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export_fbx_bin.py
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export_fbx_bin.py
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# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8 compliant>
# Script copyright (C) Campbell Barton, Bastien Montagne
import array
import datetime
import math
import os
import time
from itertools import zip_longest, chain
if "bpy" in locals():
import importlib
if "encode_bin" in locals():
importlib.reload(encode_bin)
if "data_types" in locals():
importlib.reload(data_types)
if "fbx_utils" in locals():
importlib.reload(fbx_utils)
import bpy
import bpy_extras
from bpy_extras import node_shader_utils
from mathutils import Vector, Matrix
from . import encode_bin, data_types, fbx_utils
from .fbx_utils import (
# Constants.
FBX_VERSION, FBX_HEADER_VERSION, FBX_SCENEINFO_VERSION, FBX_TEMPLATES_VERSION,
FBX_MODELS_VERSION,
FBX_GEOMETRY_VERSION, FBX_GEOMETRY_NORMAL_VERSION, FBX_GEOMETRY_BINORMAL_VERSION, FBX_GEOMETRY_TANGENT_VERSION,
FBX_GEOMETRY_SMOOTHING_VERSION, FBX_GEOMETRY_CREASE_VERSION, FBX_GEOMETRY_VCOLOR_VERSION, FBX_GEOMETRY_UV_VERSION,
FBX_GEOMETRY_MATERIAL_VERSION, FBX_GEOMETRY_LAYER_VERSION,
FBX_GEOMETRY_SHAPE_VERSION, FBX_DEFORMER_SHAPE_VERSION, FBX_DEFORMER_SHAPECHANNEL_VERSION,
FBX_POSE_BIND_VERSION, FBX_DEFORMER_SKIN_VERSION, FBX_DEFORMER_CLUSTER_VERSION,
FBX_MATERIAL_VERSION, FBX_TEXTURE_VERSION,
FBX_ANIM_KEY_VERSION,
FBX_ANIM_PROPSGROUP_NAME,
FBX_KTIME,
BLENDER_OTHER_OBJECT_TYPES, BLENDER_OBJECT_TYPES_MESHLIKE,
FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES,
RIGHT_HAND_AXES, FBX_FRAMERATES,
# Miscellaneous utils.
PerfMon,
units_blender_to_fbx_factor, units_convertor, units_convertor_iter,
matrix4_to_array, similar_values, similar_values_iter,
# Mesh transform helpers.
vcos_transformed_gen, nors_transformed_gen,
# UUID from key.
get_fbx_uuid_from_key,
# Key generators.
get_blenderID_key, get_blenderID_name,
get_blender_mesh_shape_key, get_blender_mesh_shape_channel_key,
get_blender_empty_key, get_blender_bone_key,
get_blender_bindpose_key, get_blender_armature_skin_key, get_blender_bone_cluster_key,
get_blender_anim_id_base, get_blender_anim_stack_key, get_blender_anim_layer_key,
get_blender_anim_curve_node_key, get_blender_anim_curve_key,
get_blender_nodetexture_key,
# FBX element data.
elem_empty,
elem_data_single_bool, elem_data_single_int16, elem_data_single_int32, elem_data_single_int64,
elem_data_single_float32, elem_data_single_float64,
elem_data_single_bytes, elem_data_single_string, elem_data_single_string_unicode,
elem_data_single_bool_array, elem_data_single_int32_array, elem_data_single_int64_array,
elem_data_single_float32_array, elem_data_single_float64_array, elem_data_vec_float64,
# FBX element properties.
elem_properties, elem_props_set, elem_props_compound,
# FBX element properties handling templates.
elem_props_template_init, elem_props_template_set, elem_props_template_finalize,
# Templates.
FBXTemplate, fbx_templates_generate,
# Animation.
AnimationCurveNodeWrapper,
# Objects.
ObjectWrapper, fbx_name_class,
# Top level.
FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
)
# Units converters!
convert_sec_to_ktime = units_convertor("second", "ktime")
convert_sec_to_ktime_iter = units_convertor_iter("second", "ktime")
convert_mm_to_inch = units_convertor("millimeter", "inch")
convert_rad_to_deg = units_convertor("radian", "degree")
convert_rad_to_deg_iter = units_convertor_iter("radian", "degree")
# ##### Templates #####
# TODO: check all those "default" values, they should match Blender's default as much as possible, I guess?
def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0):
props = {}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False])
def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0):
gscale = settings.global_scale
props = {
# Name, Value, Type, Animatable
b"QuaternionInterpolate": (0, "p_enum", False), # 0 = no quat interpolation.
