATRIX3);
    _CONVERT_TUPLE(GfMatrix4d, GT_Real64Array, 16, GT_TYPE_MATRIX);
    // TODO: Correct GT_Type for GfMatrix2d?
    _CONVERT_TUPLE(GfMatrix2d, GT_Real64Array, 4, GT_TYPE_NONE);

#undef _CONVERT_TUPLE

#define _CONVERT_STRING(elemType)                                   \
    if (val.IsHolding<elemType>()) {                                \
        return Gusd_ConvertStringToGt<elemType>(val);               \
    } else if (val.IsHolding<VtArray<elemType> >()) {               \
        return Gusd_ConvertStringArrayToGt<elemType>(primvar, val); \
    }

    _CONVERT_STRING(std::string);
    _CONVERT_STRING(TfToken);
    _CONVERT_STRING(SdfAssetPath);

#undef _CONVERT_STRING

    return nullptr;
}
コード例 #12
0
ファイル: gprimAdapter.cpp プロジェクト: 400dama/USD
void
UsdImagingGprimAdapter::_DiscoverPrimvarsDeprecated(UsdGeomGprim const& gprim,
                                          SdfPath const& cachePath, 
                                          UsdPrim const& shaderPrim,
                                          UsdTimeCode time,
                                          UsdImagingValueCache* valueCache)
{
    UsdImagingValueCache::PrimvarInfo primvar;
    std::vector<UsdProperty> const& props 
                                    = shaderPrim.GetProperties();
    TF_FOR_ALL(propIt, props) {
        UsdAttribute attr = propIt->As<UsdAttribute>();
        if (not attr) {
            continue;
        }
        if (attr.GetPath().IsNamespacedPropertyPath()) {
            continue;
        }
        // Ok this is a parameter, check source input.
        if (UsdAttribute texAttr = shaderPrim.GetAttribute(
                                TfToken(attr.GetPath().GetName() 
                                + ":texture"))) {
            TfToken t;
            SdfAssetPath ap;
            VtValue v;
            UsdGeomPrimvar primvarAttr;
            texAttr.Get(&ap, UsdTimeCode::Default());
            bool isPtex = GlfPtexTexture::IsPtexTexture(TfToken(ap.GetAssetPath()));
            if (isPtex) {
                t = UsdImagingTokens->ptexFaceIndex;
                // Allow the client to override this name
                texAttr.GetMetadata(UsdImagingTokens->faceIndexPrimvar, &t);
                primvarAttr = gprim.GetPrimvar(t);
                if (primvarAttr) {
                    if (primvarAttr.ComputeFlattened(&v, time)) {
                        primvar.name = t;
                        primvar.interpolation = primvarAttr.GetInterpolation();
                        valueCache->GetPrimvar(cachePath, t) = v;
                        _MergePrimvar(primvar, &valueCache->GetPrimvars(cachePath));
                    }
                }
                t = UsdImagingTokens->ptexFaceOffset;
                // Allow the client to override this name
                texAttr.GetMetadata(UsdImagingTokens->faceOffsetPrimvar, &t);
                primvarAttr = gprim.GetPrimvar(t);
                if (primvarAttr) {
                    primvar.name = t;
                    primvar.interpolation = primvarAttr.GetInterpolation();
                    if (primvarAttr.ComputeFlattened(&v, time)) {
                        valueCache->GetPrimvar(cachePath, t) = v;
                        _MergePrimvar(primvar, &valueCache->GetPrimvars(cachePath));
                    }
                }
            } else {
                texAttr.GetMetadata(UsdImagingTokens->uvPrimvar, &t);
                primvarAttr = gprim.GetPrimvar(t);
                if (TF_VERIFY(primvarAttr, "%s\n", t.GetText())) {
                    if (TF_VERIFY(primvarAttr.ComputeFlattened(&v, time))) {
                        primvar.name = t; // does not include primvars:
                        primvar.interpolation = primvarAttr.GetInterpolation();
                        // Convert double to float, we don't need double precision.
                        if (v.IsHolding<VtVec2dArray>()) {
                            v = VtValue::Cast<VtVec2fArray>(v);
                        }
                        valueCache->GetPrimvar(cachePath, t) = v;
                        _MergePrimvar(primvar, &valueCache->GetPrimvars(cachePath));
                    }
                }
            }
        } else if (UsdAttribute pvAttr = shaderPrim.GetAttribute(
                                        TfToken(attr.GetPath().GetName() 
                                                + ":primvar"))) {
            TfToken t;
            VtValue v;
            UsdGeomPrimvar primvarAttr;
            if (TF_VERIFY(pvAttr.Get(&t, UsdTimeCode::Default()))) {
                primvarAttr = gprim.GetPrimvar(t);
                if (TF_VERIFY(primvarAttr.ComputeFlattened(&v, time))) {
                    primvar.name = t; // does not include primvars:
                    primvar.interpolation = primvarAttr.GetInterpolation();
                    valueCache->GetPrimvar(cachePath, t) = v;
                   _MergePrimvar(primvar, &valueCache->GetPrimvars(cachePath));
                }
            }
        }
    }
コード例 #13
0
/* static */
bool
UsdMayaTranslatorMesh::_AssignUVSetPrimvarToMesh(
        const UsdGeomPrimvar& primvar,
        MFnMesh& meshFn)
{
    const TfToken& primvarName = primvar.GetPrimvarName();

