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rman_mesh_translator.py
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rman_mesh_translator.py
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from .rman_translator import RmanTranslator
from ..rman_sg_nodes.rman_sg_mesh import RmanSgMesh
from ..rfb_utils import object_utils
from ..rfb_utils import mesh_utils
from ..rfb_utils import string_utils
from ..rfb_utils import property_utils
from ..rfb_utils import scenegraph_utils
from ..rfb_logger import rfb_log
from ..rman_constants import BLENDER_41
import bpy
import math
import bmesh
import numpy as np
def _get_mats_faces_(nverts, material_ids):
mats = {}
for face_id, num_verts in enumerate(nverts):
mat_id = material_ids[face_id]
if mat_id not in mats:
mats[mat_id] = []
mats[mat_id].append(face_id)
return mats
def _is_multi_material_(ob, mesh):
if len(ob.data.materials) < 2 or len(mesh.polygons) == 0:
return False
first_mat = mesh.polygons[0].material_index
for p in mesh.polygons:
if p.material_index != first_mat:
return True
return False
# requires facevertex interpolation
def _get_mesh_uv_(mesh, name="", ob=None):
uvs = []
data = "uv"
if not name:
uv_loop_layer = mesh.uv_layers.active
if ob and uv_loop_layer is None:
if not hasattr(ob.original.data, 'uv_layers'):
return None
# when dealing geometry nodes, uv_layers are actually
# on the attributes property.
# Look up from original object what the active
# uv layer was
active = ob.original.data.uv_layers.active
if active:
uv_loop_layer = mesh.attributes.get(active.name)
data = "vector"
else:
uv_loop_layer = mesh.uv_layers.get(name, None)
if uv_loop_layer is None:
uv_loop_layer = mesh.attributes.get(name, None)
data = "vector"
if uv_loop_layer is None:
return None
uv_count = len(uv_loop_layer.data)
fastuvs = np.zeros(uv_count * 2)
uv_loop_layer.data.foreach_get(data, fastuvs)
uvs = fastuvs.tolist()
return uvs
def _get_mesh_vcol_(mesh, name="", ob=None):
if not name:
vcol_layer = mesh.vertex_colors.active
if ob and not vcol_layer:
if not hasattr(ob.original.data, 'vertex_colors'):
return None
# same issue with uv's
# vertex colors for geometry nodes are on the attributes
# property
active = ob.original.data.vertex_colors.active
if active:
vcol_layer = mesh.attributes.get(active.name, None)
else:
vcol_layer = mesh.vertex_colors[name]
if not vcol_layer:
vcol_layer = mesh.attributes.get(name, None)
if vcol_layer is None:
return None
vcol_count = len(vcol_layer.data)
fastvcols = np.zeros(vcol_count * 4)
vcol_layer.data.foreach_get("color", fastvcols)
fastvcols = np.reshape(fastvcols, (vcol_count, 4))
pre_cols = fastvcols.tolist()
cols = [ [c[0], c[1], c[2]] for c in pre_cols ]
return cols
def _get_mesh_vattr_(mesh, name=""):
if not name in mesh.attributes and mesh != "":
rfb_log().error("Cannot find color attribute ")
return None
vattr_layer = mesh.attributes[name] if name != "" \
else mesh.attributes.active
if vattr_layer is None:
return None
vcol_count = len(vattr_layer.data)
fastvattrs = np.zeros(vcol_count * 4)
vattr_layer.data.foreach_get("color", fastvattrs)
fastvattrs = np.reshape(fastvattrs, (vcol_count, 4))
pre_cols = fastvattrs.tolist()
attrs = [ [a[0], a[1], a[2]] for a in pre_cols ]
return attrs
def _get_mesh_vgroup_(ob, mesh, name=""):
vgroup = ob.vertex_groups[name] if name != "" else ob.vertex_groups.active
weights = []
if vgroup is None:
return None
for v in mesh.vertices:
if len(v.groups) == 0:
weights.append(0.0)
else:
weights.extend([g.weight for g in v.groups
if g.group == vgroup.index])
return weights
def _get_material_ids(ob, geo):
fast_material_ids = np.zeros(len(geo.polygons), dtype=np.int32)
geo.polygons.foreach_get("material_index", fast_material_ids)
material_ids = fast_material_ids.tolist()
return material_ids
def _export_reference_pose(ob, rman_sg_mesh, rm, rixparams):
rman__Pref = []
rman__WPref = []
rman__Nref = []
rman__WNref = []
vertex_detail = rman_sg_mesh.npoints
facevarying_detail = rman_sg_mesh.nverts
uniform_detail = rman_sg_mesh.npolys
for rp in rm.reference_pose:
if rp.has_Pref:
rman__Pref.append( rp.rman__Pref)
if rp.has_WPref:
rman__WPref.append( rp.rman__WPref)
for rp in rm.reference_pose_normals:
if rp.has_Nref:
rman__Nref.append( rp.rman__Nref)
if rp.has_WNref:
rman__WNref.append( rp.rman__WNref)
if rman__Pref:
if len(rman__Pref) == vertex_detail:
rixparams.SetPointDetail('__Pref', rman__Pref, 'vertex')
else:
rfb_log().error("Number of Pref primvars do not match. Please re-freeze the reference position.")