b"RotationOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"RotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"ScalingOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"ScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"TranslationActive": (False, "p_bool", False),
b"TranslationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"TranslationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"TranslationMinX": (False, "p_bool", False),
b"TranslationMinY": (False, "p_bool", False),
b"TranslationMinZ": (False, "p_bool", False),
b"TranslationMaxX": (False, "p_bool", False),
b"TranslationMaxY": (False, "p_bool", False),
b"TranslationMaxZ": (False, "p_bool", False),
b"RotationOrder": (0, "p_enum", False), # we always use 'XYZ' order.
b"RotationSpaceForLimitOnly": (False, "p_bool", False),
b"RotationStiffnessX": (0.0, "p_double", False),
b"RotationStiffnessY": (0.0, "p_double", False),
b"RotationStiffnessZ": (0.0, "p_double", False),
b"AxisLen": (10.0, "p_double", False),
b"PreRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"PostRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"RotationActive": (False, "p_bool", False),
b"RotationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"RotationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"RotationMinX": (False, "p_bool", False),
b"RotationMinY": (False, "p_bool", False),
b"RotationMinZ": (False, "p_bool", False),
b"RotationMaxX": (False, "p_bool", False),
b"RotationMaxY": (False, "p_bool", False),
b"RotationMaxZ": (False, "p_bool", False),
b"InheritType": (0, "p_enum", False), # RrSs
b"ScalingActive": (False, "p_bool", False),
b"ScalingMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"ScalingMax": ((1.0, 1.0, 1.0), "p_vector_3d", False),
b"ScalingMinX": (False, "p_bool", False),
b"ScalingMinY": (False, "p_bool", False),
b"ScalingMinZ": (False, "p_bool", False),
b"ScalingMaxX": (False, "p_bool", False),
b"ScalingMaxY": (False, "p_bool", False),
b"ScalingMaxZ": (False, "p_bool", False),
b"GeometricTranslation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"GeometricRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"GeometricScaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
b"MinDampRangeX": (0.0, "p_double", False),
b"MinDampRangeY": (0.0, "p_double", False),
b"MinDampRangeZ": (0.0, "p_double", False),
b"MaxDampRangeX": (0.0, "p_double", False),
b"MaxDampRangeY": (0.0, "p_double", False),
b"MaxDampRangeZ": (0.0, "p_double", False),
b"MinDampStrengthX": (0.0, "p_double", False),
b"MinDampStrengthY": (0.0, "p_double", False),
b"MinDampStrengthZ": (0.0, "p_double", False),
b"MaxDampStrengthX": (0.0, "p_double", False),
b"MaxDampStrengthY": (0.0, "p_double", False),
b"MaxDampStrengthZ": (0.0, "p_double", False),
b"PreferedAngleX": (0.0, "p_double", False),
b"PreferedAngleY": (0.0, "p_double", False),
b"PreferedAngleZ": (0.0, "p_double", False),
b"LookAtProperty": (None, "p_object", False),
b"UpVectorProperty": (None, "p_object", False),
b"Show": (True, "p_bool", False),
b"NegativePercentShapeSupport": (True, "p_bool", False),
b"DefaultAttributeIndex": (-1, "p_integer", False),
b"Freeze": (False, "p_bool", False),
b"LODBox": (False, "p_bool", False),
b"Lcl Translation": ((0.0, 0.0, 0.0), "p_lcl_translation", True),
b"Lcl Rotation": ((0.0, 0.0, 0.0), "p_lcl_rotation", True),
b"Lcl Scaling": ((1.0, 1.0, 1.0), "p_lcl_scaling", True),
b"Visibility": (1.0, "p_visibility", True),
b"Visibility Inheritance": (1, "p_visibility_inheritance", False),
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False])
def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0):
props = {
b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
b"Size": (100.0, "p_double", False),
b"Look": (1, "p_enum", False), # Cross (0 is None, i.e. invisible?).
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False])
def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0):
gscale = settings.global_scale
props = {
b"LightType": (0, "p_enum", False), # Point light.
b"CastLight": (True, "p_bool", False),
b"Color": ((1.0, 1.0, 1.0), "p_color", True),
b"Intensity": (100.0, "p_number", True), # Times 100 compared to Blender values...
b"DecayType": (2, "p_enum", False), # Quadratic.
b"DecayStart": (30.0 * gscale, "p_double", False),
b"CastShadows": (True, "p_bool", False),
b"ShadowColor": ((0.0, 0.0, 0.0), "p_color", True),
b"AreaLightShape": (0, "p_enum", False), # Rectangle.