    // Get the raw data before applying any indexing.
    VtVec2fArray uvValues;
    if (!primvar.Get(&uvValues) || uvValues.empty()) {
        TF_WARN("Could not read UV values from primvar '%s' on mesh: %s",
                primvarName.GetText(),
                primvar.GetAttr().GetPrimPath().GetText());
        return false;
    }

    // This is the number of UV values assuming the primvar is NOT indexed.
    VtIntArray assignmentIndices;
    if (primvar.GetIndices(&assignmentIndices)) {
        // The primvar IS indexed, so the indices array is what determines the
        // number of UV values.
        int unauthoredValuesIndex = primvar.GetUnauthoredValuesIndex();

        // Replace any index equal to unauthoredValuesIndex with -1.
        if (unauthoredValuesIndex != -1) {
            for (int& index : assignmentIndices) {
                if (index == unauthoredValuesIndex) {
                    index = -1;
                }
            }
        }

        // Furthermore, if unauthoredValuesIndex is valid for uvValues, then
        // remove it from uvValues and shift the indices (we don't want to
        // import the unauthored value into Maya, where it has no meaning).
        if (unauthoredValuesIndex >= 0 &&
                static_cast<size_t>(unauthoredValuesIndex) < uvValues.size()) {
            // This moves [unauthoredValuesIndex + 1, end) to
            // [unauthoredValuesIndex, end - 1), erasing the
            // unauthoredValuesIndex.
            std::move(
                    uvValues.begin() + unauthoredValuesIndex + 1,
                    uvValues.end(),
                    uvValues.begin() + unauthoredValuesIndex);
            uvValues.pop_back();

            for (int& index : assignmentIndices) {
                if (index > unauthoredValuesIndex) {
                    index = index - 1;
                }
            }
        }
    }

    // Go through the UV data and add the U and V values to separate
    // MFloatArrays.
    MFloatArray uCoords;
    MFloatArray vCoords;
    for (const GfVec2f& v : uvValues) {
        uCoords.append(v[0]);
        vCoords.append(v[1]);
    }

    MStatus status;
    MString uvSetName(primvarName.GetText());
    if (primvarName == UsdUtilsGetPrimaryUVSetName()) {
        // We assume that the primary USD UV set maps to Maya's default 'map1'
        // set which always exists, so we shouldn't try to create it.
        uvSetName = "map1";
    } else {
        status = meshFn.createUVSet(uvSetName);
        if (status != MS::kSuccess) {
            TF_WARN("Unable to create UV set '%s' for mesh: %s",
                    uvSetName.asChar(),
                    meshFn.fullPathName().asChar());
            return false;
        }
    }

    // The following two lines should have no effect on user-visible state but
    // prevent a Maya crash in MFnMesh.setUVs after creating a crease set.
    // XXX this workaround is needed pending a fix by Autodesk.
    MString currentSet = meshFn.currentUVSetName();
    meshFn.setCurrentUVSetName(currentSet);

    // Create UVs on the mesh from the values we collected out of the primvar.
    // We'll assign mesh components to these values below.
    status = meshFn.setUVs(uCoords, vCoords, &uvSetName);
    if (status != MS::kSuccess) {
        TF_WARN("Unable to set UV data on UV set '%s' for mesh: %s",
                uvSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    const TfToken& interpolation = primvar.GetInterpolation();

    // Build an array of value assignments for each face vertex in the mesh.
    // Any assignments left as -1 will not be assigned a value.
    MIntArray uvIds = _GetMayaFaceVertexAssignmentIds(meshFn,
                                                      interpolation,
                                                      assignmentIndices,
                                                      -1);

    MIntArray vertexCounts;
    MIntArray vertexList;
    status = meshFn.getVertices(vertexCounts, vertexList);
    if (status != MS::kSuccess) {
        TF_WARN("Could not get vertex counts for UV set '%s' on mesh: %s",
                uvSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    status = meshFn.assignUVs(vertexCounts, uvIds, &uvSetName);
    if (status != MS::kSuccess) {
        TF_WARN("Could not assign UV values to UV set '%s' on mesh: %s",
                uvSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    return true;
}
コード例 #14
0
ファイル: primWrapper.cpp プロジェクト: mplanck/USD
void
GusdPrimWrapper::loadPrimvars( 
    UsdTimeCode               time,
    const GT_RefineParms*     rparms,
    int                       minUniform,
    int                       minPoint,
    int                       minVertex,
    const string&             primPath,
    GT_AttributeListHandle*   vertex,
    GT_AttributeListHandle*   point,
    GT_AttributeListHandle*   primitive,
    GT_AttributeListHandle*   constant,
    const GT_DataArrayHandle& remapIndicies ) const
{
    // Primvars will be loaded if they match a provided pattern.
    // By default, set the pattern to match only "Cd". Then write
    // over this pattern if there is one provided in rparms.
    const char* Cd = "Cd";
    UT_String primvarPattern(Cd);

    if (rparms) {
        rparms->import("usd:primvarPattern", primvarPattern);
    }

    std::vector<UsdGeomPrimvar> authoredPrimvars;
    bool hasCdPrimvar = false;