if rman__WPref:
if len(rman__WPref) == vertex_detail:
rixparams.SetPointDetail('__WPref', rman__WPref, 'vertex')
else:
rfb_log().error("Number of WPref primvars do not match. Please re-freeze the reference position.")
if rman__Nref:
if len(rman__Nref) == vertex_detail:
rixparams.SetNormalDetail('__Nref', rman__Nref, 'vertex')
elif len(rman__Nref) == facevarying_detail:
rixparams.SetNormalDetail('__Nref', rman__Nref, 'facevarying')
elif len(rman__Nref) == uniform_detail:
rixparams.SetNormalDetail('__Nref', rman__Nref, 'uniform')
else:
rfb_log().error("Number of Nref primvars do not match. Please re-freeze the reference position.")
if rman__WNref:
if len(rman__WNref) == vertex_detail:
rixparams.SetNormalDetail('__Nref', rman__Nref, 'vertex')
elif len(rman__WNref) == facevarying_detail:
rixparams.SetNormalDetail('__WNref', rman__WNref, 'facevarying')
elif len(rman__WNref) == uniform_detail:
rixparams.SetNormalDetail('__WNref', rman__WNref, 'uniform')
else:
rfb_log().error("Number of WNref primvars do not match. Please re-freeze the reference position.")
print("%d vs %d vs %d" % (len(rman__Nref), vertex_detail, facevarying_detail))
def export_tangents(ob, geo, rixparams, uvmap="", name=""):
# also export the tangent and bitangent vectors
try:
if uvmap == "":
geo.calc_tangents(uvmap=geo.uv_layers.active.name)
else:
geo.calc_tangents(uvmap=uvmap)
loops = len(geo.loops)
fasttangent = np.zeros(loops*3, dtype=np.float32)
geo.loops.foreach_get('tangent', fasttangent)
fasttangent = np.reshape(fasttangent, (loops, 3))
tangents = fasttangent.tolist()
fastbitangent = np.zeros(loops*3, dtype=np.float32)
geo.loops.foreach_get('bitangent', fastbitangent)
bitangent = fastbitangent.tolist()
geo.free_tangents()
if name == "":
rixparams.SetVectorDetail('Tn', tangents, 'facevarying')
rixparams.SetVectorDetail('Bn', bitangent, 'facevarying')
else:
rixparams.SetVectorDetail('%s_Tn' % name, tangents, 'facevarying')
rixparams.SetVectorDetail('%s_Bn' % name, bitangent, 'facevarying')
except RuntimeError as err:
rfb_log().debug("Can't export tangent vectors: %s" % str(err))
def _get_primvars_(ob, rman_sg_mesh, geo, rixparams):
