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export_fbx_bin.py 93.3 KiB
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        elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")

        ln2idx = tuple(set(_nortuples_gen(t_ln)))
        elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx))
        # Normal weights, no idea what it is.
        elem_data_single_float64_array(lay_nor, b"NormalsW", (0.0,) * len(ln2idx))

        ln2idx = {nor: idx for idx, nor in enumerate(ln2idx)}
        elem_data_single_int32_array(lay_nor, b"NormalIndex", (ln2idx[n] for n in _nortuples_gen(t_ln)))

        del ln2idx
        del t_ln
        del _nortuples_gen
    else:
        t_ln = array.array(data_types.ARRAY_FLOAT64, [0.0] * len(me.loops) * 3)
        me.loops.foreach_get("normal", t_ln)
        lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
        elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
        elem_data_single_string(lay_nor, b"Name", b"")
        elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
        elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
        elem_data_single_float64_array(lay_nor, b"Normals", t_ln)
        # Normal weights, no idea what it is.
        elem_data_single_float64_array(lay_nor, b"NormalsW", (0.0,) * len(t_ln))
        del t_ln

    # tspace
    tspacenumber = 0
    if scene_data.settings.use_tspace:
        tspacenumber = len(me.uv_layers)
        if tspacenumber:
            t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,) * len(me.loops) * 3)
            for idx, uvlayer in enumerate(me.uv_layers):
                name = uvlayer.name
                me.calc_tangents(name)
                # Loop bitangents (aka binormals).
                # NOTE: this is not supported by importer currently.
                me.loops.foreach_get("bitangent", t_ln)
                lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx)
                elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION)
                elem_data_single_string_unicode(lay_nor, b"Name", name)
                elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
                elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
                elem_data_single_float64_array(lay_nor, b"Binormals", t_ln)
                # Binormal weights, no idea what it is.
                elem_data_single_float64_array(lay_nor, b"BinormalsW", (0.0,) * len(t_ln))

                # Loop tangents.
                # NOTE: this is not supported by importer currently.
                me.loops.foreach_get("tangent", t_ln)
                lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx)
                elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION)
                elem_data_single_string_unicode(lay_nor, b"Name", name)
                elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
                elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
                elem_data_single_float64_array(lay_nor, b"Tangents", t_ln)
                # Tangent weights, no idea what it is.
                elem_data_single_float64_array(lay_nor, b"TangentsW", (0.0,) * len(t_ln))

            del t_ln
            me.free_tangents()

    me.free_normals_split()

    # Write VertexColor Layers
    # note, no programs seem to use this info :/
    vcolnumber = len(me.vertex_colors)
    if vcolnumber:
        def _coltuples_gen(raw_cols):
            def _infinite_gen(val):
                while 1: yield val
            return zip(*(iter(raw_cols),) * 3 + (_infinite_gen(1.0),))  # We need a fake alpha...

        t_lc = array.array(data_types.ARRAY_FLOAT64, [0.0] * len(me.loops) * 3)
        for colindex, collayer in enumerate(me.vertex_colors):
            collayer.data.foreach_get("color", t_lc)
            lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex)
            elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION)
            elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name)
            elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex")
            elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect")

            col2idx = tuple(set(_coltuples_gen(t_lc)))
            elem_data_single_float64_array(lay_vcol, b"Colors", chain(*col2idx))  # Flatten again...

            col2idx = {col: idx for idx, col in enumerate(col2idx)}
            elem_data_single_int32_array(lay_vcol, b"ColorIndex", (col2idx[c] for c in _coltuples_gen(t_lc)));
            del col2idx
        del t_lc
        del _coltuples_gen

    # Write UV layers.
    # Note: LayerElementTexture is deprecated since FBX 2011 - luckily!
    #       Textures are now only related to materials, in FBX!
    uvnumber = len(me.uv_layers)
    if uvnumber:
        def _uvtuples_gen(raw_uvs):
            return zip(*(iter(raw_uvs),) * 2)

        t_luv = array.array(data_types.ARRAY_FLOAT64, [0.0] * len(me.loops) * 2)
        for uvindex, uvlayer in enumerate(me.uv_layers):
            uvlayer.data.foreach_get("uv", t_luv)
            lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex)
            elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION)
            elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name)
            elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex")
            elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect")

            uv2idx = tuple(set(_uvtuples_gen(t_luv)))
            elem_data_single_float64_array(lay_uv, b"UV", chain(*uv2idx))  # Flatten again...