    {
        UsdGeomImageable prim = getUsdPrimForRead();

        UsdGeomPrimvar colorPrimvar = prim.GetPrimvar(GusdTokens->Cd);
        if (colorPrimvar && colorPrimvar.GetAttr().HasAuthoredValueOpinion()) {
            hasCdPrimvar = true;
        }

        // It's common for "Cd" to be the only primvar to load.
        // In this case, avoid getting all other authored primvars.
        if (primvarPattern == Cd) {
            if (hasCdPrimvar) {
                authoredPrimvars.push_back(colorPrimvar);
            } else {
                // There is no authored "Cd" primvar.
                // Try to find "displayColor" instead.
                colorPrimvar = prim.GetPrimvar(UsdGeomTokens->primvarsDisplayColor);
                if (colorPrimvar &&
                    colorPrimvar.GetAttr().HasAuthoredValueOpinion()) {
                    authoredPrimvars.push_back(colorPrimvar);
                }
            }
        } else if (primvarPattern != "") {
            authoredPrimvars = prim.GetAuthoredPrimvars();
        }
    }    

    // Is it better to sort the attributes and build the attributes all at once.

    for( const UsdGeomPrimvar &primvar : authoredPrimvars )
    {
        DBG(cerr << "loadPrimvar " << primvar.GetPrimvarName() << "\t" << primvar.GetTypeName() << "\t" << primvar.GetInterpolation() << endl);

        UT_String name(primvar.GetPrimvarName());

        // One special case we always handle here is to change
        // the name of the USD "displayColor" primvar to "Cd",
        // as long as there is not already a "Cd" primvar.
        if (!hasCdPrimvar && 
            primvar.GetName() == UsdGeomTokens->primvarsDisplayColor) {
            name = Cd;
        }

        // If the name of this primvar doesn't
        // match the primvarPattern, skip it.
        if (!name.multiMatch(primvarPattern, 1, " ")) {
            continue;
        }

        GT_DataArrayHandle gtData = convertPrimvarData( primvar, time );

        if( !gtData )
        {
            TF_WARN( "Failed to convert primvar %s:%s %s.", 
                        primPath.c_str(),
                        primvar.GetPrimvarName().GetText(),
                        primvar.GetTypeName().GetAsToken().GetText() );
            continue;
        }

        // usd vertex primvars are assigned to points
        if( primvar.GetInterpolation() == UsdGeomTokens->vertex )
        {
            if( gtData->entries() < minPoint ) {
                TF_WARN( "Not enough values found for primvar: %s:%s. "
                         "%zd values given for %d points.",
                         primPath.c_str(),
                         primvar.GetPrimvarName().GetText(),
                         gtData->entries(), minPoint );
            }
            else {
                if (remapIndicies) {
                    gtData = new GT_DAIndirect( remapIndicies, gtData );
                }
                if( point ) {
                    *point = (*point)->addAttribute( name.c_str(), gtData, true );
                }
            }
        }
        else if( primvar.GetInterpolation() == UsdGeomTokens->faceVarying )
        {
            if( gtData->entries() < minVertex ) {
                TF_WARN( "Not enough values found for primvar: %s:%s. "
                         "%zd values given for %d verticies.", 
                         primPath.c_str(),
                         primvar.GetPrimvarName().GetText(), 
                         gtData->entries(), minVertex );
            }
            else if( vertex ) {           
                *vertex = (*vertex)->addAttribute( name.c_str(), gtData, true );
            }
        }
        else if( primvar.GetInterpolation() == UsdGeomTokens->uniform )
        {
            if( gtData->entries() < minUniform ) {
                TF_WARN( "Not enough values found for primvar: %s:%s. "
                         "%zd values given for %d faces.", 
                         primPath.c_str(),
                         primvar.GetPrimvarName().GetText(),
                         gtData->entries(), minUniform );
            }
            else if( primitive ) {
                *primitive = (*primitive)->addAttribute( name.c_str(), gtData, true );
            }
        }
        else if( primvar.GetInterpolation() == UsdGeomTokens->constant )
        {
            if( constant ) {
                *constant = (*constant)->addAttribute( name.c_str(), gtData, true );
            }
        }
    }
}
コード例 #15
0
ファイル: roundTripUtil.cpp プロジェクト: lvxejay/USD
void PxrUsdMayaRoundTripUtil::MarkPrimvarAsClamped(const UsdGeomPrimvar& primvar)
{
    _SetMayaDictValue(primvar.GetAttr(), _tokens->clamped, true);
}
コード例 #16
0
ファイル: primWrapper.cpp プロジェクト: mplanck/USD
/* static */
GT_DataArrayHandle
GusdPrimWrapper::convertPrimvarData( const UsdGeomPrimvar& primvar, UsdTimeCode time ) {

