void ExportMesh(Scene scene, GameObject go, ExportPlan exportPlan)
        {
            MeshFilter mf        = go.GetComponent <MeshFilter>();
            Mesh       mesh      = mf.mesh;
            bool       unvarying = scene.Time == null;

            if (unvarying)
            {
                // Only export the mesh topology on the first frame.
                var sample = (MeshSample)exportPlan.sample;
                sample.transform = GetLocalTransformMatrix(go.transform);

                // Unity uses a forward vector that matches DirectX, but USD matches OpenGL, so a change of
                // basis is required. There are shortcuts, but this is fully general.
                sample.ConvertTransform();

                sample.normals  = mesh.normals;
                sample.points   = mesh.vertices;
                sample.tangents = mesh.tangents;
                sample.extent   = mesh.bounds;
                sample.colors   = mesh.colors;
                if (sample.colors != null && sample.colors.Length != sample.points.Length)
                {
                    sample.colors = null;
                }

                // Set face vertex counts and indices.
                sample.SetTriangles(mesh.triangles);

                scene.Write(exportPlan.path, sample);

                var    mr = go.GetComponent <MeshRenderer>();
                string usdMaterialPath;
                if (!m_materialMap.TryGetValue(mr.material, out usdMaterialPath))
                {
                    Debug.LogError("Invalid material bound for: " + exportPlan.path);
                }
                else
                {
                    MaterialSample.Bind(scene, exportPlan.path, usdMaterialPath);
                }
            }
            else
            {
                var sample = new XformSample();
                sample.transform = GetLocalTransformMatrix(go.transform);

                // Unity uses a forward vector that matches DirectX, but USD matches OpenGL, so a change of
                // basis is required. There are shortcuts, but this is fully general.
                sample.ConvertTransform();

                scene.Write(exportPlan.path, sample);
            }

            // On all other frames, we just export the mesh transform data.
            // TODO(jcowles): cant currently do this because the USD prim typeName is overwritten.
            //ExportXform(scene, go, exportPlan, unvarying: false);
        }
        void ExportXform(Scene scene, GameObject go, ExportPlan exportPlan)
        {
            XformSample sample = (XformSample)exportPlan.sample;

            sample.transform = GetLocalTransformMatrix(go.transform);

            // Unity uses a forward vector that matches DirectX, but USD matches OpenGL, so a change of
            // basis is required. There are shortcuts, but this is fully general.
            sample.ConvertTransform();

            scene.Write(exportPlan.path, sample);
        }
        public static void WriteSparseOverrides(Scene scene,
                                                PrimMap primMap,
                                                BasisTransformation changeHandedness,
                                                float tolerance = 0.0001f)
        {
            var oldMode = scene.WriteMode;

            scene.WriteMode = Scene.WriteModes.Over;

            try
            {
                foreach (var path in scene.Find <XformableSample>())
                {
                    GameObject go;
                    if (!primMap.TryGetValue(path, out go))
                    {
                        continue;
                    }

                    var tx    = go.transform;
                    var xfNew = XformSample.FromTransform(tx);
                    var xfOld = new XformSample();

                    scene.Read(path, xfOld);

                    bool areClose = true;
                    for (int i = 0; i < 16; i++)
                    {
                        if (Mathf.Abs(xfNew.transform[i] - xfOld.transform[i]) > tolerance)
                        {
                            areClose = false;
                            break;
                        }
                    }

                    if (areClose)
                    {
                        continue;
                    }

                    if (changeHandedness == BasisTransformation.SlowAndSafe)
                    {
                        xfNew.ConvertTransform();
                    }

                    scene.Write(path, xfNew);
                }
            }
            finally
            {
                scene.WriteMode = oldMode;
            }
        }
Beispiel #4
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        /// Authors a USD Xform prim at the given path with the given matrix transform.
        static void CreateXform(USD.NET.Scene scene, string path, Matrix4x4?xform = null)
        {
            var sample = new XformSample();

            if (xform.HasValue)
            {
                sample.transform = xform.Value;
            }
            else
            {
                sample.transform = Matrix4x4.identity;
            }
            scene.Write(path, sample);
        }
        public void UsdAsset_Reload_FileDidNotChange_ValuesDoNotChange()
        {
            var xform = new XformSample();

            m_usdAsset.GetScene().Read("/TestPrim", xform);
            var translate = xform.transform.GetColumn(3);

