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                for act in bpy.data.actions:
                    # For now, *all* paths in the action must be valid for the object, to validate the action.
                    # Unless that action was already assigned to the object!
                    if act != org_act and not validate_actions(act, path_resolve):
                        continue
    
                    frame_start, frame_end = act.frame_range  # sic!
                    add_anim(animations,
    
                             fbx_animations_do(scene_data, (ob, act), frame_start, frame_end, True, {ob_obj}, True))
    
                    if pbones_matrices is not ...:
                        for pbo, mat in zip(ob.pose.bones, pbones_matrices):
                            pbo.matrix_basis = mat.copy()
    
                    ob.animation_data.action = None if org_act is ... else org_act
                    restore_object(ob, ob_copy)
    
                if pbones_matrices is not ...:
                    for pbo, mat in zip(ob.pose.bones, pbones_matrices):
                        pbo.matrix_basis = mat.copy()
    
        # Global (containing everything) animstack.
        if not scene_data.settings.bake_anim_use_nla_strips or not animations:
    
            add_anim(animations, fbx_animations_do(scene_data, None, scene.frame_start, scene.frame_end, False))
    
        # Be sure to update all matrices back to org state!
        scene.frame_set(scene.frame_current, 0.0)
    
    
        return animations, frame_start, frame_end
    
    def fbx_data_from_scene(scene, settings):
        """
        Do some pre-processing over scene's data...
        """
        objtypes = settings.object_types
    
    
        # ##### Gathering data...
    
    
        # This is rather simple for now, maybe we could end generating templates with most-used values
        # instead of default ones?
    
        objects = OrderedDict()  # Because we do not have any ordered set...
        for ob in settings.context_objects:
            if ob.type not in objtypes:
                continue
            ob_obj = ObjectWrapper(ob)
            objects[ob_obj] = None
            # Duplis...
            ob_obj.dupli_list_create(scene, 'RENDER')
            for dp_obj in ob_obj.dupli_list:
                objects[dp_obj] = None
            ob_obj.dupli_list_clear()
    
        data_lamps = OrderedDict((ob_obj.bdata.data, get_blenderID_key(ob_obj.bdata.data))
                                 for ob_obj in objects if ob_obj.type == 'LAMP')
    
        # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
    
        data_cameras = OrderedDict((ob_obj, get_blenderID_key(ob_obj.bdata.data))
                                   for ob_obj in objects if ob_obj.type == 'CAMERA')
    
        # Yep! Contains nothing, but needed!
    
        data_empties = OrderedDict((ob_obj, get_blender_empty_key(ob_obj.bdata))
                                   for ob_obj in objects if ob_obj.type == 'EMPTY')
    
        for ob_obj in objects:
            if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
                continue
            ob = ob_obj.bdata
            if ob in data_meshes:  # Happens with dupli instances.
    
            use_org_data = True
    
            if settings.use_mesh_modifiers or ob.type in BLENDER_OTHER_OBJECT_TYPES:
    
                use_org_data = False
    
                    # No need to create a new mesh in this case, if no modifier is active!
                    use_org_data = True
    
                        # For meshes, when armature export is enabled, disable Armature modifiers here!
                        if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
    
                            tmp_mods.append((mod, mod.show_render))
                            mod.show_render = False
    
                        if mod.show_render:
                            use_org_data = False
                if not use_org_data:
    
                    tmp_me = ob.to_mesh(scene, apply_modifiers=True, settings='RENDER')
    
                    data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
    
                # Re-enable temporary disabled modifiers.
                for mod, show_render in tmp_mods:
                    mod.show_render = show_render
    
                data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)
    
        # ShapeKeys.
        data_deformers_shape = OrderedDict()
    
        geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
        for me_obj, (me_key, me, _org) in data_meshes.items():
    
            if not (me.shape_keys and me.shape_keys.key_blocks):
                continue
    
            shapes_key = get_blender_mesh_shape_key(me)
    
            _cos = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
            me.vertices.foreach_get("co", _cos)
            v_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co))
    
            for shape in me.shape_keys.key_blocks:
                # Only write vertices really different from org coordinates!
                # XXX FBX does not like empty shapes (makes Unity crash e.g.), so we have to do this here... :/
                shape_verts_co = []
                shape_verts_idx = []
    
    
                shape.data.foreach_get("co", _cos)
                sv_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co))
                for idx, (sv_co, v_co) in enumerate(zip(sv_cos, v_cos)):
                    if similar_values_iter(sv_co, v_co):
    