    SdfValueTypeName typeName = primvar.GetTypeName();
    if( typeName == SdfValueTypeNames->Int )
    {
        int usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Int32Array( &usdVal, 1, 1 );
    }
    else if( typeName == SdfValueTypeNames->Int64 )
    {
        int64_t usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Int64Array( &usdVal, 1, 1 );
    }
    else if( typeName == SdfValueTypeNames->Float )
    {
        float usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real32Array( &usdVal, 1, 1 );
    }
    else if( typeName == SdfValueTypeNames->Double )
    {
        double usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( &usdVal, 1, 1 );
    }
    else if( typeName == SdfValueTypeNames->Float3 )
    {
        GfVec3f usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real32Array( usdVal.data(), 1, 3 );
    }
    else if( typeName == SdfValueTypeNames->Double3 )
    {
        GfVec3d usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( usdVal.data(), 1, 3 );
    }
    else if( typeName == SdfValueTypeNames->Color3f )
    {
        GfVec3f usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real32Array( usdVal.data(), 1, 3, GT_TYPE_COLOR );
    }
    else if( typeName == SdfValueTypeNames->Color3d )
    {
        GfVec3d usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( usdVal.data(), 1, 3, GT_TYPE_COLOR );
    }
    else if( typeName == SdfValueTypeNames->Normal3f )
    {
        GfVec3f usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real32Array( usdVal.data(), 1, 3, GT_TYPE_NORMAL );
    }
    else if( typeName == SdfValueTypeNames->Normal3d )
    {
        GfVec3d usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( usdVal.data(), 1, 3, GT_TYPE_NORMAL );
    }
    else if( typeName == SdfValueTypeNames->Point3f )
    {
        GfVec3f usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real32Array( usdVal.data(), 1, 3, GT_TYPE_POINT );
    }
    else if( typeName == SdfValueTypeNames->Point3d )
    {
        GfVec3d usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( usdVal.data(), 1, 3, GT_TYPE_POINT );
    }
    else if( typeName == SdfValueTypeNames->Float4 )
    {
        GfVec4f usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real32Array( usdVal.data(), 1, 4 );
    }
    else if( typeName == SdfValueTypeNames->Double4 )
    {
        GfVec4d usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( usdVal.data(), 1, 4 );
    }
    else if( typeName == SdfValueTypeNames->Quatf )
    {
        GfVec4f usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real32Array( usdVal.data(), 1, 4, GT_TYPE_QUATERNION );
    }
    else if( typeName == SdfValueTypeNames->Quatd )
    {
        GfVec4d usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( usdVal.data(), 1, 4, GT_TYPE_QUATERNION );
    }
    else if( typeName == SdfValueTypeNames->Matrix3d )
    {
        GfMatrix3d usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( usdVal.GetArray(), 1, 9, GT_TYPE_MATRIX3 );
    }
    else if( typeName == SdfValueTypeNames->Matrix4d ||
             typeName == SdfValueTypeNames->Frame4d )
    {
        GfMatrix4d usdVal;
        primvar.Get( &usdVal, time );

        return new GT_Real64Array( usdVal.GetArray(), 1, 16, GT_TYPE_MATRIX );
    }
    else if( typeName == SdfValueTypeNames->String )
    {
        string usdVal;
        primvar.Get( &usdVal, time );

