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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>
153 lines
5.0 KiB
Markdown
153 lines
5.0 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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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.
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## Common Build Commands
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### Linux/macOS Development
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```bash
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# Basic CMake build
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mkdir build && cd build
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cmake ..
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make
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# Or use the bootstrap script
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./scripts/bootstrap-cmake-linux.sh
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cd build && make
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# Build with specific options
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cmake -DTINYUSDZ_BUILD_TESTS=ON -DTINYUSDZ_BUILD_EXAMPLES=ON ..
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```
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### Windows Development
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```bash
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# Generate Visual Studio solution
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vcsetup.bat
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# For cross-compilation with clang-cl
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bootstrap-clang-cl-win64.bat
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ninja.exe
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```
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### Running Tests
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```bash
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# Run unit tests (after building with TINYUSDZ_BUILD_TESTS=ON)
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./build/test_tinyusdz
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# Run parse tests with Python runner
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cd tests/parse_usd
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python runner.py --path ../../models
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# Run Tydra conversion tests
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cd tests/tydra_to_renderscene
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python runner.py
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```
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### Build Examples
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```bash
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# Build specific examples
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cd examples/sdlviewer
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mkdir build && cd build
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cmake ..
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make
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# Or enable examples in main build
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cmake -DTINYUSDZ_BUILD_EXAMPLES=ON ..
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```
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## Code Architecture
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### Core Library Structure (`src/`)
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The library is organized into several key components:
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**Parsers and Readers:**
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- `ascii-parser.{hh,cc}` - Hand-written USDA ASCII format parser
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- `crate-reader.{hh,cc}` - USDC binary (Crate) format parser
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- `usda-reader.{hh,cc}` - High-level USDA reading interface
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- `usdc-reader.{hh,cc}` - High-level USDC reading interface
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**Writers:**
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- `usda-writer.{hh,cc}` - USDA ASCII format writer (production ready)
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- `usdc-writer.{hh,cc}` - USDC binary format writer (work-in-progress)
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- `crate-writer.{hh,cc}` - Low-level Crate binary format writer
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**Core Data Types:**
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- `tinyusdz.{hh,cc}` - Main API entry points and data loading functions
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- `stage.{hh,cc}` - USD Stage class (similar to scene graph)
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- `prim-types.{hh,cc}` - USD primitive type definitions
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- `value-types.{hh,cc}` - USD value type system
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- `usdGeom.{hh,cc}` - Geometry primitives (Mesh, Sphere, etc.)
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- `usdShade.{hh,cc}` - Material and shader definitions
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- `usdSkel.{hh,cc}` - Skeletal animation support
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**Tydra Framework (`src/tydra/`):**
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- `render-data.{hh,cc}` - Convert USD to OpenGL/Vulkan-friendly scene data
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- `scene-access.{hh,cc}` - High-level scene traversal and query APIs
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- `texture-util.{hh,cc}` - Texture loading and colorspace conversion
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**Composition System:**
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- `composition.{hh,cc}` - USD composition arcs (references, payloads, etc.)
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- `asset-resolution.{hh,cc}` - Asset path resolution system
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### Key Data Flow
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1. **Loading**: `LoadUSDFromFile()` → format detection → parser → Stage object
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2. **Composition**: Stage → composition system → flattened scene graph
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3. **Conversion**: Stage → Tydra → RenderScene (for rendering)
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4. **Writing**: Stage → writer → output file
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### Security Architecture
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The library implements multiple security layers:
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- Memory budget controls via `USDLoadOptions::max_memory_limit_in_mb`
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- Bounds checking in all parsers (especially `crate-reader.cc`)
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- Fuzzer-tested parsing code (`tests/fuzzer/`)
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- No C++ exceptions used (uses `nonstd::expected` for error handling)
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## Important Build Options
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- `TINYUSDZ_PRODUCTION_BUILD=ON` - Disable debug logging for production
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- `TINYUSDZ_WITH_OPENSUBDIV=ON` - Enable subdivision surface support
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- `TINYUSDZ_WITH_TYDRA=ON` - Include Tydra conversion framework (default ON)
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- `TINYUSDZ_WITH_AUDIO=ON` - Support audio file loading (mp3/wav)
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- `TINYUSDZ_WITH_EXR=ON` - Enable EXR/HDR texture support via TinyEXR
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- `TINYUSDZ_WITH_GEOGRAM=ON` - Enable Geogram library for advanced geometry processing
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- `TINYUSDZ_BUILD_TESTS=ON` - Build unit tests
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- `TINYUSDZ_BUILD_EXAMPLES=ON` - Build example applications
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## Working with USD Data
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### Basic Loading Pattern
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```cpp
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tinyusdz::Stage stage;
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std::string warn, err;
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bool ret = tinyusdz::LoadUSDFromFile("model.usd", &stage, &warn, &err);
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```
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### Tydra Conversion Pattern
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```cpp
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tinyusdz::tydra::RenderScene renderScene;
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tinyusdz::tydra::RenderSceneConverter converter;
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bool ret = converter.ConvertToRenderScene(stage, &renderScene);
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```
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### Security Considerations
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- Always set memory limits when loading untrusted USD files
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- Use WASM/WASI builds for maximum security isolation
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- Enable fuzzing builds when developing new parsing features
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## Project Structure Notes
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- `models/` - Test USD files for development
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- `examples/` - Standalone example applications with separate build systems
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- `tests/` - Unit tests and parsing verification scripts
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- `scripts/` - Build configuration scripts for various platforms
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- `web/` - WebAssembly/JavaScript bindings and demos
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- `python/` - Python binding code (experimental)
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- native build folder is @build use -j8 for make. wasm build folder is @web/build
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- build folder @build make with -j16 |