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False])
def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0):
r = scene.render
props = {
b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
b"Position": ((0.0, 0.0, -50.0), "p_vector", True),
b"UpVector": ((0.0, 1.0, 0.0), "p_vector", True),
b"InterestPosition": ((0.0, 0.0, 0.0), "p_vector", True),
b"Roll": (0.0, "p_roll", True),
b"OpticalCenterX": (0.0, "p_opticalcenterx", True),
b"OpticalCenterY": (0.0, "p_opticalcentery", True),
b"BackgroundColor": ((0.63, 0.63, 0.63), "p_color", True),
b"TurnTable": (0.0, "p_number", True),
b"DisplayTurnTableIcon": (False, "p_bool", False),
b"UseMotionBlur": (False, "p_bool", False),
b"UseRealTimeMotionBlur": (True, "p_bool", False),
b"Motion Blur Intensity": (1.0, "p_number", True),
b"AspectRatioMode": (0, "p_enum", False), # WindowSize.
b"AspectWidth": (320.0, "p_double", False),
b"AspectHeight": (200.0, "p_double", False),
b"PixelAspectRatio": (1.0, "p_double", False),
b"FilmOffsetX": (0.0, "p_number", True),
b"FilmOffsetY": (0.0, "p_number", True),
b"FilmWidth": (0.816, "p_double", False),
b"FilmHeight": (0.612, "p_double", False),
b"FilmAspectRatio": (1.3333333333333333, "p_double", False),
b"FilmSqueezeRatio": (1.0, "p_double", False),
b"FilmFormatIndex": (0, "p_enum", False), # Assuming this is ApertureFormat, 0 = custom.
b"PreScale": (1.0, "p_number", True),
b"FilmTranslateX": (0.0, "p_number", True),
b"FilmTranslateY": (0.0, "p_number", True),
b"FilmRollPivotX": (0.0, "p_number", True),
b"FilmRollPivotY": (0.0, "p_number", True),
b"FilmRollValue": (0.0, "p_number", True),
b"FilmRollOrder": (0, "p_enum", False), # 0 = rotate first (default).
b"ApertureMode": (2, "p_enum", False), # 2 = Vertical.
b"GateFit": (0, "p_enum", False), # 0 = no resolution gate fit.
b"FieldOfView": (25.114999771118164, "p_fov", True),
b"FieldOfViewX": (40.0, "p_fov_x", True),
b"FieldOfViewY": (40.0, "p_fov_y", True),
b"FocalLength": (34.89327621672628, "p_number", True),
b"CameraFormat": (0, "p_enum", False), # Custom camera format.
b"UseFrameColor": (False, "p_bool", False),
b"FrameColor": ((0.3, 0.3, 0.3), "p_color_rgb", False),
b"ShowName": (True, "p_bool", False),
b"ShowInfoOnMoving": (True, "p_bool", False),
b"ShowGrid": (True, "p_bool", False),
b"ShowOpticalCenter": (False, "p_bool", False),
b"ShowAzimut": (True, "p_bool", False),
b"ShowTimeCode": (False, "p_bool", False),
b"ShowAudio": (False, "p_bool", False),
b"AudioColor": ((0.0, 1.0, 0.0), "p_vector_3d", False), # Yep, vector3d, not corlorgb… :cry:
b"NearPlane": (10.0, "p_double", False),
b"FarPlane": (4000.0, "p_double", False),
b"AutoComputeClipPanes": (False, "p_bool", False),
b"ViewCameraToLookAt": (True, "p_bool", False),
b"ViewFrustumNearFarPlane": (False, "p_bool", False),
b"ViewFrustumBackPlaneMode": (2, "p_enum", False), # 2 = show back plane if texture added.
b"BackPlaneDistance": (4000.0, "p_number", True),
b"BackPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera.
b"ViewFrustumFrontPlaneMode": (2, "p_enum", False), # 2 = show front plane if texture added.
b"FrontPlaneDistance": (10.0, "p_number", True),
b"FrontPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera.