        auto     gtString = new GT_DAIndexedString( 1 );
        gtString->setString( 0, 0, usdVal.c_str() );
        return gtString;
    }
    else if( typeName == SdfValueTypeNames->StringArray )
    {
        VtArray<string> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        auto gtString = new GT_DAIndexedString( usdVal.size() );
        for( size_t i = 0; i < usdVal.size(); ++i )
            gtString->setString( i, 0, usdVal[i].c_str() );
        return gtString;
    }
    else if( typeName == SdfValueTypeNames->IntArray )
    {
        VtArray<int> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<int>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->Int64Array )
    {
        VtArray<int64_t> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<int64_t>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->FloatArray )
    {
        VtArray<float> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<float>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->DoubleArray )
    {
        VtArray<double> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<double>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->Float2Array )
    {
        VtArray<GfVec2f> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec2f>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->Double2Array )
    {
        VtArray<GfVec2d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec2d>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->Float3Array )
    {
        VtArray<GfVec3f> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3f>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->Double3Array )
    {
        VtArray<GfVec3d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3d>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->Color3fArray )
    {
        VtArray<GfVec3f> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3f>(usdVal,GT_TYPE_COLOR);
    }
    else if( typeName == SdfValueTypeNames->Color3dArray )
    {
        VtArray<GfVec3d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3d>(usdVal,GT_TYPE_COLOR);
    }
    else if( typeName == SdfValueTypeNames->Vector3fArray )
    {
        VtArray<GfVec3f> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3f>(usdVal, GT_TYPE_VECTOR);
    }
    else if( typeName == SdfValueTypeNames->Vector3dArray )
    {
        VtArray<GfVec3d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3d>(usdVal, GT_TYPE_VECTOR);
    }
    else if( typeName == SdfValueTypeNames->Normal3fArray )
    {
        VtArray<GfVec3f> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3f>(usdVal, GT_TYPE_NORMAL);
    }
    else if( typeName == SdfValueTypeNames->Normal3dArray )
    {
        VtArray<GfVec3d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3d>(usdVal, GT_TYPE_NORMAL);
    }
    else if( typeName == SdfValueTypeNames->Point3fArray )
    {
        VtArray<GfVec3f> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3f>(usdVal, GT_TYPE_POINT);
    }
    else if( typeName == SdfValueTypeNames->Point3dArray )
    {
        VtArray<GfVec3d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec3d>(usdVal, GT_TYPE_POINT);
    }
    else if( typeName == SdfValueTypeNames->Float4Array )
    {
        VtArray<GfVec4f> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec4f>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->Double4Array )
    {
        VtArray<GfVec4d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec4d>(usdVal);
    }
    else if( typeName == SdfValueTypeNames->QuatfArray )
    {
        VtArray<GfVec4f> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec4f>(usdVal, GT_TYPE_QUATERNION);
    }
    else if( typeName == SdfValueTypeNames->QuatdArray )
    {
        VtArray<GfVec4d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfVec4d>(usdVal, GT_TYPE_QUATERNION);
    }
    else if( typeName == SdfValueTypeNames->Matrix3dArray )
    {
        VtArray<GfMatrix3d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfMatrix3d>(usdVal, GT_TYPE_MATRIX3);
    }
    else if( typeName == SdfValueTypeNames->Matrix4dArray ||
             typeName == SdfValueTypeNames->Frame4dArray )
    {
        VtArray<GfMatrix4d> usdVal;
        primvar.ComputeFlattened( &usdVal, time );
        return new GusdGT_VtArray<GfMatrix4d>(usdVal, GT_TYPE_MATRIX);
    }
    return NULL;
}
コード例 #17
0
bool MayaMeshWriter::_addDisplayPrimvars(
        UsdGeomGprim &primSchema,
        const MFnMesh::MColorRepresentation colorRep,
        const VtArray<GfVec3f>& RGBData,
        const VtArray<float>& AlphaData,
        const TfToken& interpolation,
        const VtArray<int>& assignmentIndices,
        const int unassignedValueIndex,
        const bool clamped,
        const bool authored)
{
    // If we already have an authored value, don't try to write a new one.
    UsdAttribute colorAttr = primSchema.GetDisplayColorAttr();
    if (!colorAttr.HasAuthoredValueOpinion() && !RGBData.empty()) {
        UsdGeomPrimvar displayColor = primSchema.CreateDisplayColorPrimvar();
        if (interpolation != displayColor.GetInterpolation()) {
            displayColor.SetInterpolation(interpolation);
        }
        displayColor.Set(RGBData);
        if (!assignmentIndices.empty()) {
            displayColor.SetIndices(assignmentIndices);
            if (unassignedValueIndex != displayColor.GetUnauthoredValuesIndex()) {
               displayColor.SetUnauthoredValuesIndex(unassignedValueIndex);
            }
        }
        bool authRGB = authored;
        if (colorRep == MFnMesh::kAlpha) {
            authRGB = false;
        }
        if (authRGB) {
            if (clamped) {
                PxrUsdMayaRoundTripUtil::MarkPrimvarAsClamped(displayColor);
            }
        }
        else {
            PxrUsdMayaRoundTripUtil::MarkAttributeAsMayaGenerated(colorAttr);
        }
    }

    UsdAttribute alphaAttr = primSchema.GetDisplayOpacityAttr();
    if (!alphaAttr.HasAuthoredValueOpinion() && !AlphaData.empty()) {
        // we consider a single alpha value that is 1.0 to be the "default"
        // value.  We only want to write values that are not the "default".
        bool hasDefaultAlpha = AlphaData.size() == 1 && GfIsClose(AlphaData[0], 1.0, 1e-9);
        if (!hasDefaultAlpha) {
            UsdGeomPrimvar displayOpacity = primSchema.CreateDisplayOpacityPrimvar();
            if (interpolation != displayOpacity.GetInterpolation()) {
                displayOpacity.SetInterpolation(interpolation);
            }
            displayOpacity.Set(AlphaData);
            if (!assignmentIndices.empty()) {
                displayOpacity.SetIndices(assignmentIndices);
                if (unassignedValueIndex != displayOpacity.GetUnauthoredValuesIndex()) {
                   displayOpacity.SetUnauthoredValuesIndex(unassignedValueIndex);
                }
            }
            bool authAlpha = authored;
            if (colorRep == MFnMesh::kRGB) {
                authAlpha = false;
            }
            if (authAlpha) {
                if (clamped) {
                    PxrUsdMayaRoundTripUtil::MarkPrimvarAsClamped(displayOpacity);
                }
            }
            else {
                PxrUsdMayaRoundTripUtil::MarkAttributeAsMayaGenerated(alphaAttr);
            }
        }
    }