            Assert.AreEqual(new Vector4(1, 1, 1, 1), translate);

            // Refresh the asset.
            m_usdAsset.Reload(false);

            // Ensure that nothing changed.
            m_usdAsset.GetScene().Read("/TestPrim", xform);
            translate = xform.transform.GetColumn(3);
            Assert.AreEqual(new Vector4(1, 1, 1, 1), translate);
        }
Beispiel #6
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        public IEnumerator UsdRecorder_Records()
        {
            var sampleT = 3f;

            director.Play();
            while (Time.time < director.duration)
            {
                yield return(null);
            }

            var scene  = USD.NET.Scene.Open(usdSettings.OutputFile + ".usd");
            var sample = new XformSample();

            scene.Time = sampleT * scene.FrameRate; // Frames not seconds
            scene.Read("/Cube", sample);

            Assert.That(sampleT, Is.EqualTo(sample.transform.m03).Within(1e-5));
        }
        bool InitExportableParents(GameObject go)
        {
            if (m_primMap.ContainsKey(go))
            {
                // Stop processing parents, this keeps the performance of the traversal linear.
                return(false);
            }

            // Any object we add will only be exported as an Xform.
            string     path   = UnityTypeConverter.GetPath(go.transform);
            SampleBase sample = new XformSample();

            m_primMap.Add(go, new ExportPlan {
                path = path, sample = sample, exportFunc = ExportXform
            });
            Debug.Log(path + " " + sample.GetType().Name);

            // Continue processing parents.
            return(true);
        }
        public IEnumerator UsdAsset_Reload_FileHasChangedAndForceRebuild_NewValuesAreRetrieved()
        {
            var xform = new XformSample();

            m_usdAsset.GetScene().Read("/TestPrim", xform);
            var translate = xform.transform.GetColumn(3);

            Assert.AreEqual(new Vector4(1, 1, 1, 1), translate);

            yield return(new WaitForSecondsRealtime(1f));

            // Simulate the fact that the usd file was changed on disk.
            UpdateTestFile();

            // Reload the asset.
            m_usdAsset.Reload(true);

            // Ensure the new attribute's values can be retrieved.
            m_usdAsset.GetScene().Read("/TestPrim", xform);
            translate = xform.transform.GetColumn(3);
            Assert.AreEqual(new Vector4(2, 2, 2, 1), translate);
            yield return(new WaitForSecondsRealtime(1f));
        }
        public static void ExportXform(ObjectContext objContext, ExportContext exportContext)
        {
            UnityEngine.Profiling.Profiler.BeginSample("USD: Xform Conversion");

            XformSample sample     = (XformSample)objContext.sample;
            var         localRot   = objContext.gameObject.transform.localRotation;
            var         localScale = objContext.gameObject.transform.localScale;
            var         path       = new pxr.SdfPath(objContext.path);

            // If exporting for Z-Up, rotate the world.
            bool correctZUp = exportContext.scene.UpAxis == Scene.UpAxes.Z;

            sample.transform = GetLocalTransformMatrix(
                objContext.gameObject.transform,
                correctZUp,
                path.IsRootPrimPath(),
                exportContext.basisTransform);

            UnityEngine.Profiling.Profiler.EndSample();

            UnityEngine.Profiling.Profiler.BeginSample("USD: Xform Write");
            exportContext.scene.Write(objContext.path, sample);
            UnityEngine.Profiling.Profiler.EndSample();
        }