b"LockMode": (False, "p_bool", False),
b"LockInterestNavigation": (False, "p_bool", False),
# BackPlate... properties **arggggg!**
b"FitImage": (False, "p_bool", False),
b"Crop": (False, "p_bool", False),
b"Center": (True, "p_bool", False),
b"KeepRatio": (True, "p_bool", False),
# End of BackPlate...
b"BackgroundAlphaTreshold": (0.5, "p_double", False),
b"ShowBackplate": (True, "p_bool", False),
b"BackPlaneOffsetX": (0.0, "p_number", True),
b"BackPlaneOffsetY": (0.0, "p_number", True),
b"BackPlaneRotation": (0.0, "p_number", True),
b"BackPlaneScaleX": (1.0, "p_number", True),
b"BackPlaneScaleY": (1.0, "p_number", True),
b"Background Texture": (None, "p_object", False),
b"FrontPlateFitImage": (True, "p_bool", False),
b"FrontPlateCrop": (False, "p_bool", False),
b"FrontPlateCenter": (True, "p_bool", False),
b"FrontPlateKeepRatio": (True, "p_bool", False),
b"Foreground Opacity": (1.0, "p_double", False),
b"ShowFrontplate": (True, "p_bool", False),
b"FrontPlaneOffsetX": (0.0, "p_number", True),
b"FrontPlaneOffsetY": (0.0, "p_number", True),
b"FrontPlaneRotation": (0.0, "p_number", True),
b"FrontPlaneScaleX": (1.0, "p_number", True),
b"FrontPlaneScaleY": (1.0, "p_number", True),
b"Foreground Texture": (None, "p_object", False),
b"DisplaySafeArea": (False, "p_bool", False),
b"DisplaySafeAreaOnRender": (False, "p_bool", False),
b"SafeAreaDisplayStyle": (1, "p_enum", False), # 1 = rounded corners.
b"SafeAreaAspectRatio": (1.3333333333333333, "p_double", False),
b"Use2DMagnifierZoom": (False, "p_bool", False),
b"2D Magnifier Zoom": (100.0, "p_number", True),
b"2D Magnifier X": (50.0, "p_number", True),
b"2D Magnifier Y": (50.0, "p_number", True),
b"CameraProjectionType": (0, "p_enum", False), # 0 = perspective, 1 = orthogonal.
b"OrthoZoom": (1.0, "p_double", False),
b"UseRealTimeDOFAndAA": (False, "p_bool", False),
b"UseDepthOfField": (False, "p_bool", False),
b"FocusSource": (0, "p_enum", False), # 0 = camera interest, 1 = distance from camera interest.
b"FocusAngle": (3.5, "p_double", False), # ???
b"FocusDistance": (200.0, "p_double", False),
b"UseAntialiasing": (False, "p_bool", False),
b"AntialiasingIntensity": (0.77777, "p_double", False),
b"AntialiasingMethod": (0, "p_enum", False), # 0 = oversampling, 1 = hardware.
b"UseAccumulationBuffer": (False, "p_bool", False),
b"FrameSamplingCount": (7, "p_integer", False),
b"FrameSamplingType": (1, "p_enum", False), # 0 = uniform, 1 = stochastic.
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False])
def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0):
props = {}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False])
def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0):
props = {
b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
b"BBoxMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"BBoxMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"Primary Visibility": (True, "p_bool", False),
b"Casts Shadows": (True, "p_bool", False),
b"Receive Shadows": (True, "p_bool", False),
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False])
def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0):
# WIP...
props = {
b"ShadingModel": ("Phong", "p_string", False),
b"MultiLayer": (False, "p_bool", False),
# Lambert-specific.
b"EmissiveColor": ((0.0, 0.0, 0.0), "p_color", True),
b"EmissiveFactor": (1.0, "p_number", True),
b"AmbientColor": ((0.2, 0.2, 0.2), "p_color", True),
b"AmbientFactor": (1.0, "p_number", True),
b"DiffuseColor": ((0.8, 0.8, 0.8), "p_color", True),
b"DiffuseFactor": (1.0, "p_number", True),
b"TransparentColor": ((0.0, 0.0, 0.0), "p_color", True),
b"TransparencyFactor": (0.0, "p_number", True),
b"Opacity": (1.0, "p_number", True),
b"NormalMap": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"BumpFactor": (1.0, "p_double", False),
b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
b"DisplacementFactor": (1.0, "p_double", False),
b"VectorDisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
b"VectorDisplacementFactor": (1.0, "p_double", False),
# Phong-specific.
b"SpecularColor": ((0.2, 0.2, 0.2), "p_color", True),
b"SpecularFactor": (1.0, "p_number", True),
# Not sure about the name, importer uses this (but ShininessExponent for tex prop name!)
# And in fbx exported by sdk, you have one in template, the other in actual material!!! :/
# For now, using both.
b"Shininess": (20.0, "p_number", True),
b"ShininessExponent": (20.0, "p_number", True),
b"ReflectionColor": ((0.0, 0.0, 0.0), "p_color", True),
b"ReflectionFactor": (1.0, "p_number", True),
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False])
def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0):
# WIP...
# XXX Not sure about all names!
props = {
b"TextureTypeUse": (0, "p_enum", False), # Standard.
b"AlphaSource": (2, "p_enum", False), # Black (i.e. texture's alpha), XXX name guessed!.
b"Texture alpha": (1.0, "p_double", False),
b"PremultiplyAlpha": (True, "p_bool", False),
b"CurrentTextureBlendMode": (1, "p_enum", False), # Additive...
b"CurrentMappingType": (0, "p_enum", False), # UV.