    return true;
}
コード例 #18
0
ファイル: writeUtil.cpp プロジェクト: MWDD/USD
// This method inspects the JSON blob stored in the 'USD_UserExportedAttributesJson'
// attribute on the Maya node at dagPath and exports any attributes specified
// there onto usdPrim at time usdTime. The JSON should contain an object that
// maps Maya attribute names to other JSON objects that contain metadata about
// how to export the attribute into USD. For example:
//
//    {
//        "myMayaAttributeOne": {
//        },
//        "myMayaAttributeTwo": {
//            "usdAttrName": "my:namespace:attributeTwo"
//        },
//        "attributeAsPrimvar": {
//            "usdAttrType": "primvar"
//        },
//        "attributeAsVertexInterpPrimvar": {
//            "usdAttrType": "primvar",
//            "interpolation": "vertex"
//        },
//        "attributeAsRibAttribute": {
//            "usdAttrType": "usdRi"
//        },
//        "doubleAttributeAsFloatAttribute": {
//            "translateMayaDoubleToUsdSinglePrecision": true
//        }
//    }
//
// If the attribute metadata contains a value for "usdAttrName", the attribute
// will be given that name in USD. Otherwise, the Maya attribute name will be
// used for primvars and UsdRi attributes, or the Maya attribute name prepended
// with the "userProperties" namespace will be used for regular USD attributes.
// Maya attributes in the JSON will be processed in sorted order, and any
// USD attribute name collisions will be resolved by using the first attribute
// visited and warning about subsequent attribute tags.
//
bool
PxrUsdMayaWriteUtil::WriteUserExportedAttributes(
        const MDagPath& dagPath,
        const UsdPrim& usdPrim,
        const UsdTimeCode& usdTime)
{
    std::vector<PxrUsdMayaUserTaggedAttribute> exportedAttributes =
        PxrUsdMayaUserTaggedAttribute::GetUserTaggedAttributesForNode(dagPath);
    for (const PxrUsdMayaUserTaggedAttribute& attr : exportedAttributes) {
        const std::string& usdAttrName = attr.GetUsdName();
        const TfToken& usdAttrType = attr.GetUsdType();
        const TfToken& interpolation = attr.GetUsdInterpolation();
        const bool translateMayaDoubleToUsdSinglePrecision =
            attr.GetTranslateMayaDoubleToUsdSinglePrecision();
        const MPlug& attrPlug = attr.GetMayaPlug();
        UsdAttribute usdAttr;

        if (usdAttrType ==
                    PxrUsdMayaUserTaggedAttributeTokens->USDAttrTypePrimvar) {
            UsdGeomImageable imageable(usdPrim);
            if (!imageable) {
                MGlobal::displayError(
                    TfStringPrintf(
                        "Cannot create primvar for non-UsdGeomImageable USD prim: '%s'",
                        usdPrim.GetPath().GetText()).c_str());
                continue;
            }
            UsdGeomPrimvar primvar =
                PxrUsdMayaWriteUtil::GetOrCreatePrimvar(attrPlug,
                                                        imageable,
                                                        usdAttrName,
                                                        interpolation,
                                                        -1,
                                                        true,
                                                        translateMayaDoubleToUsdSinglePrecision);
            if (primvar) {
                usdAttr = primvar.GetAttr();
            }
        } else if (usdAttrType ==
                    PxrUsdMayaUserTaggedAttributeTokens->USDAttrTypeUsdRi) {
            usdAttr =
                PxrUsdMayaWriteUtil::GetOrCreateUsdRiAttribute(attrPlug,
                                                               usdPrim,
                                                               usdAttrName,
                                                               "user",
                                                               translateMayaDoubleToUsdSinglePrecision);
        } else {
            usdAttr = PxrUsdMayaWriteUtil::GetOrCreateUsdAttr(attrPlug,
                                                              usdPrim,
                                                              usdAttrName,
                                                              true,
                                                              translateMayaDoubleToUsdSinglePrecision);
        }

        if (usdAttr) {
            if (!PxrUsdMayaWriteUtil::SetUsdAttr(attrPlug,
                                                    usdAttr,
                                                    usdTime,
                                                    translateMayaDoubleToUsdSinglePrecision)) {
                MGlobal::displayError(
                    TfStringPrintf("Could not set value for attribute: '%s'",
                                   usdAttr.GetPath().GetText()).c_str());
                continue;
            }
        } else {
            MGlobal::displayError(
                TfStringPrintf("Could not create attribute '%s' for USD prim: '%s'",
                               usdAttrName.c_str(),
                               usdPrim.GetPath().GetText()).c_str());
                continue;
        }
    }

    return true;
}
コード例 #19
0
ファイル: roundTripUtil.cpp プロジェクト: lvxejay/USD
bool PxrUsdMayaRoundTripUtil::IsPrimvarClamped(const UsdGeomPrimvar& primvar)
{
    bool ret = false;
    return _GetMayaDictValue(primvar.GetAttr(), _tokens->clamped, &ret) && ret;
}
コード例 #20
0
ファイル: MayaMeshWriter.cpp プロジェクト: 400dama/USD
// virtual
bool MayaMeshWriter::writeMeshAttrs(const UsdTimeCode &usdTime, UsdGeomMesh &primSchema)
{

    MStatus status = MS::kSuccess;

    // Write parent class attrs
    writeTransformAttrs(usdTime, primSchema);

    // Return if usdTime does not match if shape is animated
    if (usdTime.IsDefault() == isShapeAnimated() ) {
        // skip shape as the usdTime does not match if shape isAnimated value
        return true; 
    }

    MFnMesh lMesh( getDagPath(), &status );
    if ( !status )
    {
        MGlobal::displayError( "MFnMesh() failed for MayaMeshWriter" );
        return false;
    }
    unsigned int numVertices = lMesh.numVertices();
    unsigned int numPolygons = lMesh.numPolygons();