                        # Note: Maybe this is a bit too simplistic, should we use real shape base here? Though FBX does not
                        #       have this at all... Anyway, this should cover most common cases imho.
                        continue
    
                    shape_verts_co.extend(Vector(sv_co) - Vector(v_co))
    
                    shape_verts_idx.append(idx)
    
                if not shape_verts_co:
                    continue
                channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape)
                data = (channel_key, geom_key, shape_verts_co, shape_verts_idx)
                data_deformers_shape.setdefault(me, (me_key, shapes_key, OrderedDict()))[2][shape] = data
    
        data_deformers_skin = OrderedDict()
    
        arm_parents = set()
    
        for ob_obj in tuple(objects):
            if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}):
    
            fbx_skeleton_from_armature(scene, settings, ob_obj, objects, data_meshes,
    
                                       data_bones, data_deformers_skin, arm_parents)
    
        # Generate leaf bones
        data_leaf_bones = None
        if settings.add_leaf_bones:
            data_leaf_bones = fbx_generate_leaf_bones(settings, data_bones)
    
    
        # Some world settings are embedded in FBX materials...
        if scene.world:
    
            data_world = OrderedDict(((scene.world, get_blenderID_key(scene.world)),))
    
    
        # TODO: Check all the mat stuff works even when mats are linked to Objects
        #       (we can then have the same mesh used with different materials...).
        #       *Should* work, as FBX always links its materials to Models (i.e. objects).
        #       XXX However, material indices would probably break...
    
        for ob_obj in objects:
            # If obj is not a valid object for materials, wrapper will just return an empty tuple...
            for mat_s in ob_obj.material_slots:
    
                mat = mat_s.material
    
                if mat is None:
                    continue  # Empty slots!
    
                # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
                # However, I doubt anything else than Lambert/Phong is really portable!
    
                # We support any kind of 'surface' shader though, better to have some kind of default Lambert than nothing.
    
                # Note we want to keep a 'dummy' empty mat even when we can't really support it, see T41396.
                mat_data = data_materials.get(mat)
                if mat_data is not None:
                    mat_data[1].append(ob_obj)
                else:
                    data_materials[mat] = (get_blenderID_key(mat), [ob_obj])
    
    
        # Note FBX textures also hold their mapping info.
        # TODO: Support layers?
    
        # FbxVideo also used to store static images...
    
        # For now, do not use world textures, don't think they can be linked to anything FBX wise...
        for mat in data_materials.keys():
    
            for tex, use_tex in zip(mat.texture_slots, mat.use_textures):
                if tex is None or not use_tex:
    
                    continue
                # For now, only consider image textures.
                # Note FBX does has support for procedural, but this is not portable at all (opaque blob),
                # so not useful for us.
                # TODO I think ENVIRONMENT_MAP should be usable in FBX as well, but for now let it aside.
    
                # if tex.texture.type not in {'IMAGE', 'ENVIRONMENT_MAP'}:
    
                if tex.texture.type not in {'IMAGE'}:
                    continue
                img = tex.texture.image
                if img is None:
                    continue
                # Find out whether we can actually use this texture for this material, in FBX context.
                tex_fbx_props = fbx_mat_properties_from_texture(tex)
                if not tex_fbx_props:
                    continue
    
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                tex_data = data_textures.get(tex)
                if tex_data is not None:
                    tex_data[1][mat] = tex_fbx_props
    
                    data_textures[tex] = (get_blenderID_key(tex), OrderedDict(((mat, tex_fbx_props),)))
    
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                vid_data = data_videos.get(img)
                if vid_data is not None:
                    vid_data[1].append(tex)
    
                else:
                    data_videos[img] = (get_blenderID_key(img), [tex])
    
    
        frame_start = scene.frame_start
        frame_end = scene.frame_end
    
        if settings.bake_anim:
            # From objects & bones only for a start.
    
            # Kind of hack, we need a temp scene_data for object's space handling to bake animations...
            tmp_scdata = FBXExportData(
    
                settings, scene, objects, None, 0.0, 0.0,
    
                data_empties, data_lamps, data_cameras, data_meshes, None,
    
                data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
    
            animations, frame_start, frame_end = fbx_animations(tmp_scdata)
    