b"UVSet": ("default", "p_string", False), # UVMap name.
b"WrapModeU": (0, "p_enum", False), # Repeat.
b"WrapModeV": (0, "p_enum", False), # Repeat.
b"UVSwap": (False, "p_bool", False),
b"Translation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"Rotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"Scaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
b"TextureRotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
b"TextureScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
# Not sure about those two...
b"UseMaterial": (False, "p_bool", False),
b"UseMipMap": (False, "p_bool", False),
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False])
def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0):
# WIP...
props = {
# All pictures.
b"Width": (0, "p_integer", False),
b"Height": (0, "p_integer", False),
b"Path": ("", "p_string_url", False),
b"AccessMode": (0, "p_enum", False), # Disk (0=Disk, 1=Mem, 2=DiskAsync).
# All videos.
b"StartFrame": (0, "p_integer", False),
b"StopFrame": (0, "p_integer", False),
b"Offset": (0, "p_timestamp", False),
b"PlaySpeed": (0.0, "p_double", False),
b"FreeRunning": (False, "p_bool", False),
b"Loop": (False, "p_bool", False),
b"InterlaceMode": (0, "p_enum", False), # None, i.e. progressive.
# Image sequences.
b"ImageSequence": (False, "p_bool", False),
b"ImageSequenceOffset": (0, "p_integer", False),
b"FrameRate": (0.0, "p_double", False),
b"LastFrame": (0, "p_integer", False),
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False])
def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0):
props = {}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"Pose", b"", props, nbr_users, [False])
def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0):
props = {}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"Deformer", b"", props, nbr_users, [False])
def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0):
props = {
b"Description": ("", "p_string", False),
b"LocalStart": (0, "p_timestamp", False),
b"LocalStop": (0, "p_timestamp", False),
b"ReferenceStart": (0, "p_timestamp", False),
b"ReferenceStop": (0, "p_timestamp", False),
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False])
def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0):
props = {
b"Weight": (100.0, "p_number", True),
b"Mute": (False, "p_bool", False),
b"Solo": (False, "p_bool", False),
b"Lock": (False, "p_bool", False),
b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
b"BlendMode": (0, "p_enum", False),
b"RotationAccumulationMode": (0, "p_enum", False),
b"ScaleAccumulationMode": (0, "p_enum", False),
b"BlendModeBypass": (0, "p_ulonglong", False),
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False])
def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0):
props = {
FBX_ANIM_PROPSGROUP_NAME.encode(): (None, "p_compound", False),
}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False])
def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0):
props = {}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])
# ##### Generators for connection elements. #####
def elem_connection(elem, c_type, uid_src, uid_dst, prop_dst=None):
e = elem_data_single_string(elem, b"C", c_type)
e.add_int64(uid_src)
e.add_int64(uid_dst)
if prop_dst is not None:
e.add_string(prop_dst)
# ##### FBX objects generators. #####
def fbx_data_element_custom_properties(props, bid):
"""
Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
"""
items = bid.items()
if not items:
return
rna_properties = {prop.identifier for prop in bid.bl_rna.properties if prop.is_runtime}
for k, v in items:
if k in rna_properties:
continue
list_val = getattr(v, "to_list", lambda: None)()
if isinstance(v, str):
elem_props_set(props, "p_string", k.encode(), v, custom=True)
elif isinstance(v, int):
elem_props_set(props, "p_integer", k.encode(), v, custom=True)
elif isinstance(v, float):
elem_props_set(props, "p_double", k.encode(), v, custom=True)
elif list_val:
if len(list_val) == 3:
elem_props_set(props, "p_vector", k.encode(), list_val, custom=True)
else:
elem_props_set(props, "p_string", k.encode(), str(list_val), custom=True)
else:
elem_props_set(props, "p_string", k.encode(), str(v), custom=True)
def fbx_data_empty_elements(root, empty, scene_data):
"""
Write the Empty data block (you can control its FBX datatype with the 'fbx_type' string custom property).
"""
empty_key = scene_data.data_empties[empty]
null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))
null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
val = empty.bdata.get('fbx_type', None)
null.add_string(val.encode() if val and isinstance(val, str) else b"Null")
elem_data_single_string(null, b"TypeFlags", b"Null")
tmpl = elem_props_template_init(scene_data.templates, b"Null")
props = elem_properties(null)
elem_props_template_finalize(tmpl, props)
# No custom properties, already saved with object (Model).
def fbx_data_light_elements(root, lamp, scene_data):
"""
Write the Lamp data block.