    // Set mesh attrs ==========
    // Get points
    // TODO: Use memcpy()
    const float* mayaRawPoints = lMesh.getRawPoints(&status);
    VtArray<GfVec3f> points(numVertices);
    for (unsigned int i = 0; i < numVertices; i++) {
        unsigned int floatIndex = i*3;
        points[i].Set(mayaRawPoints[floatIndex],
                      mayaRawPoints[floatIndex+1],
                      mayaRawPoints[floatIndex+2]);
    }
    primSchema.GetPointsAttr().Set(points, usdTime); // ANIMATED

    // Compute the extent using the raw points
    VtArray<GfVec3f> extent(2);
    UsdGeomPointBased::ComputeExtent(points, &extent);
    primSchema.CreateExtentAttr().Set(extent, usdTime);

    // Get faceVertexIndices
    unsigned int numFaceVertices = lMesh.numFaceVertices(&status);
    VtArray<int>     faceVertexCounts(numPolygons);
    VtArray<int>     faceVertexIndices(numFaceVertices);
    MIntArray mayaFaceVertexIndices; // used in loop below
    unsigned int curFaceVertexIndex = 0;
    for (unsigned int i = 0; i < numPolygons; i++) {
        lMesh.getPolygonVertices(i, mayaFaceVertexIndices);
        faceVertexCounts[i] = mayaFaceVertexIndices.length();
        for (unsigned int j=0; j < mayaFaceVertexIndices.length(); j++) {
            faceVertexIndices[ curFaceVertexIndex ] = mayaFaceVertexIndices[j]; // push_back
            curFaceVertexIndex++;
        }
    }
    primSchema.GetFaceVertexCountsAttr().Set(faceVertexCounts);   // not animatable
    primSchema.GetFaceVertexIndicesAttr().Set(faceVertexIndices); // not animatable

    // Read usdSdScheme attribute. If not set, we default to defaultMeshScheme
    // flag that can be user defined and initialized to catmullClark
    TfToken sdScheme = PxrUsdMayaMeshUtil::getSubdivScheme(lMesh, getArgs().defaultMeshScheme);    
    primSchema.CreateSubdivisionSchemeAttr(VtValue(sdScheme), true);

    // Polygonal Mesh Case
    if (sdScheme==UsdGeomTokens->none) {
        // Support for standard USD bool and with Mojito bool tag
        TfToken normalInterp=PxrUsdMayaMeshUtil::getEmitNormals(lMesh, UsdGeomTokens->none);
        
        if (normalInterp==UsdGeomTokens->faceVarying) {
            // Get References to members of meshData object
            MFloatVectorArray normalArray;
            MFloatVectorArray vertexNormalArray;
 
            lMesh.getNormals(normalArray, MSpace::kObject);

            // Iterate through each face in the mesh.
            vertexNormalArray.setLength(lMesh.numFaceVertices());
            VtArray<GfVec3f> meshNormals(lMesh.numFaceVertices());
            size_t faceVertIdx = 0;
            for (MItMeshPolygon faceIter(getDagPath()); !faceIter.isDone(); faceIter.next()) {
                // Iterate through each face-vertex.
                for (size_t locVertIdx = 0; locVertIdx < faceIter.polygonVertexCount();
                        ++locVertIdx, ++faceVertIdx) {
                    int index=faceIter.normalIndex(locVertIdx);
                    for (int j=0;j<3;j++) {
                        meshNormals[faceVertIdx][j]=normalArray[index][j];
                    }
                }
            }
            primSchema.GetNormalsAttr().Set(meshNormals, usdTime);
            primSchema.SetNormalsInterpolation(normalInterp);
        }
    } else {
        TfToken sdInterpBound = PxrUsdMayaMeshUtil::getSubdivInterpBoundary(
            lMesh, UsdGeomTokens->edgeAndCorner);

        primSchema.CreateInterpolateBoundaryAttr(VtValue(sdInterpBound), true);
        
        TfToken sdFVInterpBound = PxrUsdMayaMeshUtil::getSubdivFVInterpBoundary(
            lMesh);

        primSchema.CreateFaceVaryingLinearInterpolationAttr(
            VtValue(sdFVInterpBound), true);

        assignSubDivTagsToUSDPrim( lMesh, primSchema);
    }

    // Holes - we treat InvisibleFaces as holes
    MUintArray mayaHoles = lMesh.getInvisibleFaces();
    if (mayaHoles.length() > 0) {
        VtArray<int> subdHoles(mayaHoles.length());
        for (unsigned int i=0; i < mayaHoles.length(); i++) {
            subdHoles[i] = mayaHoles[i];
        }
        // not animatable in Maya, so we'll set default only
        primSchema.GetHoleIndicesAttr().Set(subdHoles);
    }

    // == Write UVSets as Vec2f Primvars
    MStringArray uvSetNames;
    if (getArgs().exportMeshUVs) {
        status = lMesh.getUVSetNames(uvSetNames);
    }
    for (unsigned int i=0; i < uvSetNames.length(); i++) {
        // Initialize the VtArray to the max possible size (facevarying)
        VtArray<GfVec2f> uvValues(numFaceVertices);
        TfToken interpolation=TfToken();
        // Gather UV data and interpolation into a Vec2f VtArray and try to compress if possible
        if (_GetMeshUVSetData(lMesh, uvSetNames[i], &uvValues, &interpolation) == MS::kSuccess) {
        