        # ##### Creation of templates...
    
    
        templates = OrderedDict()
        templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
    
    
        if data_empties:
            templates[b"Null"] = fbx_template_def_null(scene, settings, nbr_users=len(data_empties))
    
    
        if data_lamps:
            templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lamps))
    
        if data_cameras:
            templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras))
    
        if data_bones:
            templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones))
    
        if data_meshes:
    
            nbr = len(data_meshes)
            if data_deformers_shape:
                nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
            templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=nbr)
    
    
        if objects:
            templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects))
    
        if arm_parents:
            # Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures
            templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents))
    
    
        if data_deformers_skin or data_deformers_shape:
            nbr = 0
            if data_deformers_skin:
                nbr += len(data_deformers_skin)
                nbr += sum(len(clusters) for def_me in data_deformers_skin.values() for a, b, clusters in def_me.values())
            if data_deformers_shape:
                nbr += len(data_deformers_shape)
                nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
            assert(nbr != 0)
    
            templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr)
    
        # No world support in FBX...
        """
        if data_world:
            templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
        """
    
        if data_materials:
            templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))
    
        if data_textures:
            templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))
    
        if data_videos:
            templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))
    
    
            nbr_astacks = len(animations)
            nbr_acnodes = 0
            nbr_acurves = 0
            for _astack_key, astack, _al, _n, _fs, _fe in animations:
                for _alayer_key, alayer in astack.values():
                    for _acnode_key, acnode, _acnode_name in alayer.values():
                        nbr_acnodes += 1
                        for _acurve_key, _dval, acurve, acurve_valid in acnode.values():
                            if acurve:
                                nbr_acurves += 1
    
            templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks)
    
            # Would be nice to have one layer per animated object, but this seems tricky and not that well supported.
    
            # So for now, only one layer per anim stack.
            templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks)
            templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes)
            templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves)
    
        templates_users = sum(tmpl.nbr_users for tmpl in templates.values())
    
    
        # ##### Creation of connections...
    
    
        connections = []
    
        # Objects (with classical parenting).
    
            # Bones are handled later.
    
            if not ob_obj.is_bone:
                par_obj = ob_obj.parent
                # Meshes parented to armature are handled separately, yet we want the 'no parent' connection (0).
                if par_obj and ob_obj.has_valid_parent(objects) and (par_obj, ob_obj) not in arm_parents:
                    connections.append((b"OO", ob_obj.fbx_uuid, par_obj.fbx_uuid, None))
                else:
                    connections.append((b"OO", ob_obj.fbx_uuid, 0, None))
    
    
        # Armature & Bone chains.
    
        for bo_obj in data_bones.keys():
            par_obj = bo_obj.parent
            if par_obj not in objects:
    
            connections.append((b"OO", bo_obj.fbx_uuid, par_obj.fbx_uuid, None))
    
        for ob_obj in objects:
            if ob_obj.is_bone:
                bo_data_key = data_bones[ob_obj]
    
                connections.append((b"OO", get_fbx_uuid_from_key(bo_data_key), ob_obj.fbx_uuid, None))
    
                if ob_obj.type == 'LAMP':
                    lamp_key = data_lamps[ob_obj.bdata.data]
    
                    connections.append((b"OO", get_fbx_uuid_from_key(lamp_key), ob_obj.fbx_uuid, None))
    
                elif ob_obj.type == 'CAMERA':
                    cam_key = data_cameras[ob_obj]
    
                    connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
    
                elif ob_obj.type == 'EMPTY':
                    empty_key = data_empties[ob_obj]
    
                    connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
    
                elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:
    
                    mesh_key, _me, _free = data_meshes[ob_obj]
    
                    connections.append((b"OO", get_fbx_uuid_from_key(mesh_key), ob_obj.fbx_uuid, None))
    
        # Leaf Bones
        for (_node_name, par_uuid, node_uuid, attr_uuid, _matrix, _hide, _size) in data_leaf_bones:
    
            connections.append((b"OO", node_uuid, par_uuid, None))
    
            connections.append((b"OO", attr_uuid, node_uuid, None))
    
    
        # 'Shape' deformers (shape keys, only for meshes currently)...
        for me_key, shapes_key, shapes in data_deformers_shape.values():
            # shape -> geometry
            connections.append((b"OO", get_fbx_uuid_from_key(shapes_key), get_fbx_uuid_from_key(me_key), None))
            for channel_key, geom_key, _shape_verts_co, _shape_verts_idx in shapes.values():
                # shape channel -> shape
                connections.append((b"OO", get_fbx_uuid_from_key(channel_key), get_fbx_uuid_from_key(shapes_key), None))
                # geometry (keys) -> shape channel
                connections.append((b"OO", get_fbx_uuid_from_key(geom_key), get_fbx_uuid_from_key(channel_key), None))
    
