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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) 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
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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,
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# 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.
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FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
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)
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")
# 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)
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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
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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)
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return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False])
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