Blender V4.3
usd_writer_camera.cc
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1/* SPDX-FileCopyrightText: 2019 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
6
7#include <pxr/usd/usdGeom/camera.h>
8#include <pxr/usd/usdGeom/tokens.h>
9
10#include "BKE_camera.h"
11#include "BLI_assert.h"
12
14
15#include "DNA_camera_types.h"
16#include "DNA_scene_types.h"
17
18namespace blender::io::usd {
19
21
23{
24 const Camera *camera = static_cast<const Camera *>(context->object->data);
25 return camera->type == CAM_PERSP;
26}
27
29 const RenderData *rd,
30 float *r_sensor,
31 float *r_sensor_x,
32 float *r_sensor_y)
33{
34 /* Compute the final image size in pixels. */
35 float sizex = rd->xsch * rd->xasp;
36 float sizey = rd->ysch * rd->yasp;
37
38 int sensor_fit = BKE_camera_sensor_fit(camera->sensor_fit, sizex, sizey);
39 float sensor_size = BKE_camera_sensor_size(
40 camera->sensor_fit, camera->sensor_x, camera->sensor_y);
41 *r_sensor = sensor_size;
42
43 switch (sensor_fit) {
45 *r_sensor_x = sensor_size;
46 *r_sensor_y = sensor_size * sizey / sizex;
47 break;
49 *r_sensor_x = sensor_size * sizex / sizey;
50 *r_sensor_y = sensor_size;
51 break;
53 BLI_assert_msg(0, "Camera fit should be either horizontal or vertical");
54 break;
55 }
56}
57
59{
60 pxr::UsdTimeCode timecode = get_export_time_code();
61 pxr::UsdGeomCamera usd_camera = pxr::UsdGeomCamera::Define(usd_export_context_.stage,
62 usd_export_context_.usd_path);
63
64 const Camera *camera = static_cast<const Camera *>(context.object->data);
65 const Scene *scene = DEG_get_evaluated_scene(usd_export_context_.depsgraph);
66
67 usd_camera.CreateProjectionAttr().Set(pxr::UsdGeomTokens->perspective);
68
69 /*
70 * For USD, these camera properties are in tenths of a world unit.
71 * https://graphics.pixar.com/usd/release/api/class_usd_geom_camera.html#UsdGeom_CameraUnits
72 *
73 * tenth_unit_to_meters = stage_meters_per_unit / 10
74 * tenth_unit_to_millimeters = 1000 * unit_to_tenth_unit
75 * = 100 * stage_meters_per_unit
76 */
77 const float tenth_unit_to_mm = 100.0f * scene->unit.scale_length;
78
79 float sensor_size, aperture_x, aperture_y;
80 camera_sensor_size_for_render(camera, &scene->r, &sensor_size, &aperture_x, &aperture_y);
81
82 usd_camera.CreateFocalLengthAttr().Set(camera->lens / tenth_unit_to_mm, timecode);
83 usd_camera.CreateHorizontalApertureAttr().Set(aperture_x / tenth_unit_to_mm, timecode);
84 usd_camera.CreateVerticalApertureAttr().Set(aperture_y / tenth_unit_to_mm, timecode);
85 usd_camera.CreateHorizontalApertureOffsetAttr().Set(
86 sensor_size * camera->shiftx / tenth_unit_to_mm, timecode);
87 usd_camera.CreateVerticalApertureOffsetAttr().Set(
88 sensor_size * camera->shifty / tenth_unit_to_mm, timecode);
89
90 usd_camera.CreateClippingRangeAttr().Set(
91 pxr::VtValue(pxr::GfVec2f(camera->clip_start, camera->clip_end)), timecode);
92
93 /* Write DoF-related attributes. */
94 if (camera->dof.flag & CAM_DOF_ENABLED) {
95 usd_camera.CreateFStopAttr().Set(camera->dof.aperture_fstop, timecode);
96
97 float focus_distance = BKE_camera_object_dof_distance(context.object);
98 usd_camera.CreateFocusDistanceAttr().Set(focus_distance, timecode);
99 }
100
101 auto prim = usd_camera.GetPrim();
102 write_id_properties(prim, camera->id, timecode);
103}
104
105} // namespace blender::io::usd
Camera data-block and utility functions.
float BKE_camera_sensor_size(int sensor_fit, float sensor_x, float sensor_y)
float BKE_camera_object_dof_distance(const struct Object *ob)
int BKE_camera_sensor_fit(int sensor_fit, float sizex, float sizey)
#define BLI_assert_msg(a, msg)
Definition BLI_assert.h:57
Scene * DEG_get_evaluated_scene(const Depsgraph *graph)
@ CAM_PERSP
@ CAMERA_SENSOR_FIT_HOR
@ CAMERA_SENSOR_FIT_AUTO
@ CAMERA_SENSOR_FIT_VERT
@ CAM_DOF_ENABLED
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between camera
pxr::UsdTimeCode get_export_time_code() const
USDAbstractWriter(const USDExporterContext &usd_export_context)
void write_id_properties(const pxr::UsdPrim &prim, const ID &id, pxr::UsdTimeCode=pxr::UsdTimeCode::Default()) const
const USDExporterContext usd_export_context_
USDCameraWriter(const USDExporterContext &ctx)
virtual bool is_supported(const HierarchyContext *context) const override
virtual void do_write(HierarchyContext &context) override
static void camera_sensor_size_for_render(const Camera *camera, const RenderData *rd, float *r_sensor, float *r_sensor_x, float *r_sensor_y)
struct RenderData r
struct UnitSettings unit