        # 'Skin' deformers (armature-to-geometry, only for meshes currently)...
        for arm, deformed_meshes in data_deformers_skin.items():
    
            for me, (skin_key, ob_obj, clusters) in deformed_meshes.items():
    
                mesh_key, _me, _free = data_meshes[ob_obj]
    
                connections.append((b"OO", get_fbx_uuid_from_key(skin_key), get_fbx_uuid_from_key(mesh_key), None))
    
                for bo_obj, clstr_key in clusters.items():
    
                    connections.append((b"OO", get_fbx_uuid_from_key(clstr_key), get_fbx_uuid_from_key(skin_key), None))
    
                    connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None))
    
        for mat, (mat_key, ob_objs) in data_materials.items():
            for ob_obj in ob_objs:
    
                connections.append((b"OO", get_fbx_uuid_from_key(mat_key), ob_obj.fbx_uuid, None))
    
                # Get index of this mat for this object (or dupliobject).
                # Mat indices for mesh faces are determined by their order in 'mat to ob' connections.
                # Only mats for meshes currently...
                # Note in case of dupliobjects a same me/mat idx will be generated several times...
                # Should not be an issue in practice, and it's needed in case we export duplis but not the original!
                if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
                    continue
    
                _mesh_key, me, _free = data_meshes[ob_obj]
    
                idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
                mesh_mat_indices.setdefault(me, OrderedDict())[mat] = idx
    
        del _objs_indices
    
        # Textures
        for tex, (tex_key, mats) in data_textures.items():
            for mat, fbx_mat_props in mats.items():
    
                mat_key, _ob_objs = data_materials[mat]
    
                for fbx_prop in fbx_mat_props:
                    # texture -> material properties
    
                    connections.append((b"OP", get_fbx_uuid_from_key(tex_key), get_fbx_uuid_from_key(mat_key), fbx_prop))
    
    
        # Images
        for vid, (vid_key, texs) in data_videos.items():
            for tex in texs:
                tex_key, _texs = data_textures[tex]
    
                connections.append((b"OO", get_fbx_uuid_from_key(vid_key), get_fbx_uuid_from_key(tex_key), None))
    
        # Animations
    
        for astack_key, astack, alayer_key, _name, _fstart, _fend in animations:
    
            # Animstack itself is linked nowhere!
    
            astack_id = get_fbx_uuid_from_key(astack_key)
    
            alayer_id = get_fbx_uuid_from_key(alayer_key)
    
            connections.append((b"OO", alayer_id, astack_id, None))
    
            for elem_key, (alayer_key, acurvenodes) in astack.items():
                elem_id = get_fbx_uuid_from_key(elem_key)
    
                # Animlayer -> animstack.
    
                # alayer_id = get_fbx_uuid_from_key(alayer_key)
    
                # connections.append((b"OO", alayer_id, astack_id, None))
    
                for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
    
                    # Animcurvenode -> animalayer.
    
                    acurvenode_id = get_fbx_uuid_from_key(acurvenode_key)
    
                    connections.append((b"OO", acurvenode_id, alayer_id, None))
                    # Animcurvenode -> object property.
    
                    connections.append((b"OP", acurvenode_id, elem_id, fbx_prop.encode()))
    
                    for fbx_item, (acurve_key, default_value, acurve, acurve_valid) in acurves.items():
    
                        if acurve:
                            # Animcurve -> Animcurvenode.
    
                            connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
    
        # ##### And pack all this!
    
            templates, templates_users, connections,
    
            settings, scene, objects, animations, frame_start, frame_end,
    
            data_empties, data_lamps, data_cameras, data_meshes, mesh_mat_indices,
    
            data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
    
            data_world, data_materials, data_textures, data_videos,
        )
    
    
    
    def fbx_scene_data_cleanup(scene_data):
        """
        Some final cleanup...
        """
        # Delete temp meshes.
        for _key, me, free in scene_data.data_meshes.values():
            if free:
                bpy.data.meshes.remove(me)
    
    
    
    # ##### Top-level FBX elements generators. #####
    
    
    def fbx_header_elements(root, scene_data, time=None):
        """
        Write boiling code of FBX root.
        time is expected to be a datetime.datetime object, or None (using now() in this case).
        """
    
        app_vendor = "Blender Foundation"
        app_name = "Blender (stable FBX IO)"
        app_ver = bpy.app.version_string
    
        # ##### Start of FBXHeaderExtension element.
    
        header_ext = elem_empty(root, b"FBXHeaderExtension")
    
        elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)
    
        elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)
    