#rm = ob.data.renderman
# Stange problem here : ob seems to not be in sync with the scene
# when a geometry node is active...
rm = ob.original.data.renderman
facevarying_detail = rman_sg_mesh.nverts
if rm.export_default_uv:
uvs = _get_mesh_uv_(geo, ob=ob)
if uvs and len(uvs) > 0:
detail = "facevarying" if (facevarying_detail*2) == len(uvs) else "vertex"
rixparams.SetFloatArrayDetail("st", uvs, 2, detail)
if rm.export_default_tangents:
export_tangents(ob, geo, rixparams)
if rm.export_default_vcol:
vcols = _get_mesh_vcol_(geo, ob=ob)
if vcols and len(vcols) > 0:
detail = "facevarying" if facevarying_detail == len(vcols) else "vertex"
rixparams.SetColorDetail("Cs", vcols, detail)
# reference pose
if hasattr(rm, 'reference_pose'):
_export_reference_pose(ob, rman_sg_mesh, rm, rixparams)
# custom prim vars
for p in rm.prim_vars:
if p.data_source == 'VERTEX_COLOR':
vcols = _get_mesh_vcol_(geo, p.data_name)
if vcols and len(vcols) > 0:
detail = "facevarying" if facevarying_detail == len(vcols) else "vertex"
rixparams.SetColorDetail(p.name, vcols, detail)
elif p.data_source == 'UV_TEXTURE':
uvs = _get_mesh_uv_(geo, p.data_name)
if uvs and len(uvs) > 0:
detail = "facevarying" if (facevarying_detail*2) == len(uvs) else "vertex"
rixparams.SetFloatArrayDetail(p.name, uvs, 2, detail)
if p.export_tangents:
export_tangents(ob, geo, rixparams, uvmap=p.data_name, name=p.name)
elif p.data_source == 'VERTEX_GROUP':
weights = _get_mesh_vgroup_(ob, geo, p.data_name)
if weights and len(weights) > 0:
detail = "facevarying" if facevarying_detail == len(weights) else "vertex"
rixparams.SetFloatDetail(p.name, weights, detail)
elif p.data_source == 'VERTEX_ATTR_COLOR':
vattr = _get_mesh_vattr_(geo, p.data_name)
if vattr and len(vattr) > 0:
detail = "facevarying" if facevarying_detail == len(vattr) else "vertex"
rixparams.SetColorDetail(p.data_name, vattr, detail)
rm_scene = rman_sg_mesh.rman_scene.bl_scene.renderman
property_utils.set_primvar_bl_props(rixparams, rm, inherit_node=rm_scene)
class RmanMeshTranslator(RmanTranslator):
def __init__(self, rman_scene):
super().__init__(rman_scene)
self.bl_type = 'MESH'
def _get_subd_tags_(self, ob, mesh, primvar):
rm = mesh.renderman
tags = ['interpolateboundary', 'facevaryinginterpolateboundary']
nargs = [1, 0, 0, 1, 0, 0]
intargs = [ int(ob.data.renderman.rman_subdivInterp),
int(ob.data.renderman.rman_subdivFacevaryingInterp)]
floatargs = []
stringargs = []
# get creases
edges_len = len(mesh.edges)
creases = np.zeros(edges_len, dtype=np.float32)
if BLENDER_41:
if mesh.edge_creases:
mesh.edge_creases.data.foreach_get('value', creases)
else:
mesh.edges.foreach_get('crease', creases)
if (creases > 0.0).any():
# we have edges where their crease is > 0.0
# grab only those edges
crease_edges = np.zeros(edges_len*2, dtype=np.int32)
mesh.edges.foreach_get('vertices', crease_edges)
crease_edges = np.reshape(crease_edges, (edges_len, 2))
crease_edges = crease_edges[creases > 0.0]
# squared, to match blender appareance better
#: range 0 - 10 (infinitely sharp)
creases = creases * creases * 10.0
creases = creases[creases > 0.0]
edges_subset_len = len(creases)
tags.extend(['crease'] * edges_subset_len)
nargs.extend([2, 1, 0] * edges_subset_len)
intargs.extend(crease_edges.flatten().tolist())
floatargs.extend(creases.tolist())
'''
# Blender 4.0 removed face maps, also adding holes
# in subdivs won't work in XPU
holes_facemap = getattr(rm, 'rman_holesFaceMap', '')
if holes_facemap != '' and holes_facemap in ob.face_maps:
# use this facemap for face edit holes
holes_idx = ob.face_maps[holes_facemap].index
bm = bmesh.new()
bm.from_mesh(mesh)
fm = bm.faces.layers.face_map.verify()
holes = []
for face in bm.faces:
face_idx = face.index
map_idx = face[fm]
if map_idx == holes_idx:
holes.append(face_idx)
if holes:
tags.append('faceedit')
num_holes = len(holes)
for h in holes:
intargs.extend([1, h])
nargs.extend([num_holes*2, 0, num_holes])
stringargs.extend(['hole'] * num_holes)
bm.free()
'''
primvar.SetStringArray(self.rman_scene.rman.Tokens.Rix.k_Ri_subdivtags, tags, len(tags))
primvar.SetIntegerArray(self.rman_scene.rman.Tokens.Rix.k_Ri_subdivtagnargs, nargs, len(nargs))
primvar.SetIntegerArray(self.rman_scene.rman.Tokens.Rix.k_Ri_subdivtagintargs, intargs, len(intargs))
primvar.SetFloatArray(self.rman_scene.rman.Tokens.Rix.k_Ri_subdivtagfloatargs, floatargs, len(floatargs))
primvar.SetStringArray(self.rman_scene.rman.Tokens.Rix.k_Ri_subdivtagstringtags, stringargs, len(stringargs))
def export(self, ob, db_name):
sg_node = self.rman_scene.sg_scene.CreateGroup('')
rman_sg_mesh = RmanSgMesh(self.rman_scene, sg_node, db_name)
rman_sg_mesh.sg_mesh = self.rman_scene.sg_scene.CreateMesh(db_name)
rman_sg_mesh.sg_node.AddChild(rman_sg_mesh.sg_mesh)
if self.rman_scene.do_motion_blur:
rman_sg_mesh.is_transforming = object_utils.is_transforming(ob)
rman_sg_mesh.is_deforming = object_utils._is_deforming_(ob)
return rman_sg_mesh
def export_deform_sample(self, rman_sg_mesh, ob, time_sample, sg_node=None):
mesh = None
mesh = ob.to_mesh()
if not sg_node:
sg_node = rman_sg_mesh.sg_mesh
primvar = sg_node.GetPrimVars()
P = mesh_utils.get_mesh_points_(mesh)
npoints = len(P)
if rman_sg_mesh.npoints != npoints:
primvar.SetTimes([])
sg_node.SetPrimVars(primvar)
rman_sg_mesh.is_transforming = False
rman_sg_mesh.is_deforming = False
if rman_sg_mesh.is_multi_material:
for c in rman_sg_mesh.multi_material_children:
pvar = c.GetPrimVars()
pvar.SetTimes( [] )
c.SetPrimVars(pvar)
return
primvar.SetPointDetail(self.rman_scene.rman.Tokens.Rix.k_P, P, "vertex", time_sample)
sg_node.SetPrimVars(primvar)
if rman_sg_mesh.is_multi_material:
for c in rman_sg_mesh.multi_material_children:
pvar = c.GetPrimVars()
pvar.SetPointDetail(self.rman_scene.rman.Tokens.Rix.k_P, P, "vertex", time_sample)
c.SetPrimVars(pvar)
ob.to_mesh_clear()
def update_primvar(self, ob, rman_sg_mesh, prop_name):
mesh = ob.to_mesh()
primvars = rman_sg_mesh.sg_mesh.GetPrimVars()
if prop_name in mesh.renderman.prop_meta:
rm = mesh.renderman
meta = rm.prop_meta[prop_name]
rm_scene = self.rman_scene.bl_scene.renderman
property_utils.set_primvar_bl_prop(primvars, prop_name, meta, rm, inherit_node=rm_scene)
else:
super().update_object_primvar(ob, primvars, prop_name)
rman_sg_mesh.sg_mesh.SetPrimVars(primvars)
ob.to_mesh_clear()
def update(self, ob, rman_sg_mesh, input_mesh=None, sg_node=None):
rm = ob.original.data.renderman
mesh = input_mesh
if not mesh:
mesh = ob.to_mesh()
if not mesh:
return True
if not sg_node:
sg_node = rman_sg_mesh.sg_mesh
rman_sg_mesh.is_subdiv = object_utils.is_subdmesh(ob.original)
use_subdiv_modifer = (rman_sg_mesh.is_subdiv and rm.rman_subdiv_scheme == "none")
use_smooth_normals = getattr(rm, 'rman_smoothnormals', False)
get_normals = (rman_sg_mesh.is_subdiv == 0 and not use_smooth_normals)
if use_subdiv_modifer:
# always get the normals when we're using the subdiv modifier
get_normals = True
rman_mesh = mesh_utils.get_mesh(mesh, get_normals=get_normals)
nverts = rman_mesh.nverts
verts = rman_mesh.verts
P = rman_mesh.P
N = rman_mesh.N
# if this is empty continue:
if nverts == []:
if not input_mesh:
ob.to_mesh_clear()
rman_sg_mesh.npoints = 0
rman_sg_mesh.npolys = 0
rman_sg_mesh.nverts = 0
rman_sg_mesh.is_transforming = False
rman_sg_mesh.is_deforming = False
rman_sg_mesh.sg_node.RemoveChild(rman_sg_mesh.sg_mesh)
return None
# double check that sg_mesh has been added
# as a child
if rman_sg_mesh.sg_node.GetNumChildren() < 1:
rman_sg_mesh.sg_node.AddChild(rman_sg_mesh.sg_mesh)
npolys = len(nverts)
npoints = len(P)
numnverts = len(verts)
rman_sg_mesh.npoints = npoints
rman_sg_mesh.npolys = npolys
rman_sg_mesh.nverts = numnverts
sg_node.Define( npolys, npoints, numnverts )
rman_sg_mesh.is_multi_material = _is_multi_material_(ob, mesh)
primvar = sg_node.GetPrimVars()
primvar.Clear()
if rman_sg_mesh.is_deforming and len(rman_sg_mesh.deform_motion_steps) > 1:
super().set_primvar_times(rman_sg_mesh.deform_motion_steps, primvar)
primvar.SetPointDetail(self.rman_scene.rman.Tokens.Rix.k_P, P, "vertex")
_get_primvars_(ob, rman_sg_mesh, mesh, primvar)
primvar.SetIntegerDetail(self.rman_scene.rman.Tokens.Rix.k_Ri_nvertices, nverts, "uniform")
primvar.SetIntegerDetail(self.rman_scene.rman.Tokens.Rix.k_Ri_vertices, verts, "facevarying")
if rman_sg_mesh.is_subdiv:
creases = self._get_subd_tags_(ob, mesh, primvar)
if use_subdiv_modifer:
# we were tagged as a subdiv by a modifier
# use bilinear
sg_node.SetScheme(self.rman_scene.rman.Tokens.Rix.k_bilinear)
else:
sg_node.SetScheme(rm.rman_subdiv_scheme)
else:
sg_node.SetScheme(None)
if not rman_sg_mesh.is_subdiv or use_subdiv_modifer:
if N:
if len(N) == numnverts:
primvar.SetNormalDetail(self.rman_scene.rman.Tokens.Rix.k_N, N, "facevarying")
else:
primvar.SetNormalDetail(self.rman_scene.rman.Tokens.Rix.k_N, N, "uniform")
subdiv_scheme = getattr(rm, 'rman_subdiv_scheme', 'none')
rman_sg_mesh.subdiv_scheme = subdiv_scheme
super().export_object_primvars(ob, primvar)
if rman_sg_mesh.is_multi_material:
material_ids = _get_material_ids(ob, mesh)
i = 1
mat_faces_dict = _get_mats_faces_(nverts, material_ids)
min_idx = min(mat_faces_dict.keys()) # find the minimun material index
for mat_id, faces in mat_faces_dict.items():
# If the face has a mat index that is higher than the number of
# material slots, use the last material. This is what
# Eevee/Cycles does.
if mat_id >= len(ob.data.materials):
mat = ob.data.materials[-1]
else:
mat = ob.data.materials[mat_id]
if not mat:
continue
sg_material = self.rman_scene.rman_materials.get(mat.original, None)
if mat_id == min_idx:
primvar.SetIntegerArray(self.rman_scene.rman.Tokens.Rix.k_shade_faceset, faces, len(faces))
scenegraph_utils.set_material(sg_node, sg_material.sg_node, sg_material, mat=mat, ob=ob)
else:
sg_sub_mesh = self.rman_scene.sg_scene.CreateMesh("%s-%d" % (rman_sg_mesh.db_name, i))
i += 1
sg_sub_mesh.Define( npolys, npoints, numnverts )
if rman_sg_mesh.is_subdiv:
sg_sub_mesh.SetScheme(self.rman_scene.rman.Tokens.Rix.k_catmullclark)
pvars = sg_sub_mesh.GetPrimVars()
if rman_sg_mesh.is_deforming and len(rman_sg_mesh.deform_motion_steps) > 1:
super().set_primvar_times(rman_sg_mesh.deform_motion_steps, pvars)
pvars.Inherit(primvar)
pvars.SetIntegerArray(self.rman_scene.rman.Tokens.Rix.k_shade_faceset, faces, len(faces))
sg_sub_mesh.SetPrimVars(pvars)
scenegraph_utils.set_material(sg_sub_mesh, sg_material.sg_node, sg_material, mat=mat, ob=ob)
sg_node.AddChild(sg_sub_mesh)
rman_sg_mesh.multi_material_children.append(sg_sub_mesh)
else:
rman_sg_mesh.multi_material_children = []
sg_node.SetPrimVars(primvar)
if not input_mesh:
ob.to_mesh_clear()
return True