"""
gscale = scene_data.settings.global_scale
light_key = scene_data.data_lights[lamp]
do_light = True
decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT']
do_shadow = False
shadow_color = Vector((0.0, 0.0, 0.0))
if lamp.type not in {'HEMI'}:
if lamp.type not in {'SUN', 'AREA'}:
decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type]
do_light = True
do_shadow = lamp.use_shadow
shadow_color = lamp.shadow_color
light = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(light_key))
light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
light.add_string(b"Light")
elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION) # Sic...
tmpl = elem_props_template_init(scene_data.templates, b"Light")
props = elem_properties(light)
elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type)
elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale)
elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
if lamp.type in {'SPOT'}:
elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_props:
fbx_data_element_custom_properties(props, lamp)
def fbx_data_camera_elements(root, cam_obj, scene_data):
"""
Write the Camera data blocks.
"""
gscale = scene_data.settings.global_scale
cam = cam_obj.bdata
cam_data = cam.data
cam_key = scene_data.data_cameras[cam_obj]
# Real data now, good old camera!
# Object transform info.
loc, rot, scale, matrix, matrix_rot = cam_obj.fbx_object_tx(scene_data)
up = matrix_rot @ Vector((0.0, 1.0, 0.0))
to = matrix_rot @ Vector((0.0, 0.0, -1.0))
# Render settings.
# TODO We could export much more...
render = scene_data.scene.render
width = render.resolution_x
height = render.resolution_y
aspect = width / height
# Film width & height from mm to inches
filmwidth = convert_mm_to_inch(cam_data.sensor_width)
filmheight = convert_mm_to_inch(cam_data.sensor_height)
filmaspect = filmwidth / filmheight
# Film offset
offsetx = filmwidth * cam_data.shift_x
offsety = filmaspect * filmheight * cam_data.shift_y
cam = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(cam_key))
cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
cam.add_string(b"Camera")
tmpl = elem_props_template_init(scene_data.templates, b"Camera")
props = elem_properties(cam)
elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to) # Point, not vector!
# Should we use world value?
elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)
elem_props_template_set(tmpl, props, "p_enum", b"AspectRatioMode", 2) # FixedResolution
elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(render.resolution_x))
elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(render.resolution_y))
elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio",
float(render.pixel_aspect_x / render.pixel_aspect_y))
elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)
elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3) # FocalLength.
elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2) # FitHorizontal.
elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
# No need to convert to inches here...
elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
# Depth of field and Focus distance.
elem_props_template_set(tmpl, props, "p_bool", b"UseDepthOfField", cam_data.dof.use_dof)
elem_props_template_set(tmpl, props, "p_double", b"FocusDistance", cam_data.dof.focus_distance * 1000 * gscale)
# Default to perspective camera.
elem_props_template_set(tmpl, props, "p_enum", b"CameraProjectionType", 1 if cam_data.type == 'ORTHO' else 0)
elem_props_template_set(tmpl, props, "p_double", b"OrthoZoom", cam_data.ortho_scale)
elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1) # RelativeToCamera.
elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_props:
fbx_data_element_custom_properties(props, cam_data)
elem_data_single_string(cam, b"TypeFlags", b"Camera")
elem_data_single_int32(cam, b"GeometryVersion", 124) # Sic...
elem_data_vec_float64(cam, b"Position", loc)
elem_data_vec_float64(cam, b"Up", up)
elem_data_vec_float64(cam, b"LookAt", to)
elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
elem_data_single_int32(cam, b"ShowAudio", 0)
elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)
def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, mat_world_arm=None, bones=[]):
"""
Helper, since bindpose are used by both meshes shape keys and armature bones...
"""
if arm_obj is None:
arm_obj = me_obj
# We assume bind pose for our bones are their "Editmode" pose...
# All matrices are expected in global (world) space.
bindpose_key = get_blender_bindpose_key(arm_obj.bdata, me)
fbx_pose = elem_data_single_int64(root, b"Pose", get_fbx_uuid_from_key(bindpose_key))
fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
fbx_pose.add_string(b"BindPose")
elem_data_single_string(fbx_pose, b"Type", b"BindPose")
elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + (1 if (arm_obj != me_obj) else 0) + len(bones))
# First node is mesh/object.
mat_world_obj = me_obj.fbx_object_matrix(scene_data, global_space=True)
fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
elem_data_single_int64(fbx_posenode, b"Node", me_obj.fbx_uuid)
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_obj))
# Second node is armature object itself.
if arm_obj != me_obj:
fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
elem_data_single_int64(fbx_posenode, b"Node", arm_obj.fbx_uuid)
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_arm))
# And all bones of armature!
mat_world_bones = {}
for bo_obj in bones:
bomat = bo_obj.fbx_object_matrix(scene_data, rest=True, global_space=True)
mat_world_bones[bo_obj] = bomat
fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
elem_data_single_int64(fbx_posenode, b"Node", bo_obj.fbx_uuid)
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(bomat))
return mat_world_obj, mat_world_bones
def fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, fbx_me_tmpl, fbx_me_props):
"""
Write shape keys related data.