        # No encryption!
        elem_data_single_int32(header_ext, b"EncryptionType", 0)
    
        if time is None:
            time = datetime.datetime.now()
        elem = elem_empty(header_ext, b"CreationTimeStamp")
        elem_data_single_int32(elem, b"Version", 1000)
        elem_data_single_int32(elem, b"Year", time.year)
        elem_data_single_int32(elem, b"Month", time.month)
        elem_data_single_int32(elem, b"Day", time.day)
        elem_data_single_int32(elem, b"Hour", time.hour)
        elem_data_single_int32(elem, b"Minute", time.minute)
        elem_data_single_int32(elem, b"Second", time.second)
        elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)
    
    
        elem_data_single_string_unicode(header_ext, b"Creator", "%s - %s" % (app_name, app_ver))
    
    
        # 'SceneInfo' seems mandatory to get a valid FBX file...
        # TODO use real values!
        # XXX Should we use scene.name.encode() here?
        scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
        scene_info.add_string(b"UserData")
        elem_data_single_string(scene_info, b"Type", b"UserData")
        elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
        meta_data = elem_empty(scene_info, b"MetaData")
        elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
        elem_data_single_string(meta_data, b"Title", b"")
        elem_data_single_string(meta_data, b"Subject", b"")
        elem_data_single_string(meta_data, b"Author", b"")
        elem_data_single_string(meta_data, b"Keywords", b"")
        elem_data_single_string(meta_data, b"Revision", b"")
        elem_data_single_string(meta_data, b"Comment", b"")
    
        props = elem_properties(scene_info)
        elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
        elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
        original = elem_props_compound(props, b"Original")
    
        original("p_string", b"ApplicationVendor", app_vendor)
        original("p_string", b"ApplicationName", app_name)
        original("p_string", b"ApplicationVersion", app_ver)
    
        original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
        original("p_string", b"FileName", "/foobar.fbx")
        lastsaved = elem_props_compound(props, b"LastSaved")
    
        lastsaved("p_string", b"ApplicationVendor", app_vendor)
        lastsaved("p_string", b"ApplicationName", app_name)
        lastsaved("p_string", b"ApplicationVersion", app_ver)
    
        lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
    
    
        # ##### End of FBXHeaderExtension element.
    
    
        # FileID is replaced by dummy value currently...
        elem_data_single_bytes(root, b"FileId", b"FooBar")
    
        # CreationTime is replaced by dummy value currently, but anyway...
        elem_data_single_string_unicode(root, b"CreationTime",
                                        "{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
                                        "".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
                                                  time.microsecond * 1000))
    
    
        elem_data_single_string_unicode(root, b"Creator", "%s - %s" % (app_name, app_ver))
    
        # ##### Start of GlobalSettings element.
    
        global_settings = elem_empty(root, b"GlobalSettings")
    
        scene = scene_data.scene
    
    
        elem_data_single_int32(global_settings, b"Version", 1000)
    
        props = elem_properties(global_settings)
        up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
    
        # Currently not sure about that, but looks like default unit of FBX is cm...
        scale_factor = (1.0 if scene.unit_settings.system == 'NONE' else scene.unit_settings.scale_length) * 100
    
        elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
        elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
        elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
        elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
        elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
        elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
    
        elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
        elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
    
        elem_props_set(props, "p_double", b"UnitScaleFactor", scale_factor)
        elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", scale_factor)
    
        elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
        elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")
    
        r = scene.render
        _, fbx_fps_mode = FBX_FRAMERATES[0]  # Custom framerate.
        fbx_fps = fps = r.fps / r.fps_base
    
        for ref_fps, fps_mode in FBX_FRAMERATES:
            if similar_values(fps, ref_fps):
                fbx_fps = ref_fps
                fbx_fps_mode = fps_mode
        elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode)
    
        elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
        elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
    
        elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps)
    
        # ##### End of GlobalSettings element.
    
    
    
    def fbx_documents_elements(root, scene_data):
        """
        Write 'Document' part of FBX root.
        Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
        time is expected to be a datetime.datetime object, or None (using now() in this case).
        """
        name = scene_data.scene.name
    
    
        # ##### Start of Documents element.
    
        docs = elem_empty(root, b"Documents")
    
        elem_data_single_int32(docs, b"Count", 1)
    
    
        doc_uid = get_fbx_uuid_from_key("__FBX_Document__" + name)
    
        doc = elem_data_single_int64(docs, b"Document", doc_uid)
    
        doc.add_string_unicode(name)
    
        props = elem_properties(doc)
        elem_props_set(props, "p_object", b"SourceObject")
        elem_props_set(props, "p_string", b"ActiveAnimStackName", "")
    
        # XXX Some kind of ID? Offset?
        #     Anyway, as long as we have only one doc, probably not an issue.
        elem_data_single_int64(doc, b"RootNode", 0)
    
    
    def fbx_references_elements(root, scene_data):
        """
        Have no idea what references are in FBX currently... Just writing empty element.
        """
        docs = elem_empty(root, b"References")
    
    
    def fbx_definitions_elements(root, scene_data):
        """
        Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
        """
        definitions = elem_empty(root, b"Definitions")
    
        elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
        elem_data_single_int32(definitions, b"Count", scene_data.templates_users)
    
        fbx_templates_generate(definitions, scene_data.templates)
    
    
    def fbx_objects_elements(root, scene_data):
        """
        Data (objects, geometry, material, textures, armatures, etc.
        """
        objects = elem_empty(root, b"Objects")
    
    
            fbx_data_empty_elements(objects, empty, scene_data)
    
    
            fbx_data_lamp_elements(objects, lamp, scene_data)
    
    
            fbx_data_camera_elements(objects, cam, scene_data)
    
    
        done_meshes = set()
    
        for me_obj in scene_data.data_meshes:
            fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
    
        for ob_obj in scene_data.objects:
            if ob_obj.is_dupli:
    
            fbx_data_object_elements(objects, ob_obj, scene_data)
            ob_obj.dupli_list_create(scene_data.scene, 'RENDER')
            for dp_obj in ob_obj.dupli_list:
                if dp_obj not in scene_data.objects:
                    continue
                fbx_data_object_elements(objects, dp_obj, scene_data)
            ob_obj.dupli_list_clear()
    
        for ob_obj in scene_data.objects:
            if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'):
    
            fbx_data_armature_elements(objects, ob_obj, scene_data)
    
        if scene_data.data_leaf_bones:
            fbx_data_leaf_bone_elements(objects, scene_data)
    
    
            fbx_data_material_elements(objects, mat, scene_data)
    
    
            fbx_data_texture_file_elements(objects, tex, scene_data)
    
    
            fbx_data_video_elements(objects, vid, scene_data)
    
    
        fbx_data_animation_elements(objects, scene_data)
    
    
    
    def fbx_connections_elements(root, scene_data):
        """
        Relations between Objects (which material uses which texture, and so on).
        """
        connections = elem_empty(root, b"Connections")
    
        for c in scene_data.connections:
            elem_connection(connections, *c)
    
    
    def fbx_takes_elements(root, scene_data):
        """
    
        # XXX Pretty sure takes are no more needed...
    
        takes = elem_empty(root, b"Takes")
        elem_data_single_string(takes, b"Current", b"")
    
    
        animations = scene_data.animations
    
        for astack_key, animations, alayer_key, name, f_start, f_end in animations:
            scene = scene_data.scene
            fps = scene.render.fps / scene.render.fps_base
    
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            start_ktime = int(convert_sec_to_ktime(f_start / fps))
            end_ktime = int(convert_sec_to_ktime(f_end / fps))
    
    
            take = elem_data_single_string(takes, b"Take", name)
            elem_data_single_string(take, b"FileName", name + b".tak")
            take_loc_time = elem_data_single_int64(take, b"LocalTime", start_ktime)
            take_loc_time.add_int64(end_ktime)
            take_ref_time = elem_data_single_int64(take, b"ReferenceTime", start_ktime)
            take_ref_time.add_int64(end_ktime)
    
    # ##### "Main" functions. #####
    
    # This func can be called with just the filepath
    def save_single(operator, scene, filepath="",
                    global_matrix=Matrix(),
                    axis_up="Z",
                    axis_forward="Y",
                    context_objects=None,
                    object_types=None,
                    use_mesh_modifiers=True,
                    mesh_smooth_type='FACE',
    
                    use_armature_deform_only=False,
    
                    bake_anim=True,
    
                    bake_anim_use_all_actions=True,
    
                    bake_anim_step=1.0,
                    bake_anim_simplify_factor=1.0,
    
                    add_leaf_bones=False,
                    primary_bone_axis='Y',
                    secondary_bone_axis='X',
    
                    use_metadata=True,
                    path_mode='AUTO',
                    use_mesh_edges=True,
                    use_tspace=True,
                    embed_textures=False,
    
                    use_custom_props=False,
    
        # Clear cached ObjectWrappers (just in case...).
        ObjectWrapper.cache_clear()
    
    
        if object_types is None:
    
            object_types = {'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'}
    
        if 'OTHER' in object_types:
            object_types |= BLENDER_OTHER_OBJECT_TYPES
    
        # Scale/unit mess. FBX can store the 'reference' unit of a file in its UnitScaleFactor property
        # (1.0 meaning centimeter, afaik). We use that to reflect user's default unit as set in Blender with scale_length.
        # However, we always get values in BU (i.e. meters), so we have to reverse-apply that scale in global matrix...
        if scene.unit_settings.system != 'NONE':
            global_matrix = global_matrix * Matrix.Scale(1.0 / scene.unit_settings.scale_length, 4)
    
        global_scale = global_matrix.median_scale
    
        global_matrix_inv = global_matrix.inverted()
    
        # For transforming mesh normals.
        global_matrix_inv_transposed = global_matrix_inv.transposed()
    
    
        # Only embed textures in COPY mode!
        if embed_textures and path_mode != 'COPY':
            embed_textures = False
    
    
        # Calcuate bone correction matrix
        bone_correction_matrix = None  # Default is None = no change
        bone_correction_matrix_inv = None
        if (primary_bone_axis, secondary_bone_axis) != ('Y', 'X'):
            from bpy_extras.io_utils import axis_conversion
            bone_correction_matrix = axis_conversion(from_forward=secondary_bone_axis,
                                                     from_up=primary_bone_axis,
                                                     to_forward='X',
                                                     to_up='Y',
                                                     ).to_4x4()
            bone_correction_matrix_inv = bone_correction_matrix.inverted()
    
    
    
            path_mode,
            os.path.dirname(bpy.data.filepath),  # base_src
            os.path.dirname(filepath),  # base_dst
            # Local dir where to put images (medias), using FBX conventions.
            os.path.splitext(os.path.basename(filepath))[0] + ".fbm",  # subdir
            embed_textures,
            set(),  # copy_set
        )
    
    
            operator.report, (axis_up, axis_forward), global_matrix, global_scale,
    
            bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
    
            context_objects, object_types, use_mesh_modifiers,
    
            mesh_smooth_type, use_mesh_edges, use_tspace,
            use_armature_deform_only, add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv,
    
            bake_anim, bake_anim_use_nla_strips, bake_anim_use_all_actions, bake_anim_step, bake_anim_simplify_factor,
    
            False, media_settings, use_custom_props,
    
        )
    
        import bpy_extras.io_utils
    
        print('\nFBX export starting... %r' % filepath)
        start_time = time.process_time()
    
        # Generate some data about exported scene...
        scene_data = fbx_data_from_scene(scene, settings)
    
        root = elem_empty(None, b"")  # Root element has no id, as it is not saved per se!
    
        # Mostly FBXHeaderExtension and GlobalSettings.
        fbx_header_elements(root, scene_data)
    
        # Documents and References are pretty much void currently.
        fbx_documents_elements(root, scene_data)
        fbx_references_elements(root, scene_data)
    
        # Templates definitions.
        fbx_definitions_elements(root, scene_data)
    
        # Actual data.
        fbx_objects_elements(root, scene_data)
    
        # How data are inter-connected.
        fbx_connections_elements(root, scene_data)
    
        # Animation.
        fbx_takes_elements(root, scene_data)
    
    
        # And we are down, we can write the whole thing!
        encode_bin.write(filepath, root, FBX_VERSION)
    
    
        # Clear cached ObjectWrappers!
        ObjectWrapper.cache_clear()
    
    
        # copy all collected files, if we did not embed them.
        if not media_settings.embed_textures:
            bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)
    
        print('export finished in %.4f sec.' % (time.process_time() - start_time))
        return {'FINISHED'}
    
    
    # defaults for applications, currently only unity but could add others.
    def defaults_unity3d():
        return {
    
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            # These options seem to produce the same result as the old Ascii exporter in Unity3D:
            "version": 'BIN7400',
            "axis_up": 'Y',
            "axis_forward": '-Z',
    
            "global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
    
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            # Should really be True, but it can cause problems if a model is already in a scene or prefab
            # with the old transforms.
            "bake_space_transform": False,
    
    
            "use_selection": False,
    
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            "object_types": {'ARMATURE', 'EMPTY', 'MESH', 'OTHER'},
    
            "use_mesh_modifiers": True,
    
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            "use_mesh_edges": False,
            "mesh_smooth_type": 'FACE',
            "use_tspace": False,  # XXX Why? Unity is expected to support tspace import...
    
            "use_armature_deform_only": True,
    
    
            "use_custom_props": True,
    
            "bake_anim": True,
    
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            "bake_anim_simplify_factor": 1.0,
            "bake_anim_step": 1.0,
            "bake_anim_use_nla_strips": True,
            "bake_anim_use_all_actions": True,
    
            "add_leaf_bones": False,  # Avoid memory/performance cost for something only useful for modelling
            "primary_bone_axis": 'Y',  # Doesn't really matter for Unity, so leave unchanged
            "secondary_bone_axis": 'X',
    
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            "path_mode": 'AUTO',
            "embed_textures": False,
    
            "batch_mode": 'OFF',
        }
    
    
    def save(operator, context,
             filepath="",
             use_selection=False,
             batch_mode='OFF',
             use_batch_own_dir=False,
             **kwargs
             ):
        """
        This is a wrapper around save_single, which handles multi-scenes (or groups) cases, when batch-exporting a whole
        .blend file.
        """
    
        ret = None
    
        org_mode = None
        if context.active_object and context.active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
            org_mode = context.active_object.mode
            bpy.ops.object.mode_set(mode='OBJECT')
    
        if batch_mode == 'OFF':
            kwargs_mod = kwargs.copy()
            if use_selection:
                kwargs_mod["context_objects"] = context.selected_objects
            else:
                kwargs_mod["context_objects"] = context.scene.objects
    
            ret = save_single(operator, context.scene, filepath, **kwargs_mod)
        else:
            fbxpath = filepath
    
            prefix = os.path.basename(fbxpath)
            if prefix:
                fbxpath = os.path.dirname(fbxpath)
    
            if batch_mode == 'GROUP':
                data_seq = bpy.data.groups
            else:
                data_seq = bpy.data.scenes
    
            # call this function within a loop with BATCH_ENABLE == False
            # no scene switching done at the moment.
            # orig_sce = context.scene
    
            new_fbxpath = fbxpath  # own dir option modifies, we need to keep an original
            for data in data_seq:  # scene or group
                newname = "_".join((prefix, bpy.path.clean_name(data.name)))
    
                if use_batch_own_dir:
                    new_fbxpath = os.path.join(fbxpath, newname)
                    # path may already exist
                    # TODO - might exist but be a file. unlikely but should probably account for it.
    
                    if not os.path.exists(new_fbxpath):
                        os.makedirs(new_fbxpath)
    
                filepath = os.path.join(new_fbxpath, newname + '.fbx')
    
                print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
    
                if batch_mode == 'GROUP':  # group
                    # group, so objects update properly, add a dummy scene.
                    scene = bpy.data.scenes.new(name="FBX_Temp")
                    scene.layers = [True] * 20
                    # bpy.data.scenes.active = scene # XXX, cant switch
    
                    src_scenes = {}  # Count how much each 'source' scenes are used.
    
                    for ob_base in data.objects:
    
                        for src_sce in ob_base.users_scene:
                            if src_sce not in src_scenes:
                                src_scenes[src_sce] = 0
                            src_scenes[src_sce] += 1
    
                        scene.objects.link(ob_base)
    
    
                    # Find the 'most used' source scene, and use its unit settings. This is somewhat weak, but should work
                    # fine in most cases, and avoids stupid issues like T41931.
                    best_src_scene = None
                    best_src_scene_users = 0
                    for sce, nbr_users in src_scenes.items():
                        if (nbr_users) > best_src_scene_users:
                            best_src_scene_users = nbr_users
                            best_src_scene = sce
                    scene.unit_settings.system = best_src_scene.unit_settings.system
                    scene.unit_settings.system_rotation = best_src_scene.unit_settings.system_rotation
                    scene.unit_settings.scale_length = best_src_scene.unit_settings.scale_length
    
    
                    scene.update()
                    # TODO - BUMMER! Armatures not in the group wont animate the mesh
                else:
                    scene = data
    
                kwargs_batch = kwargs.copy()
                kwargs_batch["context_objects"] = data.objects
    
                save_single(operator, scene, filepath, **kwargs_batch)
    
                if batch_mode == 'GROUP':
                    # remove temp group scene
                    bpy.data.scenes.remove(scene)
    
            # no active scene changing!
            # bpy.data.scenes.active = orig_sce
    
            ret = {'FINISHED'}  # so the script wont run after we have batch exported.
    
        if context.active_object and org_mode and bpy.ops.object.mode_set.poll():
            bpy.ops.object.mode_set(mode=org_mode)
    
        return ret