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MAJOR UPDATE: Complete MaterialX (.mtlx) file loading support in C++
## Key Changes:
### 1. Built-in MaterialX XML Parser (NEW)
Integrated secure, dependency-free parser from sandbox:
- src/mtlx-xml-tokenizer.{hh,cc} - Low-level XML tokenization
- src/mtlx-simple-parser.{hh,cc} - Lightweight DOM builder
- src/mtlx-dom.{hh,cc} - MaterialX-specific document model
- src/mtlx-usd-adapter.hh - pugixml-compatible adapter
**Benefits:**
- No external dependencies (replaces pugixml)
- Security focused: memory limits, bounds checking, XXE protection
- MaterialX optimized
- pugixml-compatible API for easy migration
**Security Features:**
- Max name length: 256 chars
- Max string: 64KB
- Max text: 1MB
- Max nesting: 1000 levels
- Safe entity handling
- No external file access
### 2. OpenPBR Surface Shader Support (NEW)
Added complete MtlxOpenPBRSurface struct to usdMtlx.hh:
- All 8 parameter groups (Base, Specular, Transmission, Coat, etc.)
- 40+ individual parameters
- Proper USD type mappings
- Type trait registration
### 3. MaterialX Import API (ENHANCED)
Updated src/usdMtlx.cc to use built-in parser:
- Replaced all pugi:: with tinyusdz::mtlx::pugi::
- ReadMaterialXFromString() - Load from XML string
- ReadMaterialXFromFile() - Load from file path
- ToPrimSpec() - Convert MaterialX to USD PrimSpec
- LoadMaterialXFromAsset() - USD asset reference support
### 4. Testing Infrastructure
Added comprehensive test suite:
- tests/feat/mtlx/test_mtlx_import.cc - Import test with examples
- Updated Makefile for both import and export tests
- Test with embedded OpenPBR MaterialX XML
- Command-line file loading support
### 5. Documentation
Created C++_MATERIALX_IMPORT.md with:
- Complete API documentation
- Usage examples for all import methods
- OpenPBR parameter reference
- Security features overview
- Migration guide from pugixml
- Test instructions
Updated MATERIALX-SUPPORT-STATUS.md:
- C++ import status changed from ❌ to ✅
- Built-in parser feature matrix
- Updated "What's Missing" section
- Comparison table updated
## Supported Features:
### Shader Types:
✅ OpenPBR Surface (open_pbr_surface) - FULL
✅ Autodesk Standard Surface (standard_surface) - FULL
✅ USD Preview Surface (UsdPreviewSurface) - FULL
### MaterialX Versions:
✅ 1.36, 1.37, 1.38
### File Formats:
✅ .mtlx XML files
✅ String-based XML
✅ USD asset references
## Files Changed:
- src/mtlx-*.{hh,cc}: 9 new parser files (+3,500 lines)
- src/usdMtlx.{hh,cc}: OpenPBR support, parser integration
- src/value-types.hh: Added TYPE_ID_IMAGING_MTLX_OPENPBRSURFACE
- tests/feat/mtlx/*: New import test and updated Makefile
- C++_MATERIALX_IMPORT.md: 400+ line documentation
- MATERIALX-SUPPORT-STATUS.md: Updated status
## API Example:
```cpp
#include "usdMtlx.hh"
tinyusdz::MtlxModel mtlx;
std::string warn, err;
// Load from file
bool success = tinyusdz::ReadMaterialXFromFile(
resolver, "material.mtlx", &mtlx, &warn, &err);
// Convert to USD
tinyusdz::PrimSpec ps;
tinyusdz::ToPrimSpec(mtlx, ps, &err);
```
## Testing:
```bash
cd tests/feat/mtlx
make
./test_mtlx_import
./test_mtlx_import path/to/your.mtlx
```
## Breaking Changes:
NONE - Backward compatible via pugixml adapter
## Migration:
Automatic - existing usdMtlx.cc code works without changes
TinyUSDZ now has COMPLETE MaterialX support at all layers:
✅ C++ Core (Import & Export)
✅ WASM Binding (Import & Export)
✅ Three.js Demo (Full Interactive)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
Project Overview
TinyUSDZ is a secure, portable, dependency-free C++14 library for parsing USD (Universal Scene Description) files in USDA (ASCII), USDC (binary/Crate), and USDZ (zip archive) formats. It's designed as a security-focused alternative to Pixar's pxrUSD library with minimal dependencies.
Common Build Commands
Linux/macOS Development
# Basic CMake build
mkdir build && cd build
cmake ..
make
# Or use the bootstrap script
./scripts/bootstrap-cmake-linux.sh
cd build && make
# Build with specific options
cmake -DTINYUSDZ_BUILD_TESTS=ON -DTINYUSDZ_BUILD_EXAMPLES=ON ..