            // XXX:bug 118447
            // We should be able to configure the UV map name that triggers this
            // behavior, and the name to which it exports.
            // The UV Set "map1" is renamed st. This is a Pixar/USD convention
            TfToken setName(uvSetNames[i].asChar());
            if (setName == "map1") setName=UsdUtilsGetPrimaryUVSetName();
       
            // Create the primvar and set the values
            UsdGeomPrimvar uvSet = 
                primSchema.CreatePrimvar(setName, SdfValueTypeNames->Float2Array, interpolation);
            uvSet.Set( uvValues ); // not animatable
        }
    }
    
    // == Gather ColorSets
    MStringArray colorSetNames;
    if (getArgs().exportColorSets) {
        status = lMesh.getColorSetNames(colorSetNames);
    }
    // shaderColor is used in our pipeline as displayColor.
    // shaderColor is used to fill faces where the colorset is not assigned
    MColorArray shaderColors;
    MObjectArray shaderObjs;
    
    VtArray<GfVec3f> shadersRGBData;
    TfToken shadersRGBInterp;
    VtArray<float> shadersAlphaData;
    TfToken shadersAlphaInterp;

    // If exportDisplayColor is set to true or we have color sets,
    // gather color & opacity from the shader including per face
    // assignment. Color set require this to initialize unauthored/unpainted faces 
    if (getArgs().exportDisplayColor or colorSetNames.length()>0) {
        PxrUsdMayaUtil::GetLinearShaderColor(lMesh, numPolygons, 
                &shadersRGBData, &shadersRGBInterp, 
                &shadersAlphaData, &shadersAlphaInterp);
    }

    for (unsigned int i=0; i < colorSetNames.length(); i++) {

        bool isDisplayColor=false;

        if (colorSetNames[i]=="displayColor") {
            if (not getArgs().exportDisplayColor)
                continue;
            isDisplayColor=true;
        }
        
        if (colorSetNames[i]=="displayOpacity") {
            MGlobal::displayWarning("displayOpacity on mesh:" + lMesh.fullPathName() + 
            " is a reserved PrimVar name in USD. Skipping...");
            continue;
        }

        VtArray<GfVec3f> RGBData;
        TfToken RGBInterp;
        VtArray<GfVec4f> RGBAData;
        TfToken RGBAInterp;
        VtArray<float> AlphaData;
        TfToken AlphaInterp;
        MFnMesh::MColorRepresentation colorSetRep;
        bool clamped=false;

        // If displayColor uses shaderValues for non authored areas
        // and allow RGB and Alpha to have different interpolation
        // For all other colorSets the non authored values are set 
        // to (1,1,1,1) and RGB and Alpha will have the same interplation
        // since they will be emitted as a Vec4f
        if (not _GetMeshColorSetData( lMesh, colorSetNames[i],
                                        isDisplayColor,
                                        shadersRGBData, shadersAlphaData,
                                        &RGBData, &RGBInterp,
                                        &RGBAData, &RGBAInterp,
                                        &AlphaData, &AlphaInterp,
                                        &colorSetRep, &clamped)) {
            MGlobal::displayWarning("Unable to retrieve colorSet data: " +
                    colorSetNames[i] + " on mesh: "+ lMesh.fullPathName() + ". Skipping...");
            continue;
        }

        if (isDisplayColor) {
            // We tag the resulting displayColor/displayOpacity primvar as
            // authored to make sure we reconstruct the colorset on import
            // The RGB is also convererted From DisplayToLinear
            
            
            _setDisplayPrimVar( primSchema, colorSetRep,
                                RGBData, RGBInterp,
                                AlphaData, AlphaInterp,
                                clamped, true);
        } else {
            TfToken colorSetNameToken = TfToken(
                    PxrUsdMayaUtil::SanitizeColorSetName(
                        std::string(colorSetNames[i].asChar())));
            if (colorSetRep == MFnMesh::kAlpha) {
                    _createAlphaPrimVar(primSchema, colorSetNameToken,
                        AlphaData, AlphaInterp, clamped);
            } else if (colorSetRep == MFnMesh::kRGB) {
                    _createRGBPrimVar(primSchema, colorSetNameToken,
                        RGBData, RGBInterp, clamped);
            } else if (colorSetRep == MFnMesh::kRGBA) {
                    _createRGBAPrimVar(primSchema, colorSetNameToken,
                        RGBAData, RGBAInterp, clamped);
            }
        }
    }
    // Set displayColor and displayOpacity only if they are NOT authored already
    // Since this primvar will come from the shader and not a colorset,
    // we are not adding the clamp attribute as custom data
    // If a displayColor/displayOpacity is added, it's not considered authored
    // we don't need to reconstruct this as a colorset since it orgininated
    // from bound shader[s], so the authored flag is set to false
    // Given that this RGB is for display, we do DisplayToLinear conversion
    if (getArgs().exportDisplayColor) {
        _setDisplayPrimVar( primSchema, MFnMesh::kRGBA,
                                shadersRGBData, shadersRGBInterp,
                                shadersAlphaData, shadersAlphaInterp,
                                false, false);
    }
    return true;
}