Cleanup: move public doc-strings into headers for 'io/usd'
Ref T92709
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Notes:
blender-bot
2023-02-14 09:09:43 +01:00
Referenced by issue #93854, Relocate doc-strings into public headers Referenced by issue #92709, Code Style: documentation at declaration or definition
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@ -298,7 +298,6 @@ Material *USDMaterialReader::add_material(const pxr::UsdShadeMaterial &usd_mater
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return mtl;
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}
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/* Create the Principled BSDF shader node network. */
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void USDMaterialReader::import_usd_preview(Material *mtl,
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const pxr::UsdShadeShader &usd_shader) const
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{
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@ -416,7 +415,6 @@ void USDMaterialReader::set_principled_node_inputs(bNode *principled,
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}
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}
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/* Convert the given USD shader input to an input on the given Blender node. */
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void USDMaterialReader::set_node_input(const pxr::UsdShadeInput &usd_input,
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bNode *dest_node,
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const char *dest_socket_name,
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@ -484,8 +482,6 @@ void USDMaterialReader::set_node_input(const pxr::UsdShadeInput &usd_input,
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}
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}
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/* Follow the connected source of the USD input to create corresponding inputs
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* for the given Blender node. */
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void USDMaterialReader::follow_connection(const pxr::UsdShadeInput &usd_input,
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bNode *dest_node,
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const char *dest_socket_name,
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@ -594,8 +590,6 @@ void USDMaterialReader::convert_usd_uv_texture(const pxr::UsdShadeShader &usd_sh
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}
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}
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/* Load the texture image node's texture from the path given by the USD shader's
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* file input value. */
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void USDMaterialReader::load_tex_image(const pxr::UsdShadeShader &usd_shader,
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bNode *tex_image) const
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{
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@ -653,10 +647,6 @@ void USDMaterialReader::load_tex_image(const pxr::UsdShadeShader &usd_shader,
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}
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}
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/* This function creates a Blender UV Map node, under the simplifying assumption that
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* UsdPrimvarReader_float2 shaders output UV coordinates.
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* TODO(makowalski): investigate supporting conversion to other Blender node types
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* (e.g., Attribute Nodes) if needed. */
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void USDMaterialReader::convert_usd_primvar_reader_float2(
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const pxr::UsdShadeShader &usd_shader,
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const pxr::TfToken & /* usd_source_name */,
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@ -90,12 +90,14 @@ class USDMaterialReader {
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Material *add_material(const pxr::UsdShadeMaterial &usd_material) const;
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protected:
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/** Create the Principled BSDF shader node network. */
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void import_usd_preview(Material *mtl, const pxr::UsdShadeShader &usd_shader) const;
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void set_principled_node_inputs(bNode *principled_node,
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bNodeTree *ntree,
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const pxr::UsdShadeShader &usd_shader) const;
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/** Convert the given USD shader input to an input on the given Blender node. */
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void set_node_input(const pxr::UsdShadeInput &usd_input,
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bNode *dest_node,
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const char *dest_socket_name,
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@ -103,6 +105,10 @@ class USDMaterialReader {
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int column,
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NodePlacementContext *r_ctx) const;
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/**
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* Follow the connected source of the USD input to create corresponding inputs
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* for the given Blender node.
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*/
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void follow_connection(const pxr::UsdShadeInput &usd_input,
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bNode *dest_node,
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const char *dest_socket_name,
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@ -118,8 +124,18 @@ class USDMaterialReader {
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int column,
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NodePlacementContext *r_ctx) const;
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/**
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* Load the texture image node's texture from the path given by the USD shader's
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* file input value.
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*/
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void load_tex_image(const pxr::UsdShadeShader &usd_shader, bNode *tex_image) const;
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/**
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* This function creates a Blender UV Map node, under the simplifying assumption that
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* UsdPrimvarReader_float2 shaders output UV coordinates.
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* TODO(makowalski): investigate supporting conversion to other Blender node types
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* (e.g., Attribute Nodes) if needed.