Windows Development
# Generate Visual Studio solution
vcsetup.bat
# For cross-compilation with clang-cl
bootstrap-clang-cl-win64.bat
ninja.exe
Running Tests
# Run unit tests (after building with TINYUSDZ_BUILD_TESTS=ON)
./build/test_tinyusdz
# Run parse tests with Python runner
cd tests/parse_usd
python runner.py --path ../../models
# Run Tydra conversion tests
cd tests/tydra_to_renderscene
python runner.py
Build Examples
# Build specific examples
cd examples/sdlviewer
mkdir build && cd build
cmake ..
make
# Or enable examples in main build
cmake -DTINYUSDZ_BUILD_EXAMPLES=ON ..
Code Architecture
Core Library Structure (src/)
The library is organized into several key components:
Parsers and Readers:
ascii-parser.{hh,cc}- Hand-written USDA ASCII format parsercrate-reader.{hh,cc}- USDC binary (Crate) format parserusda-reader.{hh,cc}- High-level USDA reading interfaceusdc-reader.{hh,cc}- High-level USDC reading interface
Writers:
usda-writer.{hh,cc}- USDA ASCII format writer (production ready)usdc-writer.{hh,cc}- USDC binary format writer (work-in-progress)crate-writer.{hh,cc}- Low-level Crate binary format writer
Core Data Types:
tinyusdz.{hh,cc}- Main API entry points and data loading functionsstage.{hh,cc}- USD Stage class (similar to scene graph)prim-types.{hh,cc}- USD primitive type definitionsvalue-types.{hh,cc}- USD value type systemusdGeom.{hh,cc}- Geometry primitives (Mesh, Sphere, etc.)usdShade.{hh,cc}- Material and shader definitionsusdSkel.{hh,cc}- Skeletal animation support
Tydra Framework (src/tydra/):
render-data.{hh,cc}- Convert USD to OpenGL/Vulkan-friendly scene datascene-access.{hh,cc}- High-level scene traversal and query APIstexture-util.{hh,cc}- Texture loading and colorspace conversion
Composition System:
composition.{hh,cc}- USD composition arcs (references, payloads, etc.)asset-resolution.{hh,cc}- Asset path resolution system
Key Data Flow
- Loading:
LoadUSDFromFile()→ format detection → parser → Stage object - Composition: Stage → composition system → flattened scene graph
- Conversion: Stage → Tydra → RenderScene (for rendering)
- Writing: Stage → writer → output file
Security Architecture
The library implements multiple security layers:
- Memory budget controls via
USDLoadOptions::max_memory_limit_in_mb - Bounds checking in all parsers (especially
crate-reader.cc) - Fuzzer-tested parsing code (
tests/fuzzer/) - No C++ exceptions used (uses
nonstd::expectedfor error handling)
Important Build Options
TINYUSDZ_PRODUCTION_BUILD=ON- Disable debug logging for productionTINYUSDZ_WITH_OPENSUBDIV=ON- Enable subdivision surface supportTINYUSDZ_WITH_TYDRA=ON- Include Tydra conversion framework (default ON)TINYUSDZ_WITH_AUDIO=ON- Support audio file loading (mp3/wav)TINYUSDZ_WITH_EXR=ON- Enable EXR/HDR texture support via TinyEXRTINYUSDZ_WITH_GEOGRAM=ON- Enable Geogram library for advanced geometry processingTINYUSDZ_BUILD_TESTS=ON- Build unit testsTINYUSDZ_BUILD_EXAMPLES=ON- Build example applications
Working with USD Data
Basic Loading Pattern
tinyusdz::Stage stage;
std::string warn, err;
bool ret = tinyusdz::LoadUSDFromFile("model.usd", &stage, &warn, &err);
Tydra Conversion Pattern
tinyusdz::tydra::RenderScene renderScene;
tinyusdz::tydra::RenderSceneConverter converter;
bool ret = converter.ConvertToRenderScene(stage, &renderScene);
Security Considerations
- Always set memory limits when loading untrusted USD files
- Use WASM/WASI builds for maximum security isolation
- Enable fuzzing builds when developing new parsing features
Project Structure Notes
models/- Test USD files for developmentexamples/- Standalone example applications with separate build systemstests/- Unit tests and parsing verification scriptsscripts/- Build configuration scripts for various platformsweb/- WebAssembly/JavaScript bindings and demospython/- Python binding code (experimental)- native build folder is @build use -j8 for make. wasm build folder is @web/build
- build folder @build make with -j16