"""
if me not in scene_data.data_deformers_shape:
return
write_normals = True # scene_data.settings.mesh_smooth_type in {'OFF'}
# First, write the geometry data itself (i.e. shapes).
_me_key, shape_key, shapes = scene_data.data_deformers_shape[me]
channels = []
for shape, (channel_key, geom_key, shape_verts_co, shape_verts_idx) in shapes.items():
# Use vgroups as weights, if defined.
if shape.vertex_group and shape.vertex_group in me_obj.bdata.vertex_groups:
shape_verts_weights = [0.0] * (len(shape_verts_co) // 3)
vg_idx = me_obj.bdata.vertex_groups[shape.vertex_group].index
for sk_idx, v_idx in enumerate(shape_verts_idx):
for vg in me.vertices[v_idx].groups:
if vg.group == vg_idx:
shape_verts_weights[sk_idx] = vg.weight * 100.0
else:
shape_verts_weights = [100.0] * (len(shape_verts_co) // 3)
channels.append((channel_key, shape, shape_verts_weights))
geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(geom_key))
geom.add_string(fbx_name_class(shape.name.encode(), b"Geometry"))
geom.add_string(b"Shape")
tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
props = elem_properties(geom)
elem_props_template_finalize(tmpl, props)
elem_data_single_int32(geom, b"Version", FBX_GEOMETRY_SHAPE_VERSION)
elem_data_single_int32_array(geom, b"Indexes", shape_verts_idx)
elem_data_single_float64_array(geom, b"Vertices", shape_verts_co)
if write_normals:
elem_data_single_float64_array(geom, b"Normals", [0.0] * len(shape_verts_co))
# Yiha! BindPose for shapekeys too! Dodecasigh...
# XXX Not sure yet whether several bindposes on same mesh are allowed, or not... :/
fbx_data_bindpose_element(root, me_obj, me, scene_data)
# ...and now, the deformers stuff.
fbx_shape = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(shape_key))
fbx_shape.add_string(fbx_name_class(me.name.encode(), b"Deformer"))
fbx_shape.add_string(b"BlendShape")
elem_data_single_int32(fbx_shape, b"Version", FBX_DEFORMER_SHAPE_VERSION)
for channel_key, shape, shape_verts_weights in channels:
fbx_channel = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(channel_key))
fbx_channel.add_string(fbx_name_class(shape.name.encode(), b"SubDeformer"))
fbx_channel.add_string(b"BlendShapeChannel")
elem_data_single_int32(fbx_channel, b"Version", FBX_DEFORMER_SHAPECHANNEL_VERSION)
elem_data_single_float64(fbx_channel, b"DeformPercent", shape.value * 100.0) # Percents...
elem_data_single_float64_array(fbx_channel, b"FullWeights", shape_verts_weights)
# *WHY* add this in linked mesh properties too? *cry*
# No idea whether it’s percent here too, or more usual factor (assume percentage for now) :/
elem_props_template_set(fbx_me_tmpl, fbx_me_props, "p_number", shape.name.encode(), shape.value * 100.0,
animatable=True)
def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
"""
Write the Mesh (Geometry) data block.
"""
# Ugly helper... :/
def _infinite_gen(val):
while 1:
yield val
me_key, me, _free = scene_data.data_meshes[me_obj]
# In case of multiple instances of same mesh, only write it once!
if me_key in done_meshes:
return
# No gscale/gmat here, all data are supposed to be in object space.
smooth_type = scene_data.settings.mesh_smooth_type
write_normals = True # smooth_type in {'OFF'}
do_bake_space_transform = me_obj.use_bake_space_transform(scene_data)
# Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
# global matrix, so we need to apply the global matrix to the vertices to get the correct result.
geom_mat_co = scene_data.settings.global_matrix if do_bake_space_transform else None
# We need to apply the inverse transpose of the global matrix when transforming normals.
geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
if geom_mat_no is not None:
# Remove translation & scaling!
geom_mat_no.translation = Vector()
geom_mat_no.normalize()
geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(me_key))
geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
geom.add_string(b"Mesh")
tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
props = elem_properties(geom)
# Custom properties.
if scene_data.settings.use_custom_props:
fbx_data_element_custom_properties(props, me)