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*/
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void convert_usd_primvar_reader_float2(const pxr::UsdShadeShader &usd_shader,
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const pxr::TfToken &usd_source_name,
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bNode *dest_node,
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@ -589,7 +589,6 @@ void USDMeshReader::process_normals_face_varying(Mesh *mesh)
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MEM_freeN(lnors);
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}
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/* Set USD uniform (per-face) normals as Blender loop normals. */
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void USDMeshReader::process_normals_uniform(Mesh *mesh)
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{
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if (normals_.empty()) {
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@ -75,6 +75,7 @@ class USDMeshReader : public USDGeomReader {
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private:
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void process_normals_vertex_varying(Mesh *mesh);
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void process_normals_face_varying(Mesh *mesh);
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/** Set USD uniform (per-face) normals as Blender loop normals. */
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void process_normals_uniform(Mesh *mesh);
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void readFaceSetsSample(Main *bmain, Mesh *mesh, double motionSampleTime);
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void assign_facesets_to_mpoly(double motionSampleTime,
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@ -110,11 +110,6 @@ USDPrimReader *USDStageReader::create_reader(const pxr::UsdPrim &prim)
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return nullptr;
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}
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/* Returns true if the given prim should be included in the
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* traversal based on the import options and the prim's visibility
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* attribute. Note that the prim will be trivially included
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* if it has no visibility attribute or if the visibility
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* is inherited. */
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bool USDStageReader::include_by_visibility(const pxr::UsdGeomImageable &imageable) const
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{
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if (!params_.import_visible_only) {
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@ -140,11 +135,6 @@ bool USDStageReader::include_by_visibility(const pxr::UsdGeomImageable &imageabl
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return visibility != pxr::UsdGeomTokens->invisible;
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}
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/* Returns true if the given prim should be included in the
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* traversal based on the import options and the prim's purpose
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* attribute. E.g., return false (to exclude the prim) if the prim
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* represents guide geometry and the 'Import Guide' option is
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* toggled off. */
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bool USDStageReader::include_by_purpose(const pxr::UsdGeomImageable &imageable) const
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{
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if (params_.import_guide && params_.import_proxy && params_.import_render) {
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@ -82,8 +82,22 @@ class USDStageReader {
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private:
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USDPrimReader *collect_readers(Main *bmain, const pxr::UsdPrim &prim);
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/**
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* Returns true if the given prim should be included in the
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* traversal based on the import options and the prim's visibility
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* attribute. Note that the prim will be trivially included
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* if it has no visibility attribute or if the visibility
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* is inherited.
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*/
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bool include_by_visibility(const pxr::UsdGeomImageable &imageable) const;
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/**
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* Returns true if the given prim should be included in the
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* traversal based on the import options and the prim's purpose
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* attribute. E.g., return false (to exclude the prim) if the prim
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* represents guide geometry and the 'Import Guide' option is
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* toggled off.
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*/
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bool include_by_purpose(const pxr::UsdGeomImageable &imageable) const;
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};
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@ -121,7 +121,6 @@ void USDAbstractWriter::write_visibility(const HierarchyContext &context,
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usd_value_writer_.SetAttribute(attr_visibility, pxr::VtValue(visibility), timecode);
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}
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/* Reference the original data instead of writing a copy. */
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bool USDAbstractWriter::mark_as_instance(const HierarchyContext &context, const pxr::UsdPrim &prim)
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{
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BLI_assert(context.is_instance());
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@ -52,13 +52,15 @@ class USDAbstractWriter : public AbstractHierarchyWriter {
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virtual void write(HierarchyContext &context) override;
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/* Returns true if the data to be written is actually supported. This would, for example, allow a
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/**
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* Returns true if the data to be written is actually supported. This would, for example, allow a
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* hypothetical camera writer accept a perspective camera but reject an orthogonal one.
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*
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* Returning false from a transform writer will prevent the object and all its descendants from
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* being exported. Returning false from a data writer (object data, hair, or particles) will
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* only prevent that data from being written (and thus cause the object to be exported as an
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* Empty). */
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* Empty).
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*/
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virtual bool is_supported(const HierarchyContext *context) const;
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const pxr::SdfPath &usd_path() const;
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@ -73,8 +75,12 @@ class USDAbstractWriter : public AbstractHierarchyWriter {
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const pxr::UsdTimeCode timecode,
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pxr::UsdGeomImageable &usd_geometry);
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/* Turn `prim` into an instance referencing `context.original_export_path`.
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* Return true when the instancing was successful, false otherwise. */
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/**
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* Turn `prim` into an instance referencing `context.original_export_path`.
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* Return true when the instancing was successful, false otherwise.
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*
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* Reference the original data instead of writing a copy.
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*/
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virtual bool mark_as_instance(const HierarchyContext &context, const pxr::UsdPrim &prim);
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};
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