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  • # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    # <pep8 compliant>
    
    # Script copyright (C) Blender Foundation
    
    
    # FBX 7.1.0 -> 7.4.0 loader for Blender
    
    # Not totally pep8 compliant.
    #   pep8 import_fbx.py --ignore=E501,E123,E702,E125
    
    
    if "bpy" in locals():
        import importlib
        if "parse_fbx" in locals():
            importlib.reload(parse_fbx)
    
        if "fbx_utils" in locals():
            importlib.reload(fbx_utils)
    
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    from . import parse_fbx, fbx_utils
    
    from .parse_fbx import data_types, FBXElem
    
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    from .fbx_utils import (
        units_convertor_iter,
        array_to_matrix4,
        similar_values,
        similar_values_iter,
    
    # global singleton, assign on execution
    fbx_elem_nil = None
    
    
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    # Units convertors...
    convert_deg_to_rad_iter = units_convertor_iter("degree", "radian")
    
    MAT_CONVERT_BONE = fbx_utils.MAT_CONVERT_BONE.inverted()
    MAT_CONVERT_LAMP = fbx_utils.MAT_CONVERT_LAMP.inverted()
    MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA.inverted()
    
    
    def elem_find_first(elem, id_search, default=None):
    
        for fbx_item in elem.elems:
            if fbx_item.id == id_search:
                return fbx_item
    
    def elem_find_iter(elem, id_search):
        for fbx_item in elem.elems:
            if fbx_item.id == id_search:
                yield fbx_item
    
    
    
    def elem_find_first_string(elem, id_search):
        fbx_item = elem_find_first(elem, id_search)
        if fbx_item is not None:
            assert(len(fbx_item.props) == 1)
            assert(fbx_item.props_type[0] == data_types.STRING)
            return fbx_item.props[0].decode('utf-8')
        return None
    
    
    def elem_find_first_bytes(elem, id_search, decode=True):
        fbx_item = elem_find_first(elem, id_search)
        if fbx_item is not None:
            assert(len(fbx_item.props) == 1)
            assert(fbx_item.props_type[0] == data_types.STRING)
            return fbx_item.props[0]
        return None
    
    
    def elem_repr(elem):
        return "%s: props[%d=%r], elems=(%r)" % (
            elem.id,
            len(elem.props),
            ", ".join([repr(p) for p in elem.props]),
            # elem.props_type,
            b", ".join([e.id for e in elem.elems]),
            )
    
    
    def elem_split_name_class(elem):
        assert(elem.props_type[-2] == data_types.STRING)
        elem_name, elem_class = elem.props[-2].split(b'\x00\x01')
        return elem_name, elem_class
    
    
    
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    def elem_name_ensure_class(elem, clss=...):
        elem_name, elem_class = elem_split_name_class(elem)
        if clss is not ...:
            assert(elem_class == clss)
        return elem_name.decode('utf-8')
    
    
    
    def elem_split_name_class_nodeattr(elem):
        assert(elem.props_type[-2] == data_types.STRING)
        elem_name, elem_class = elem.props[-2].split(b'\x00\x01')
        assert(elem_class == b'NodeAttribute')
        assert(elem.props_type[-1] == data_types.STRING)
        elem_class = elem.props[-1]
        return elem_name, elem_class
    
    
    
    def elem_uuid(elem):
        assert(elem.props_type[0] == data_types.INT64)
        return elem.props[0]
    
    
    
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    def elem_prop_first(elem, default=None):
        return elem.props[0] if (elem is not None) and elem.props else default
    
    
    
    # ----
    # Support for
    # Properties70: { ... P:
    def elem_props_find_first(elem, elem_prop_id):
    
    
        # support for templates (tuple of elems)
        if type(elem) is not FBXElem:
            assert(type(elem) is tuple)
            for e in elem:
                result = elem_props_find_first(e, elem_prop_id)
                if result is not None:
                    return result
            assert(len(elem) > 0)
            return None
    
    
        for subelem in elem.elems:
            assert(subelem.id == b'P')
            if subelem.props[0] == elem_prop_id:
                return subelem
        return None
    
    
    def elem_props_get_color_rgb(elem, elem_prop_id, default=None):
        elem_prop = elem_props_find_first(elem, elem_prop_id)
        if elem_prop is not None:
            assert(elem_prop.props[0] == elem_prop_id)
            if elem_prop.props[1] == b'Color':
                # FBX version 7300
                assert(elem_prop.props[1] == b'Color')
                assert(elem_prop.props[2] == b'')
    
                assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
    
            else:
                assert(elem_prop.props[1] == b'ColorRGB')
                assert(elem_prop.props[2] == b'Color')
            assert(elem_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
            return elem_prop.props[4:7]
        return default
    
    
    
    def elem_props_get_vector_3d(elem, elem_prop_id, default=None):
        elem_prop = elem_props_find_first(elem, elem_prop_id)
        if elem_prop is not None:
            assert(elem_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
            return elem_prop.props[4:7]
        return default
    
    
    
    def elem_props_get_number(elem, elem_prop_id, default=None):
        elem_prop = elem_props_find_first(elem, elem_prop_id)
        if elem_prop is not None:
            assert(elem_prop.props[0] == elem_prop_id)
            if elem_prop.props[1] == b'double':
                assert(elem_prop.props[1] == b'double')
                assert(elem_prop.props[2] == b'Number')
            else:
                assert(elem_prop.props[1] == b'Number')
                assert(elem_prop.props[2] == b'')
    
                assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
    
    
            # we could allow other number types
            assert(elem_prop.props_type[4] == data_types.FLOAT64)
    
            return elem_prop.props[4]
        return default
    
    
    
    def elem_props_get_integer(elem, elem_prop_id, default=None):
        elem_prop = elem_props_find_first(elem, elem_prop_id)
        if elem_prop is not None:
            assert(elem_prop.props[0] == elem_prop_id)
            if elem_prop.props[1] == b'int':
                assert(elem_prop.props[1] == b'int')
                assert(elem_prop.props[2] == b'Integer')
            elif elem_prop.props[1] == b'ULongLong':
                assert(elem_prop.props[1] == b'ULongLong')
                assert(elem_prop.props[2] == b'')
    
            # we could allow other number types
            assert(elem_prop.props_type[4] in {data_types.INT32, data_types.INT64})
    
            return elem_prop.props[4]
        return default
    
    
    
    def elem_props_get_bool(elem, elem_prop_id, default=None):
        elem_prop = elem_props_find_first(elem, elem_prop_id)
        if elem_prop is not None:
            assert(elem_prop.props[0] == elem_prop_id)
            assert(elem_prop.props[1] == b'bool')
            assert(elem_prop.props[2] == b'')
            assert(elem_prop.props[3] == b'')
    
            # we could allow other number types
            assert(elem_prop.props_type[4] == data_types.INT32)
    
            assert(elem_prop.props[4] in {0, 1})
    
    def elem_props_get_enum(elem, elem_prop_id, default=None):
        elem_prop = elem_props_find_first(elem, elem_prop_id)
        if elem_prop is not None:
            assert(elem_prop.props[0] == elem_prop_id)
            assert(elem_prop.props[1] == b'enum')
            assert(elem_prop.props[2] == b'')
            assert(elem_prop.props[3] == b'')
    
            # we could allow other number types
            assert(elem_prop.props_type[4] == data_types.INT32)
    
            return elem_prop.props[4]
        return default
    
    
    
    def elem_props_get_visibility(elem, elem_prop_id, default=None):
        elem_prop = elem_props_find_first(elem, elem_prop_id)
        if elem_prop is not None:
            assert(elem_prop.props[0] == elem_prop_id)
            assert(elem_prop.props[1] == b'Visibility')
            assert(elem_prop.props[2] == b'')
            assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
    
            # we could allow other number types
            assert(elem_prop.props_type[4] == data_types.FLOAT64)
    
            return elem_prop.props[4]
        return default
    
    
    
    # ----------------------------------------------------------------------------
    # Blender
    
    # ------
    # Object
    
    FBXTransformData = namedtuple("FBXTransformData", (
        "loc",
        "rot", "rot_ofs", "rot_piv", "pre_rot", "pst_rot", "rot_ord", "rot_alt_mat",
        "sca", "sca_ofs", "sca_piv",
    ))
    
    def blen_read_custom_properties(fbx_obj, blen_obj, settings):
        # There doesn't seem to be a way to put user properties into templates, so this only get the object properties:
        fbx_obj_props = elem_find_first(fbx_obj, b'Properties70')
        if fbx_obj_props:
            for fbx_prop in fbx_obj_props.elems:
                assert(fbx_prop.id == b'P')
    
                if b'U' in fbx_prop.props[3]:
                    if fbx_prop.props[0] == b'UDP3DSMAX':
                        # Special case for 3DS Max user properties:
                        assert(fbx_prop.props[1] == b'KString')
                        assert(fbx_prop.props_type[4] == data_types.STRING)
                        items = fbx_prop.props[4].decode('utf-8')
                        for item in items.split('\r\n'):
                            if item:
                                prop_name, prop_value = item.split('=', 1)
                                blen_obj[prop_name.strip()] = prop_value.strip()
                    else:
                        prop_name = fbx_prop.props[0].decode('utf-8')
                        prop_type = fbx_prop.props[1]
                        if prop_type in {b'Vector', b'Vector3D', b'Color', b'ColorRGB'}:
                            assert(fbx_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
                            blen_obj[prop_name] = fbx_prop.props[4:7]
                        elif prop_type in {b'Vector4', b'ColorRGBA'}:
                            assert(fbx_prop.props_type[4:8] == bytes((data_types.FLOAT64,)) * 4)
                            blen_obj[prop_name] = fbx_prop.props[4:8]
                        elif prop_type == b'Vector2D':
                            assert(fbx_prop.props_type[4:6] == bytes((data_types.FLOAT64,)) * 2)
                            blen_obj[prop_name] = fbx_prop.props[4:6]
                        elif prop_type in {b'Integer', b'int'}:
                            assert(fbx_prop.props_type[4] == data_types.INT32)
                            blen_obj[prop_name] = fbx_prop.props[4]
                        elif prop_type == b'KString':
                            assert(fbx_prop.props_type[4] == data_types.STRING)
                            blen_obj[prop_name] = fbx_prop.props[4].decode('utf-8')
                        elif prop_type in {b'Number', b'double', b'Double'}:
                            assert(fbx_prop.props_type[4] == data_types.FLOAT64)
                            blen_obj[prop_name] = fbx_prop.props[4]
                        elif prop_type in {b'Float', b'float'}:
                            assert(fbx_prop.props_type[4] == data_types.FLOAT32)
                            blen_obj[prop_name] = fbx_prop.props[4]
                        elif prop_type in {b'Bool', b'bool'}:
                            assert(fbx_prop.props_type[4] == data_types.INT32)
                            blen_obj[prop_name] = fbx_prop.props[4] != 0
                        elif prop_type in {b'Enum', b'enum'}:
                            assert(fbx_prop.props_type[4:6] == bytes((data_types.INT32, data_types.STRING)))
                            val = fbx_prop.props[4]
                            if settings.use_custom_props_enum_as_string:
                                enum_items = fbx_prop.props[5].decode('utf-8').split('~')
                                assert(val >= 0 and val < len(enum_items))
                                blen_obj[prop_name] = enum_items[val]
                            else:
                                blen_obj[prop_name] = val
                        else:
                            print ("WARNING: User property type '%s' is not supported" % prop_type.decode('utf-8'))
    
    
    
    def blen_read_object_transform_do(transform_data):
        from mathutils import Matrix, Euler
    
        # translation
        lcl_translation = Matrix.Translation(transform_data.loc)
    
        # rotation
        to_rot = lambda rot, rot_ord: Euler(convert_deg_to_rad_iter(rot), rot_ord).to_matrix().to_4x4()
        lcl_rot = to_rot(transform_data.rot, transform_data.rot_ord) * transform_data.rot_alt_mat
        pre_rot = to_rot(transform_data.pre_rot, transform_data.rot_ord)
        pst_rot = to_rot(transform_data.pst_rot, transform_data.rot_ord)
    
        rot_ofs = Matrix.Translation(transform_data.rot_ofs)
        rot_piv = Matrix.Translation(transform_data.rot_piv)
        sca_ofs = Matrix.Translation(transform_data.sca_ofs)
        sca_piv = Matrix.Translation(transform_data.sca_piv)
    
        # scale
        lcl_scale = Matrix()
        lcl_scale[0][0], lcl_scale[1][1], lcl_scale[2][2] = transform_data.sca
    
        return (
            lcl_translation *
            rot_ofs *
            rot_piv *
            pre_rot *
            lcl_rot *
            pst_rot *
            rot_piv.inverted() *
            sca_ofs *
            sca_piv *
            lcl_scale *
            sca_piv.inverted()
        )
    
    # XXX This might be weak, now that we can add vgroups from both bones and shapes, name collisions become
    #     more likely, will have to make this more robust!!!
    def add_vgroup_to_objects(vg_indices, vg_weights, vg_name, objects):
        assert(len(vg_indices) == len(vg_weights))
        if vg_indices:
            for obj in objects:
                # We replace/override here...
                vg = obj.vertex_groups.get(vg_name)
                if vg is None:
                    vg = obj.vertex_groups.new(vg_name)
                for i, w in zip(vg_indices, vg_weights):
                    vg.add((i,), w, 'REPLACE')
    
    
    
    def blen_read_object_transform_preprocess(fbx_props, fbx_obj, rot_alt_mat):
    
        # This is quite involved, 'fbxRNode.cpp' from openscenegraph used as a reference
    
        const_vector_zero_3d = 0.0, 0.0, 0.0
        const_vector_one_3d = 1.0, 1.0, 1.0
    
        loc = list(elem_props_get_vector_3d(fbx_props, b'Lcl Translation', const_vector_zero_3d))
        rot = list(elem_props_get_vector_3d(fbx_props, b'Lcl Rotation', const_vector_zero_3d))
        sca = list(elem_props_get_vector_3d(fbx_props, b'Lcl Scaling', const_vector_one_3d))
    
        rot_ofs = elem_props_get_vector_3d(fbx_props, b'RotationOffset', const_vector_zero_3d)
        rot_piv = elem_props_get_vector_3d(fbx_props, b'RotationPivot', const_vector_zero_3d)
        sca_ofs = elem_props_get_vector_3d(fbx_props, b'ScalingOffset', const_vector_zero_3d)
        sca_piv = elem_props_get_vector_3d(fbx_props, b'ScalingPivot', const_vector_zero_3d)
    
        is_rot_act = elem_props_get_bool(fbx_props, b'RotationActive', False)
    
        if is_rot_act:
            pre_rot = elem_props_get_vector_3d(fbx_props, b'PreRotation', const_vector_zero_3d)
            pst_rot = elem_props_get_vector_3d(fbx_props, b'PostRotation', const_vector_zero_3d)
            rot_ord = {
                0: 'XYZ',
    
                1: 'XYZ',
                2: 'XZY',
                3: 'YZX',
                4: 'YXZ',
                5: 'ZXY',
                6: 'ZYX',
    
                }.get(elem_props_get_enum(fbx_props, b'RotationOrder', 0))
    
        else:
            pre_rot = const_vector_zero_3d
            pst_rot = const_vector_zero_3d
            rot_ord = 'XYZ'
    
    
        return FBXTransformData(loc,
                                rot, rot_ofs, rot_piv, pre_rot, pst_rot, rot_ord, rot_alt_mat,
                                sca, sca_ofs, sca_piv)
    
    def blen_read_object(fbx_tmpl, fbx_obj, object_data, settings):
    
        elem_name_utf8 = elem_name_ensure_class(fbx_obj)
    
        # Object data must be created already
        obj = bpy.data.objects.new(name=elem_name_utf8, object_data=object_data)
    
        object_tdata_cache = settings.object_tdata_cache
    
    
        fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
                     elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
        assert(fbx_props[0] is not None)
    
        # ----
        # Misc Attributes
    
        obj.color[0:3] = elem_props_get_color_rgb(fbx_props, b'Color', (0.8, 0.8, 0.8))
        obj.hide = not bool(elem_props_get_visibility(fbx_props, b'Visibility', 1.0))
    
        # ----
        # Transformation
    
        from mathutils import Matrix
        from math import pi
    
        # rotation corrections
    
        if obj.type == 'CAMERA':
    
        elif obj.type == 'LAMP':
    
        else:
            rot_alt_mat = Matrix()
    
    
        transform_data = object_tdata_cache.get(obj)
        if transform_data is None:
            transform_data = blen_read_object_transform_preprocess(fbx_props, fbx_obj, rot_alt_mat)
            object_tdata_cache[obj] = transform_data
        obj.matrix_basis = blen_read_object_transform_do(transform_data)
    
        if settings.use_custom_props:
            blen_read_custom_properties(fbx_obj, obj, settings)
    
    
    # --------
    # Armature
    
    def blen_read_armatures_add_bone(bl_obj, bl_arm, bones, b_uuid, matrices, fbx_tmpl_model):
        from mathutils import Matrix, Vector
    
        b_item, bsize, p_uuid, clusters = bones[b_uuid]
        fbx_bdata, bl_bname = b_item
        if bl_bname is not None:
            return bl_arm.edit_bones[bl_bname]  # Have already been created...
    
        p_ebo = None
        if p_uuid is not None:
            # Recurse over parents!
            p_ebo = blen_read_armatures_add_bone(bl_obj, bl_arm, bones, p_uuid, matrices, fbx_tmpl_model)
    
        if clusters:
            # Note in some cases, one bone can have several clusters (kind of LoD?), in Blender we'll always
            # use only the first, for now.
            fbx_cdata, meshes, objects = clusters[0]
            objects = {blen_o for fbx_o, blen_o in objects}
    
            # We assume matrices in cluster are rest pose of bones (they are in Global space!).
            # TransformLink is matrix of bone, in global space.
            # TransformAssociateModel is matrix of armature, in global space (at bind time).
            elm = elem_find_first(fbx_cdata, b'Transform', default=None)
            mmat_bone = array_to_matrix4(elm.props[0]) if elm is not None else None
            elm = elem_find_first(fbx_cdata, b'TransformLink', default=None)
            bmat_glob = array_to_matrix4(elm.props[0]) if elm is not None else Matrix()
            elm = elem_find_first(fbx_cdata, b'TransformAssociateModel', default=None)
            amat_glob = array_to_matrix4(elm.props[0]) if elm is not None else Matrix()
    
            mmat_glob = bmat_glob * mmat_bone
    
            # We seek for matrix of bone in armature space...
    
            bmat_arm = amat_glob.inverted_safe() * bmat_glob
    
    
            # Bone correction, works here...
    
            bmat_loc = (p_ebo.matrix.inverted_safe() * bmat_arm) if p_ebo else bmat_arm
    
            bmat_loc = bmat_loc * MAT_CONVERT_BONE
            bmat_arm = (p_ebo.matrix * bmat_loc) if p_ebo else bmat_loc
        else:
            # Armature bound to no mesh...
            fbx_cdata, meshes, objects = (None, (), ())
            mmat_bone = None
            amat_glob = bl_obj.matrix_world
    
            fbx_props = (elem_find_first(fbx_bdata, b'Properties70'),
                         elem_find_first(fbx_tmpl_model, b'Properties70', fbx_elem_nil))
            assert(fbx_props[0] is not None)
    
            # Bone correction, works here...
            transform_data = blen_read_object_transform_preprocess(fbx_props, fbx_bdata, MAT_CONVERT_BONE)
            bmat_loc = blen_read_object_transform_do(transform_data)
            # Bring back matrix in armature space.
            bmat_arm = (p_ebo.matrix * bmat_loc) if p_ebo else bmat_loc
    
        # ----
        # Now, create the (edit)bone.
        bone_name = elem_name_ensure_class(fbx_bdata, b'Model')
    
        ebo = bl_arm.edit_bones.new(name=bone_name)
        bone_name = ebo.name  # Might differ from FBX bone name!
        b_item[1] = bone_name  # since ebo is only valid in Edit mode... :/
    
        # So that our bone gets its final length, but still Y-aligned in armature space.
    
        # XXX We now know bsize is not len of bone... but still forbid zero len!
        ebo.tail = Vector((0.0, 1.0, 0.0)) * max(bsize, 1e-3)
    
        # And rotate/move it to its final "rest pose".
        ebo.matrix = bmat_arm.normalized()
    
        # Connection to parent.
        if p_ebo is not None:
            ebo.parent = p_ebo
            if similar_values_iter(p_ebo.tail, ebo.head):
                ebo.use_connect = True
    
        if fbx_cdata is not None:
            # ----
            # Add a new vgroup to the meshes (their objects, actually!).
            # Quite obviously, only one mesh is expected...
            indices = elem_prop_first(elem_find_first(fbx_cdata, b'Indexes', default=None), default=())
            weights = elem_prop_first(elem_find_first(fbx_cdata, b'Weights', default=None), default=())
            add_vgroup_to_objects(indices, weights, bone_name, objects)
    
        # ----
        # If we get a valid mesh matrix (in bone space), store armature and mesh global matrices, we need to set temporarily
        # both objects to those matrices when actually binding them via the modifier.
        # Note we assume all bones were bound with the same mesh/armature (global) matrix, we do not support otherwise
        # in Blender anyway!
        if mmat_bone is not None:
            for obj in objects:
                if obj in matrices:
                    continue
                matrices[obj] = (amat_glob, mmat_glob)
    
        return ebo
    
    
    
    def blen_read_armatures(fbx_tmpl, armatures, fbx_bones_to_fake_object, scene, arm_parents, settings):
    
        global_matrix = settings.global_matrix
        assert(global_matrix is not None)
        object_tdata_cache = settings.object_tdata_cache
    
    
        for a_item, bones in armatures:
            fbx_adata, bl_adata = a_item
            matrices = {}
    
            # ----
            # Armature data.
            elem_name_utf8 = elem_name_ensure_class(fbx_adata, b'Model')
            bl_arm = bpy.data.armatures.new(name=elem_name_utf8)
    
            # Need to create the object right now, since we can only add bones in Edit mode... :/
            assert(a_item[1] is None)
    
            if fbx_adata.props[2] in {b'LimbNode', b'Root'}:
                # rootbone-as-armature case...
    
                bl_adata = blen_read_object(fbx_tmpl, fbx_adata, bl_arm, settings)
                fbx_bones_to_fake_object[fbx_adata.props[0]] = bl_adata
    
                # reset transform.
                bl_adata.matrix_basis = Matrix()
            else:
    
                bl_adata = a_item[1] = blen_read_object(fbx_tmpl, fbx_adata, bl_arm, settings)
    
    
            # Instantiate in scene.
            obj_base = scene.objects.link(bl_adata)
            obj_base.select = True
    
            # Switch to Edit mode.
            scene.objects.active = bl_adata
    
            is_hidden = bl_adata.hide
            bl_adata.hide = False  # Can't switch to Edit mode hidden objects...
    
            bpy.ops.object.mode_set(mode='EDIT')
    
            for b_uuid in bones:
                blen_read_armatures_add_bone(bl_adata, bl_arm, bones, b_uuid, matrices, fbx_tmpl)
    
            bpy.ops.object.mode_set(mode='OBJECT')
    
            bl_adata.hide = is_hidden
    
    
            # Bind armature to objects.
            arm_mat_back = bl_adata.matrix_basis.copy()
            for ob_me, (amat, mmat) in matrices.items():
                # bring global armature & mesh matrices into *Blender* global space.
                amat = global_matrix * amat
                mmat = global_matrix * mmat
    
                bl_adata.matrix_basis = amat
                me_mat_back = ob_me.matrix_basis.copy()
                ob_me.matrix_basis = mmat
    
                mod = ob_me.modifiers.new(elem_name_utf8, 'ARMATURE')
                mod.object = bl_adata
    
                ob_me.parent = bl_adata
                ob_me.matrix_basis = me_mat_back
    
                # Store the pair for later space corrections (bring back mesh in parent space).
                arm_parents.add((bl_adata, ob_me))
    
            bl_adata.matrix_basis = arm_mat_back
    
            # Set Pose transformations...
            for b_item, _b_size, _p_uuid, _clusters in bones.values():
                fbx_bdata, bl_bname = b_item
                fbx_props = (elem_find_first(fbx_bdata, b'Properties70'),
                             elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
                assert(fbx_props[0] is not None)
    
                pbo = b_item[1] = bl_adata.pose.bones[bl_bname]
                transform_data = object_tdata_cache.get(pbo)
                if transform_data is None:
                    # Bone correction, gives a mess as result. :(
                    transform_data = blen_read_object_transform_preprocess(fbx_props, fbx_bdata, MAT_CONVERT_BONE)
                    object_tdata_cache[pbo] = transform_data
                mat = blen_read_object_transform_do(transform_data)
                if pbo.parent:
                    # Bring back matrix in armature space.
                    mat = pbo.parent.matrix * mat
                pbo.matrix = mat
    
    
    # ---------
    # Animation
    def blen_read_animations_curves_iter(fbx_curves, blen_start_offset, fbx_start_offset, fps):
        """
        Get raw FBX AnimCurve list, and yield values for all curves at each singular curves' keyframes,
        together with (blender) timing, in frames.
        blen_start_offset is expected in frames, while fbx_start_offset is expected in FBX ktime.
        """
        # As a first step, assume linear interpolation between key frames, we'll (try to!) handle more
        # of FBX curves later.
        from .fbx_utils import FBX_KTIME
        timefac = fps / FBX_KTIME
    
        curves = tuple([0,
                        elem_prop_first(elem_find_first(c[2], b'KeyTime')),
                        elem_prop_first(elem_find_first(c[2], b'KeyValueFloat')),
                        c]
    
                       for c in fbx_curves)
    
        allkeys = sorted({item for sublist in curves for item in sublist[1]})
        for curr_fbxktime in allkeys:
    
            curr_values = []
            for item in curves:
                idx, times, values, fbx_curve = item
    
                    if idx >= 0:
                        idx += 1
                        if idx >= len(times):
                            # We have reached our last element for this curve, stay on it from now on...
                            idx = -1
                        item[0] = idx
    
    
                if times[idx] >= curr_fbxktime:
                    if idx == 0:
                        curr_values.append((values[idx], fbx_curve))
                    else:
                        # Interpolate between this key and the previous one.
                        ifac = (curr_fbxktime - times[idx - 1]) / (times[idx] - times[idx - 1])
                        curr_values.append(((values[idx] - values[idx - 1]) * ifac + values[idx - 1], fbx_curve))
    
            curr_blenkframe = (curr_fbxktime - fbx_start_offset) * timefac + blen_start_offset
            yield (curr_blenkframe, curr_values)
    
    
    
    def blen_read_animations_action_item(action, item, cnodes, force_global, fps, settings):
    
        """
        'Bake' loc/rot/scale into the action, taking into account global_matrix if no parent is present.
        """
        from bpy.types import Object, PoseBone, ShapeKey
        from mathutils import Euler, Matrix
        from itertools import chain
    
    
        global_matrix = settings.global_matrix
        object_tdata_cache = settings.object_tdata_cache
    
        blen_curves = []
        fbx_curves = []
        props = []
    
        if isinstance(item, ShapeKey):
            props = [(item.path_from_id("value"), 1, "Key")]
        else:  # Object or PoseBone:
            if item not in object_tdata_cache:
    
                print("ERROR! object '%s' has no transform data, while being animated!" % item.name)
    
                return
    
            # We want to create actions for objects, but for bones we 'reuse' armatures' actions!
            grpname = None
            if item.id_data != item:
                grpname = item.name
    
            # Since we might get other channels animated in the end, due to all FBX transform magic,
            # we need to add curves for whole loc/rot/scale in any case.
            props = [(item.path_from_id("location"), 3, grpname or "Location"),
                     None,
                     (item.path_from_id("scale"), 3, grpname or "Scale")]
            rot_mode = item.rotation_mode
            if rot_mode == 'QUATERNION':
                props[1] = (item.path_from_id("rotation_quaternion"), 4, grpname or "Quaternion Rotation")
            elif rot_mode == 'AXIS_ANGLE':
                props[1] = (item.path_from_id("rotation_axis_angle"), 4, grpname or "Axis Angle Rotation")
            else:  # Euler
                props[1] = (item.path_from_id("rotation_euler"), 3, grpname or "Euler Rotation")
    
        blen_curves = [action.fcurves.new(prop, channel, grpname)
                       for prop, nbr_channels, grpname in props for channel in range(nbr_channels)]
    
        for curves, fbxprop in cnodes.values():
            for (fbx_acdata, _blen_data), channel in curves.values():
                fbx_curves.append((fbxprop, channel, fbx_acdata))
    
        if isinstance(item, ShapeKey):
            # We assume for now blen init point is frame 1.0, while FBX ktime init point is 0.
            for frame, values in blen_read_animations_curves_iter(fbx_curves, 1.0, 0, fps):
                value = 0.0
                for v, (fbxprop, channel, _fbx_acdata) in values:
                    assert(fbxprop == b'DeformPercent')
                    assert(channel == 0)
                    value = v / 100.0
    
                for fc, v in zip(blen_curves, (value,)):
                    fc.keyframe_points.insert(frame, v, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
    
        else:  # Object or PoseBone:
            transform_data = object_tdata_cache[item]
            rot_prev = item.rotation_euler.copy()
    
    
            # Pre-compute inverted local rest matrix of the bone, if relevant.
            if isinstance(item, PoseBone):
                # First, get local (i.e. parentspace) rest pose matrix
                restmat = item.bone.matrix_local
                if item.parent:
    
                    restmat = item.parent.bone.matrix_local.inverted_safe() * restmat
                restmat_inv = restmat.inverted_safe()
    
            # We assume for now blen init point is frame 1.0, while FBX ktime init point is 0.
            for frame, values in blen_read_animations_curves_iter(fbx_curves, 1.0, 0, fps):
                for v, (fbxprop, channel, _fbx_acdata) in values:
                    if fbxprop == b'Lcl Translation':
                        transform_data.loc[channel] = v
                    elif fbxprop == b'Lcl Rotation':
                        transform_data.rot[channel] = v
                    elif fbxprop == b'Lcl Scaling':
                        transform_data.sca[channel] = v
                mat = blen_read_object_transform_do(transform_data)
                # Don't forget global matrix - but never for bones!
                if isinstance(item, Object):
                    if (not item.parent or force_global) and global_matrix is not None:
                        mat = global_matrix * mat
                else:  # PoseBone, Urg!
                    # And now, remove that rest pose matrix from current mat (also in parent space).
    
                    mat = restmat_inv * mat
    
    
                # Now we have a virtual matrix of transform from AnimCurves, we can insert keyframes!
                loc, rot, sca = mat.decompose()
                if rot_mode == 'QUATERNION':
                    pass  # nothing to do!
                elif rot_mode == 'AXIS_ANGLE':
                    vec, ang = rot.to_axis_angle()
                    rot = ang, vec.x, vec.y, vec.z
                else:  # Euler
                    rot = rot.to_euler(rot_mode, rot_prev)
                    rot_prev = rot
                for fc, value in zip(blen_curves, chain(loc, rot, sca)):
                    fc.keyframe_points.insert(frame, value, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
    
        # Since we inserted our keyframes in 'FAST' mode, we have to update the fcurves now.
        for fc in blen_curves:
            fc.update()
    
    
    
    def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, force_global_objects, settings):
    
        """
        Recreate an action per stack/layer/object combinations.
        Note actions are not linked to objects, this is up to the user!
        """
        actions = {}
        for as_uuid, ((fbx_asdata, _blen_data), alayers) in stacks.items():
            stack_name = elem_name_ensure_class(fbx_asdata, b'AnimStack')
            for al_uuid, ((fbx_aldata, _blen_data), items) in alayers.items():
                layer_name = elem_name_ensure_class(fbx_aldata, b'AnimLayer')
                for item, cnodes in items.items():
                    id_data = item.id_data
                    key = (as_uuid, al_uuid, id_data)
                    action = actions.get(key)
                    if action is None:
                        action_name = "|".join((id_data.name, stack_name, layer_name))
                        actions[key] = action = bpy.data.actions.new(action_name)
                        action.use_fake_user = True
    
                    blen_read_animations_action_item(action, item, cnodes,
                                                     item in force_global_objects, scene.render.fps, settings)
    
    # ----
    # Mesh
    
    def blen_read_geom_layerinfo(fbx_layer):
        return (
            elem_find_first_string(fbx_layer, b'Name'),
            elem_find_first_bytes(fbx_layer, b'MappingInformationType'),
            elem_find_first_bytes(fbx_layer, b'ReferenceInformationType'),
            )
    
    
    
    def blen_read_geom_array_mapped_vert(
    
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            mesh, blen_data, blend_attr,
            fbx_layer_data, fbx_layer_index,
            fbx_layer_mapping, fbx_layer_ref,
            stride, item_size, descr,
            ):
    
        # TODO, generic mapping apply function
        if fbx_layer_mapping == b'ByVertice':
            if fbx_layer_ref == b'Direct':
                assert(fbx_layer_index is None)
                # TODO, more generic support for mapping types
                for i, blen_data_item in enumerate(blen_data):
    
                    setattr(blen_data_item, blend_attr,
                            fbx_layer_data[(i * stride): (i * stride) + item_size])
    
                return True
            else:
                print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
        else:
            print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
    
        return False
    
    
    
    def blen_read_geom_array_mapped_edge(
    
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            mesh, blen_data, blend_attr,
            fbx_layer_data, fbx_layer_index,
            fbx_layer_mapping, fbx_layer_ref,
            stride, item_size, descr,
            xform=None,
            ):
    
        if fbx_layer_mapping == b'ByEdge':
            if fbx_layer_ref == b'Direct':
                if stride == 1:
    
                    if xform is None:
                        for i, blen_data_item in enumerate(blen_data):
                            setattr(blen_data_item, blend_attr,
                                    fbx_layer_data[i])
                    else:
                        for i, blen_data_item in enumerate(blen_data):
                            setattr(blen_data_item, blend_attr,
                                    xform(fbx_layer_data[i]))
    
                    if xform is None:
                        for i, blen_data_item in enumerate(blen_data):
                            setattr(blen_data_item, blend_attr,
                                    fbx_layer_data[(i * stride): (i * stride) + item_size])
                    else:
                        for i, blen_data_item in enumerate(blen_data):
                            setattr(blen_data_item, blend_attr,
                                    xform(fbx_layer_data[(i * stride): (i * stride) + item_size]))
    
                return True
            else:
                print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
        else:
            print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
    
        return False
    
    
    
    def blen_read_geom_array_mapped_polygon(
    
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            mesh, blen_data, blend_attr,
            fbx_layer_data, fbx_layer_index,
            fbx_layer_mapping, fbx_layer_ref,
            stride, item_size, descr,
            xform=None,
            ):
    
        if fbx_layer_mapping == b'ByPolygon':
    
            if fbx_layer_ref == b'IndexToDirect':
    
                if stride == 1:
                    for i, blen_data_item in enumerate(blen_data):
    
                        setattr(blen_data_item, blend_attr,
                                fbx_layer_data[i])
    
                else:
                    for i, blen_data_item in enumerate(blen_data):
    
                        setattr(blen_data_item, blend_attr,
                                fbx_layer_data[(i * stride): (i * stride) + item_size])
    
            elif fbx_layer_ref == b'Direct':
                # looks like direct may have different meanings!
                assert(stride == 1)
    
                if xform is None:
                    for i in range(len(fbx_layer_data)):
                        setattr(blen_data[i], blend_attr, fbx_layer_data[i])
                else:
                    for i in range(len(fbx_layer_data)):
                        setattr(blen_data[i], blend_attr, xform(fbx_layer_data[i]))
    
                print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
    
            print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
    
    def blen_read_geom_array_mapped_polyloop(
    
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            mesh, blen_data, blend_attr,
            fbx_layer_data, fbx_layer_index,
            fbx_layer_mapping, fbx_layer_ref,
            stride, item_size, descr,
            ):
    
        if fbx_layer_mapping == b'ByPolygonVertex':
            if fbx_layer_ref == b'IndexToDirect':
                assert(fbx_layer_index is not None)
                for i, j in enumerate(fbx_layer_index):
    
                    if j != -1:
                        setattr(blen_data[i], blend_attr,
                                fbx_layer_data[(j * stride): (j * stride) + item_size])
    
                print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
    
        elif fbx_layer_mapping == b'ByVertice':
            if fbx_layer_ref == b'Direct':
                assert(fbx_layer_index is None)
                loops = mesh.loops
                polygons = mesh.polygons
                for p in polygons:
                    for i in p.loop_indices:
                        j = loops[i].vertex_index
    
                        setattr(blen_data[i], blend_attr,
                                fbx_layer_data[(j * stride): (j * stride) + item_size])
    
            else:
                print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
    
            print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
    
    def blen_read_geom_layer_material(fbx_obj, mesh):
    
        fbx_layer = elem_find_first(fbx_obj, b'LayerElementMaterial')
    
        if fbx_layer is None:
            return
    
        (fbx_layer_name,
         fbx_layer_mapping,
         fbx_layer_ref,
         ) = blen_read_geom_layerinfo(fbx_layer)
    
    
        if fbx_layer_mapping == b'AllSame':
            # only to quiet warning
            return
    
    
        layer_id = b'Materials'
        fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
    
    
        blen_data = mesh.polygons
    
        blen_read_geom_array_mapped_polygon(
    
            mesh, blen_data, "material_index",
    
            fbx_layer_data, None,
            fbx_layer_mapping, fbx_layer_ref,
    
            1, 1, layer_id,
    
    def blen_read_geom_layer_uv(fbx_obj, mesh):
        for layer_id in (b'LayerElementUV',):
            for fbx_layer in elem_find_iter(fbx_obj, layer_id):
                # all should be valid
                (fbx_layer_name,
                 fbx_layer_mapping,
                 fbx_layer_ref,
                 ) = blen_read_geom_layerinfo(fbx_layer)
    
                fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, b'UV'))
                fbx_layer_index = elem_prop_first(elem_find_first(fbx_layer, b'UVIndex'))
    
                uv_tex = mesh.uv_textures.new(name=fbx_layer_name)