# Subdivision levels. Take them from the first found subsurf modifier from the
# first object that has the mesh. Write crease information if the object has
# and subsurf modifier.
write_crease = False
if scene_data.settings.use_subsurf:
last_subsurf = None
for mod in me_obj.bdata.modifiers:
if not (mod.show_render or mod.show_viewport):
continue
if mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
last_subsurf = mod
if last_subsurf:
elem_data_single_int32(geom, b"Smoothness", 2) # Display control mesh and smoothed
if last_subsurf.boundary_smooth == "PRESERVE_CORNERS":
elem_data_single_int32(geom, b"BoundaryRule", 2) # CreaseAll
else:
elem_data_single_int32(geom, b"BoundaryRule", 1) # CreaseEdge
elem_data_single_int32(geom, b"PreviewDivisionLevels", last_subsurf.levels)
elem_data_single_int32(geom, b"RenderDivisionLevels", last_subsurf.render_levels)
elem_data_single_int32(geom, b"PreserveBorders", 0)
elem_data_single_int32(geom, b"PreserveHardEdges", 0)
elem_data_single_int32(geom, b"PropagateEdgeHardness", 0)
write_crease = last_subsurf.use_creases
elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)
# Vertex cos.
t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
me.vertices.foreach_get("co", t_co)
elem_data_single_float64_array(geom, b"Vertices", chain(*vcos_transformed_gen(t_co, geom_mat_co)))
del t_co
# Polygon indices.
#
# We do loose edges as two-vertices faces, if enabled...
#
# Note we have to process Edges in the same time, as they are based on poly's loops...
loop_nbr = len(me.loops)
t_pvi = array.array(data_types.ARRAY_INT32, (0,)) * loop_nbr
t_ls = [None] * len(me.polygons)
me.loops.foreach_get("vertex_index", t_pvi)
me.polygons.foreach_get("loop_start", t_ls)
# Add "fake" faces for loose edges.
if scene_data.settings.use_mesh_edges:
t_le = tuple(e.vertices for e in me.edges if e.is_loose)
t_pvi.extend(chain(*t_le))
t_ls.extend(range(loop_nbr, loop_nbr + len(t_le), 2))
del t_le
# Edges...
# Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
# The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
# Advantage: Only one index per edge.
# Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
# for loose edges).
# We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
# (like e.g. crease).
t_eli = array.array(data_types.ARRAY_INT32)
edges_map = {}
edges_nbr = 0
if t_ls and t_pvi:
t_ls = set(t_ls)
todo_edges = [None] * len(me.edges) * 2
# Sigh, cannot access edge.key through foreach_get... :/
me.edges.foreach_get("vertices", todo_edges)
todo_edges = set((v1, v2) if v1 < v2 else (v2, v1) for v1, v2 in zip(*(iter(todo_edges),) * 2))
li = 0
vi = vi_start = t_pvi[0]
for li_next, vi_next in enumerate(t_pvi[1:] + t_pvi[:1], start=1):
if li_next in t_ls: # End of a poly's loop.
vi2 = vi_start
vi_start = vi_next
else:
vi2 = vi_next
e_key = (vi, vi2) if vi < vi2 else (vi2, vi)
if e_key in todo_edges:
t_eli.append(li)
todo_edges.remove(e_key)
edges_map[e_key] = edges_nbr
edges_nbr += 1
vi = vi_next
li = li_next
# End of edges!
# We have to ^-1 last index of each loop.
for ls in t_ls:
t_pvi[ls - 1] ^= -1
# And finally we can write data!
elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
elem_data_single_int32_array(geom, b"Edges", t_eli)
del t_pvi
del t_ls
del t_eli
# And now, layers!
# Smoothing.
if smooth_type in {'FACE', 'EDGE'}:
t_ps = None
_map = b""
if smooth_type == 'FACE':
t_ps = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
me.polygons.foreach_get("use_smooth", t_ps)
_map = b"ByPolygon"
else: # EDGE
# Write Edge Smoothing.
# Note edge is sharp also if it's used by more than two faces, or one of its faces is flat.
t_ps = array.array(data_types.ARRAY_INT32, (0,)) * edges_nbr
sharp_edges = set()
temp_sharp_edges = {}
for p in me.polygons:
if not p.use_smooth:
sharp_edges.update(p.edge_keys)
continue
for k in p.edge_keys:
if temp_sharp_edges.setdefault(k, 0) > 1:
sharp_edges.add(k)
else:
temp_sharp_edges[k] += 1
del temp_sharp_edges
for e in me.edges:
if e.key not in edges_map:
continue # Only loose edges, in theory!
t_ps[edges_map[e.key]] = not (e.use_edge_sharp or (e.key in sharp_edges))
_map = b"ByEdge"
lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
elem_data_single_string(lay_smooth, b"Name", b"")
elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps) # Sight, int32 for bool...
del t_ps
# Edge crease for subdivision
if write_crease:
t_ec = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * edges_nbr
for e in me.edges: