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C++ UsdGeomPrimvar类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中UsdGeomPrimvar的典型用法代码示例。如果您正苦于以下问题:C++ UsdGeomPrimvar类的具体用法?C++ UsdGeomPrimvar怎么用?C++ UsdGeomPrimvar使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了UsdGeomPrimvar类的16个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: TRACE_FUNCTION

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;
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:27,代码来源:primvarsAPI.cpp


示例2: TfToken

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;
}
开发者ID:lvxejay,项目名称:USD,代码行数:34,代码来源:MayaMeshWriter_PrimVars.cpp


示例3: TF_DEBUG

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);
            }
        }
    }
}
开发者ID:400dama,项目名称:USD,代码行数:57,代码来源:gprimAdapter.cpp


示例4: _WritePrefixedAttrs

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;
        }
    }
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:53,代码来源:alembicChaser.cpp


示例5: SetMayaAttr

/* 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);
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:39,代码来源:translatorMesh_PrimVars.cpp


示例6: colorSetName

/* 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
//.........这里部分代码省略.........
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:101,代码来源:translatorMesh_PrimVars.cpp


示例7: if

/* 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;
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:75,代码来源:primWrapper.cpp


示例8: TF_FOR_ALL

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));
                }
            }
        }
    }
开发者ID:400dama,项目名称:USD,代码行数:86,代码来源:gprimAdapter.cpp


示例9: uvSetName

/* 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.
//.........这里部分代码省略.........
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:101,代码来源:translatorMesh_PrimVars.cpp


示例10: primvarPattern

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 );
//.........这里部分代码省略.........
开发者ID:mplanck,项目名称:USD,代码行数:101,代码来源:primWrapper.cpp


示例11: MarkPrimvarAsClamped

void PxrUsdMayaRoundTripUtil::MarkPrimvarAsClamped(const UsdGeomPrimvar& primvar)
{
    _SetMayaDictValue(primvar.GetAttr(), _tokens->clamped, true);
}
开发者ID:lvxejay,项目名称:USD,代码行数:4,代码来源:roundTripUtil.cpp


示例12: if

/* 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 );
//.........这里部分代码省略.........
开发者ID:mplanck,项目名称:USD,代码行数:101,代码来源:primWrapper.cpp


示例13: GfIsClose

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;
}
开发者ID:lvxejay,项目名称:USD,代码行数:73,代码来源:MayaMeshWriter_PrimVars.cpp


示例14: imageable

// 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 {
//.........这里部分代码省略.........
开发者ID:MWDD,项目名称:USD,代码行数:101,代码来源:writeUtil.cpp


示例15: IsPrimvarClamped

bool PxrUsdMayaRoundTripUtil::IsPrimvarClamped(const UsdGeomPrimvar& primvar)
{
    bool ret = false;
    return _GetMayaDictValue(primvar.GetAttr(), _tokens->clamped, &ret) && ret;
}
开发者ID:lvxejay,项目名称:USD,代码行数:5,代码来源:roundTripUtil.cpp


示例16: writeTransformAttrs


//.........这里部分代码省略.........
    }

    // 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;
开发者ID:400dama,项目名称:USD,代码行数:67,代码来源:Ma

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上一篇:
C++ UsdPrim类代码示例发布时间:2022-05-31
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C++ UsdAttribute类代码示例发布时间:2022-05-31
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