            uv2idx = {uv: idx for idx, uv in enumerate(uv2idx)}
            elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv] for uv in _uvtuples_gen(t_luv)));
            del uv2idx
        del t_luv
        del _uvtuples_gen

    # Face's materials.
    me_fbxmats_idx = None
    if me in scene_data.mesh_mat_indices:
        me_fbxmats_idx = scene_data.mesh_mat_indices[me]
        me_blmats = me.materials
        if me_fbxmats_idx and me_blmats:
            lay_mat = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
            elem_data_single_int32(lay_mat, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
            elem_data_single_string(lay_mat, b"Name", b"")
            nbr_mats = len(me_fbxmats_idx)
            if nbr_mats > 1:
                t_pm = array.array(data_types.ARRAY_INT32, [0] * len(me.polygons))
                me.polygons.foreach_get("material_index", t_pm)

                # We have to validate mat indices, and map them to FBX indices.
                blmats_to_fbxmats_idxs = [me_fbxmats_idx[m] for m in me_blmats]
                mat_idx_limit = len(blmats_to_fbxmats_idxs)
                def_mat = blmats_to_fbxmats_idxs[0]
                _gen = (blmats_to_fbxmats_idxs[m] if m < mat_idx_limit else def_mat for m in range(len(me_blmats)))
                t_pm = array.array(data_types.ARRAY_INT32, _gen)

                elem_data_single_string(lay_mat, b"MappingInformationType", b"ByPolygon")
                elem_data_single_string(lay_mat, b"ReferenceInformationType", b"Direct")
                elem_data_single_int32_array(lay_mat, b"Materials", t_pm)
                del t_pm
            else:
                elem_data_single_string(lay_mat, b"MappingInformationType", b"AllSame")
                elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect")
                elem_data_single_int32_array(lay_mat, b"Materials", [0])

    # And the "layer TOC"...

    layer = elem_data_single_int32(geom, b"Layer", 0)
    elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
    lay_nor = elem_empty(layer, b"LayerElement")
    elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal")
    elem_data_single_int32(lay_nor, b"TypedIndex", 0)
    if smooth_type in {'FACE', 'EDGE'}:
        lay_smooth = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing")
        elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
    if vcolnumber:
        lay_vcol = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
        elem_data_single_int32(lay_vcol, b"TypedIndex", 0)
    if uvnumber:
        lay_uv = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
        elem_data_single_int32(lay_uv, b"TypedIndex", 0)
    if me_fbxmats_idx is not None:
        lay_mat = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_mat, b"Type", b"LayerElementMaterial")
        elem_data_single_int32(lay_mat, b"TypedIndex", 0)

    # Add other uv and/or vcol layers...
    for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber),
                                                 fillvalue=0):
        layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx))
        elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
        if vcolidx:
            lay_vcol = elem_empty(layer, b"LayerElement")
            elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
            elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx)
        if uvidx:
            lay_uv = elem_empty(layer, b"LayerElement")
            elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
            elem_data_single_int32(lay_uv, b"TypedIndex", uvidx)
        if tspaceidx:
            lay_binor = elem_empty(layer, b"LayerElement")
            elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
            elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx)
            lay_tan = elem_empty(layer, b"LayerElement")
            elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
            elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx)


def fbx_data_material_elements(root, mat, scene_data):
    """
    Write the Material data block.
    """
    ambient_color = (0.0, 0.0, 0.0)
    if scene_data.data_world:
        ambient_color = next(iter(scene_data.data_world.keys())).ambient_color

    mat_key, _objs = scene_data.data_materials[mat]
    # Approximation...
    mat_type = b"phong" if mat.specular_shader in {'COOKTORR', 'PHONG', 'BLINN'} else b"lambert"

    fbx_mat = elem_data_single_int64(root, b"Material", get_fbxuid_from_key(mat_key))
    fbx_mat.add_string(fbx_name_class(mat.name.encode(), b"Material"))
    fbx_mat.add_string(b"")

    elem_data_single_int32(fbx_mat, b"Version", FBX_MATERIAL_VERSION)
    # those are not yet properties, it seems...
    elem_data_single_string(fbx_mat, b"ShadingModel", mat_type)
    elem_data_single_int32(fbx_mat, b"MultiLayer", 0)  # Should be bool...

    tmpl = scene_data.templates[b"Material"]
    props = elem_properties(fbx_mat)
    elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode())
    elem_props_template_set(tmpl, props, "p_color_rgb", b"EmissiveColor", mat.diffuse_color)
    elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit)
    elem_props_template_set(tmpl, props, "p_color_rgb", b"AmbientColor", ambient_color)
    elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
    elem_props_template_set(tmpl, props, "p_color_rgb", b"DiffuseColor", mat.diffuse_color)
    elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", mat.diffuse_intensity)
    elem_props_template_set(tmpl, props, "p_color_rgb", b"TransparentColor", mat.diffuse_color)
    elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor", mat.alpha if mat.use_transparency else 1.0)
    # Those are for later!
    """ 
    b"NormalMap": ((0.0, 0.0, 0.0), "p_vector_3d"),
    b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
    b"BumpFactor": (1.0, "p_number"),
    b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
    b"DisplacementFactor": (0.0, "p_number"),
    """
    if mat_type == b"phong":
        elem_props_template_set(tmpl, props, "p_color_rgb", b"SpecularColor", mat.specular_color)
        elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity / 2.0)
        # See Material template about those two!
        elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10)
        elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10)
        elem_props_template_set(tmpl, props, "p_color_rgb", b"ReflectionColor", mat.mirror_color)
        elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor",
                                mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0)

    # Custom properties.
    if scene_data.settings.use_custom_properties:
        fbx_data_element_custom_properties(tmpl, props, mat)


def _gen_vid_path(img, scene_data):
    msetts = scene_data.settings.media_settings
    fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode,
                                                   msetts.subdir, msetts.copy_set, img.library)
    fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel)))
    return fname_abs, fname_rel


def fbx_data_texture_file_elements(root, tex, scene_data):
    """
    Write the (file) Texture data block.
    """
    # XXX All this is very fuzzy to me currently...
    #     Textures do not seem to use properties as much as they could.
    #     For now assuming most logical and simple stuff.

    tex_key, _mats = scene_data.data_textures[tex]
    img = tex.texture.image
    fname_abs, fname_rel = _gen_vid_path(img, scene_data)

    fbx_tex = elem_data_single_int64(root, b"Texture", get_fbxuid_from_key(tex_key))
    fbx_tex.add_string(fbx_name_class(tex.name.encode(), b"Texture"))
    fbx_tex.add_string(b"")

    elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip")
    elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION)
    elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(tex.name.encode(), b"Texture"))
    elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video"))
    elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs)
    elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)

    alpha_source = 0  # None
    if img.use_alpha:
        if tex.texture.use_calculate_alpha:
            alpha_source = 1  # RGBIntensity as alpha.
        else:
            alpha_source = 2  # Black, i.e. alpha channel.
    # BlendMode not useful for now, only affects layered textures afaics.
    mapping = 0  # None.
    if tex.texture_coords in {'ORCO'}:  # XXX Others?
        if tex.mapping in {'FLAT'}:
            mapping = 1  # Planar
        elif tex.mapping in {'CUBE'}:
            mapping = 4  # Box
        elif tex.mapping in {'TUBE'}:
            mapping = 3  # Cylindrical
        elif tex.mapping in {'SPHERE'}:
            mapping = 2  # Spherical
    elif tex.texture_coords in {'UV'}:
        # XXX *HOW* do we link to correct UVLayer???
        mapping = 6  # UV
    wrap_mode = 1  # Clamp
    if tex.texture.extension in {'REPEAT'}:
        wrap_mode = 0  # Repeat

    tmpl = scene_data.templates[b"TextureFile"]
    props = elem_properties(fbx_tex)
    elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source)
    elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
                            img.alpha_mode in {'STRAIGHT'})  # Or is it PREMUL?
    elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
    elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
    elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
    elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.offset)
    elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", tex.scale)
    elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", tex.texture.use_mipmap)

    # Custom properties.
    if scene_data.settings.use_custom_properties:
        fbx_data_element_custom_properties(tmpl, props, tex.texture)

 
def fbx_data_video_elements(root, vid, scene_data):
    """
    Write the actual image data block.
    """
    vid_key, _texs = scene_data.data_videos[vid]
    fname_abs, fname_rel = _gen_vid_path(vid, scene_data)

    fbx_vid = elem_data_single_int64(root, b"Video", get_fbxuid_from_key(vid_key))
    fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video"))
    fbx_vid.add_string(b"Clip")

    elem_data_single_string(fbx_vid, b"Type", b"Clip")
    # XXX No Version???
    elem_data_single_string_unicode(fbx_vid, b"FileName", fname_abs)
    elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel)

    if scene_data.settings.media_settings.embed_textures:
        try:
            with open(vid.filepath, 'br') as f:
                elem_data_single_byte_array(fbx_vid, b"Content", f.read())
        except Exception as e:
            print("WARNING: embeding file {} failed ({})".format(vid.filepath, e))
            elem_data_single_byte_array(fbx_vid, b"Content", b"")
    else:
        elem_data_single_byte_array(fbx_vid, b"Content", b"")


def fbx_data_armature_elements(root, armature, scene_data):
    """
    Write:
        * Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!).
        * Deformers (i.e. Skin), bind between an armature and a mesh.
        ** SubDeformers (i.e. Cluster), one per bone/vgroup pair.
        * BindPose.
    Note armature itself has no data, it is a mere "Null" Model...
    """

    # Bones "data".
    tmpl = scene_data.templates[b"Bone"]
    for bo in armature.data.bones:
        _bo_key, bo_data_key, _arm = scene_data.data_bones[bo]
        fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(bo_data_key))
        fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute"))
        fbx_bo.add_string(b"LimbNode")
        elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")    

        props = elem_properties(fbx_bo)
        elem_props_template_set(tmpl, props, "p_number", b"Size", (bo.tail_local - bo.head_local).length)

        # Custom properties.
        if scene_data.settings.use_custom_properties:
            fbx_data_element_custom_properties(tmpl, props, bo)


    # Deformers and BindPoses.
    # Note: we might also use Deformers for our "parent to vertex" stuff???
    deformer = scene_data.data_deformers.get(armature, None)
    if deformer is not None:
        for me, (skin_key, obj, clusters) in deformer.items():
            # BindPose.
            # We assume bind pose for our bones are their "Editmode" pose...
            # All matrices are expected in global (world) space.
            bindpose_key = get_blender_armature_bindpose_key(armature, me)
            fbx_pose = elem_data_single_int64(root, b"Pose", get_fbxuid_from_key(bindpose_key))
            fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
            fbx_pose.add_string(b"BindPose")

            elem_data_single_string(fbx_pose, b"Type", b"BindPose")
            elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
            elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + len(armature.data.bones))

            # First node is mesh/object.
            mat_world_obj = object_matrix(scene_data, obj, global_space=True)
            fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
            elem_data_single_int64(fbx_posenode, b"Node", get_fbxuid_from_key(scene_data.objects[obj]))
            elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix_to_array(mat_world_obj))
            # And all bones of armature!
            mat_world_bones = {}
            for bo in armature.data.bones:
                bomat = object_matrix(scene_data, bo, armature, global_space=True)
                mat_world_bones[bo] = bomat
                fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
                elem_data_single_int64(fbx_posenode, b"Node", get_fbxuid_from_key(scene_data.objects[bo]))
                elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix_to_array(bomat))

            # Deformer.
            fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbxuid_from_key(skin_key))
            fbx_skin.add_string(fbx_name_class(armature.name.encode(), b"Deformer"))
            fbx_skin.add_string(b"Skin")

            elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
            elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0)  # Only vague idea what it is...

            for bo, clstr_key in clusters.items():
                # Find which vertices are affected by this bone/vgroup pair, and matching weights.
                indices = [];
                weights = [];
                vg_idx = obj.vertex_groups[bo.name].index
                for idx, v in enumerate(me.vertices):
                    vert_vg = [vg for vg in v.groups if vg.group == vg_idx]
                    if not vert_vg:
                        continue
                    indices.append(idx)
                    weights.append(vert_vg[0].weight)

                # Create the cluster.
                fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbxuid_from_key(clstr_key))
                fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer"))
                fbx_clstr.add_string(b"Cluster")

                elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION)
                # No idea what that user data might be...
                fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"")
                fbx_userdata.add_string(b"")
                if indices:
                    elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
                    elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
                # Transform and TransformLink matrices...
                # They seem to be mostly the same as BindPose ones???
                # WARNING! Even though official FBX API presents Transform in global space,
                #          **it is stored in bone space in FBX data!** See
                #           http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
                elem_data_single_float64_array(fbx_clstr, b"Transform",
                                               matrix_to_array(mat_world_bones[bo].inverted() * mat_world_obj))
                elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix_to_array(mat_world_bones[bo]))


def fbx_data_object_elements(root, obj, scene_data):
    """
    Write the Object (Model) data blocks.
    Note we handle "Model" part of bones as well here!
    """
    obj_type = b"Null"  # default, sort of empty...
    if isinstance(obj, bpy.types.Bone):
        obj_type = b"LimbNode"
    elif (obj.type == 'MESH'):
        obj_type = b"Mesh"
    elif (obj.type == 'LAMP'):
        obj_type = b"Light"
    elif (obj.type == 'CAMERA'):
        obj_type = b"Camera"
    obj_key = scene_data.objects[obj]
    model = elem_data_single_int64(root, b"Model", get_fbxuid_from_key(obj_key))
    model.add_string(fbx_name_class(obj.name.encode(), b"Model"))
    model.add_string(obj_type)

    elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)

    # Object transform info.
    loc, rot, scale, matrix, matrix_rot = object_tx(scene_data, obj)
    rot = tuple(units_convert(rot, "radian", "degree"))

    tmpl = scene_data.templates[b"Model"]
    # For now add only loc/rot/scale...
    props = elem_properties(model)
    elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc)
    elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot)
    elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)

    # TODO: "constraints" (limit loc/rot/scale, and target-to-object).

    # Custom properties.
    if scene_data.settings.use_custom_properties:
        fbx_data_element_custom_properties(tmpl, props, obj)

    # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
    # object type, etc.
    elem_data_single_int32(model, b"MultiLayer", 0)
    elem_data_single_int32(model, b"MultiTake", 0)
    elem_data_single_bool(model, b"Shading", True)
    elem_data_single_string(model, b"Culling", b"CullingOff")

    if isinstance(obj, bpy.types.Object) and obj.type == 'CAMERA':
        # Why, oh why are FBX cameras such a mess???
        # And WHY add camera data HERE??? Not even sure this is needed...
        render = scene_data.scene.render
        width = render.resolution_x * 1.0
        height = render.resolution_y * 1.0
        elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0)  # Don't know what it means
        elem_props_template_set(tmpl, props, "p_number", b"AspectW", width)
        elem_props_template_set(tmpl, props, "p_number", b"AspectH", height)
        elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True)
        elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0)  # Don't know what it means
        elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True)


##### Top-level FBX data container. #####

# Helper container gathering some data we need multiple times:
#     * templates.
#     * objects.
#     * connections.
#     * takes.
FBXData = namedtuple("FBXData", (
    "templates", "templates_users", "connections",
    "settings", "scene", "objects",
    "data_lamps", "data_cameras", "data_meshes", "mesh_mat_indices",
    "data_bones", "data_deformers",
    "data_world", "data_materials", "data_textures", "data_videos",
))


def fbx_mat_properties_from_texture(tex):
    """
    Returns a set of FBX metarial properties that are affected by the given texture.
    Quite obviously, this is a fuzzy and far-from-perfect mapping! Amounts of influence are completely lost, e.g.
    Note tex is actually expected to be a texture slot.
    """
    # Tex influence does not exists in FBX, so assume influence < 0.5 = no influence... :/
    INFLUENCE_THRESHOLD = 0.5

    # Mapping Blender -> FBX (blend_use_name, blend_fact_name, fbx_name).
    blend_to_fbx = (
        # Lambert & Phong...
        ("diffuse", "diffuse", b"DiffuseFactor"),
        ("color_diffuse", "diffuse_color", b"DiffuseColor"),
        ("alpha", "alpha", b"TransparencyFactor"),
        ("diffuse", "diffuse", b"TransparentColor"),  # Uses diffuse color in Blender!
        ("emit", "emit", b"EmissiveFactor"),
        ("diffuse", "diffuse", b"EmissiveColor"),  # Uses diffuse color in Blender!
        ("ambient", "ambient", b"AmbientFactor"),
        #("", "", b"AmbientColor"),  # World stuff in Blender, for now ignore...
        # Those are for later!
        #("", "", b"NormalMap"),
        #("", "", b"Bump"),
        #("", "", b"BumpFactor"),
        #("", "", b"DisplacementColor"),
        #("", "", b"DisplacementFactor"),
        # Phong only.
        ("specular", "specular", b"SpecularFactor"),
        ("color_spec", "specular_color", b"SpecularColor"),
        # See Material template about those two!
        ("hardness", "hardness", b"Shininess"),
        ("hardness", "hardness", b"ShininessExponent"),
        ("mirror", "mirror", b"ReflectionColor"),
        ("raymir", "raymir", b"ReflectionFactor"),
    )

    tex_fbx_props = set()
    for use_map_name, name_factor, fbx_prop_name in blend_to_fbx:
        if getattr(tex, "use_map_" + use_map_name) and getattr(tex, name_factor + "_factor") >= INFLUENCE_THRESHOLD:
            tex_fbx_props.add(fbx_prop_name)

    return tex_fbx_props


def fbx_skeleton_from_armature(scene, settings, armature, objects, data_bones, data_deformers, arm_parents):
    """
    Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh,
    create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster).
    Also supports "parent to bone" (simple parent to Model/LimbNode).
    arm_parents is a set of tuples (armature, object) for all successful armature bindings.
    """
    arm = armature.data
    bones = {}
    for bo in arm.bones:
        key, data_key = get_blender_bone_key(armature, bo)
        objects[bo] = key
        data_bones[bo] = (key, data_key, armature)
        bones[bo.name] = bo

    for obj in objects.keys():
        if not isinstance(obj, bpy.types.Object):
            continue
        if obj.type not in {'MESH'}:
            continue
        if obj.parent != armature:
            continue

        # Always handled by an Armature modifier...
        found = False
        for mod in obj.modifiers:
            if mod.type not in {'ARMATURE'}:
                continue
            # We only support vertex groups binding method, not bone envelopes one!
            if mod.object == armature and mod.use_vertex_groups:
                found = True
                break

        if not found:
            continue

        # Now we have a mesh using this armature. First, find out which bones are concerned!
        # XXX Assuming here non-used bones can have no cluster, this has to be checked!
        used_bones = tuple(bones[vg.name] for vg in obj.vertex_groups if vg.name in bones)
        if not used_bones:
            continue

        # Note: bindpose have no relations at all (no connections), so no need for any preprocess for them.

        # Create skin & clusters relations (note skins are connected to geometry, *not* model!).
        me = obj.data
        clusters = {bo: get_blender_bone_cluster_key(armature, me, bo) for bo in used_bones}
        data_deformers.setdefault(armature, {})[me] = (get_blender_armature_skin_key(armature, me), obj, clusters)

        # We don't want a regular parent relationship for those in FBX...
        arm_parents.add((armature, obj))


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 = {obj: get_blenderID_key(obj) for obj in scene.objects if obj.type in objtypes}
    data_lamps = {obj.data: get_blenderID_key(obj.data) for obj in objects if obj.type == 'LAMP'}
    # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
    data_cameras = {obj: get_blenderID_key(obj.data) for obj in objects if obj.type == 'CAMERA'}
    data_meshes = {obj.data: get_blenderID_key(obj.data) for obj in objects if obj.type == 'MESH'}

    # Armatures!
    data_bones = {}
    data_deformers = {}
    arm_parents = set()
    for obj in tuple(objects.keys()):
        if obj.type not in {'ARMATURE'}:
            continue
        fbx_skeleton_from_armature(scene, settings, obj, objects, data_bones, data_deformers, arm_parents)

    # Some world settings are embedded in FBX materials...
    if scene.world:
        data_world = {scene.world: get_blenderID_key(scene.world)}
    else:
        data_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...
    data_materials = {}
    for obj in objects:
        # Only meshes for now!
        if not isinstance(obj, bpy.types.Object) or obj.type not in {'MESH'}:
            continue
        for mat_s in obj.material_slots:
            mat = mat_s.material
            # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
            # However, I doubt anything else than Lambert/Phong is really portable!
            # TODO: Support nodes (*BIG* todo!).
            if mat.type in {'SURFACE'} and mat.diffuse_shader in {'LAMBERT'} and not mat.use_nodes:
                if mat in data_materials:
                    data_materials[mat][1].append(obj)
                else:
                    data_materials[mat] = (get_blenderID_key(mat), [obj])

    # Note FBX textures also hold their mapping info.
    # TODO: Support layers?
    data_textures = {}
    # FbxVideo also used to store static images...
    data_videos = {}
    # 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 in mat.texture_slots:
            if tex is None:
                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
            if tex in data_textures:
                data_textures[tex][1][mat] = tex_fbx_props
            else:
                data_textures[tex] = (get_blenderID_key(tex), {mat: tex_fbx_props})
            if img in data_videos:
                data_videos[img][1].append(tex)
            else:
                data_videos[img] = (get_blenderID_key(img), [tex])

    ##### Creation of templates...

    templates = OrderedDict()
    templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)

    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:
        templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=len(data_meshes))

    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:
        nbr = len(data_deformers) + sum(len(clusters) for def_me in data_deformers.values() for a, b, clusters in def_me.values())
        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))

    templates_users = sum(tmpl.nbr_users for tmpl in templates.values())

    ##### Creation of connections...

    connections = []

    # Objects (with classical parenting).
    for obj, obj_key in objects.items():
        # Bones are handled later.
        if isinstance(obj, bpy.types.Object):
            par = obj.parent
            par_key = 0  # Convention, "root" node (never explicitly written).
            if par and par in objects:
                par_type = obj.parent_type
                if par_type in {'OBJECT', 'BONE'}:
                    # Meshes parented to armature also have 'OBJECT' par_type, in FBX this is handled separately,
                    # we do not want an extra object parenting!
                    if (par, obj) not in arm_parents:
                        par_key = objects[par]
                else:
                    print("Sorry, “{}” parenting type is not supported".format(par_type))
            connections.append((b"OO", get_fbxuid_from_key(obj_key), get_fbxuid_from_key(par_key), None))

    # Armature & Bone chains.
    for bo, (bo_key, _bo_data_key, arm) in data_bones.items():
        par = bo.parent
        if not par:  # Root bone.
            par = arm
        if par not in objects:
            continue
        connections.append((b"OO", get_fbxuid_from_key(bo_key), get_fbxuid_from_key(objects[par]), None))

    # Cameras
    for obj_cam, cam_key in data_cameras.items():
        cam_obj_key = objects[obj_cam]
        connections.append((b"OO", get_fbxuid_from_key(cam_key), get_fbxuid_from_key(cam_obj_key), None))

    # Object data.
    for obj, obj_key in objects.items():
        if isinstance(obj, bpy.types.Bone):
            _bo_key, bo_data_key, _arm = data_bones[obj]
            assert(_bo_key == obj_key)
            connections.append((b"OO", get_fbxuid_from_key(bo_data_key), get_fbxuid_from_key(obj_key), None))
        elif obj.type == 'LAMP':
            lamp_key = data_lamps[obj.data]
            connections.append((b"OO", get_fbxuid_from_key(lamp_key), get_fbxuid_from_key(obj_key), None))
        elif obj.type == 'MESH':
            mesh_key = data_meshes[obj.data]
            connections.append((b"OO", get_fbxuid_from_key(mesh_key), get_fbxuid_from_key(obj_key), None))

    # Deformers (armature-to-geometry, only for meshes currently)...
    for arm, deformed_meshes in data_deformers.items():
        for me, (skin_key, _obj, clusters) in deformed_meshes.items():
            # skin -> geometry
            connections.append((b"OO", get_fbxuid_from_key(skin_key), get_fbxuid_from_key(data_meshes[me]), None))
            for bo, clstr_key in clusters.items():
                # cluster -> skin
                connections.append((b"OO", get_fbxuid_from_key(clstr_key), get_fbxuid_from_key(skin_key), None))
                # bone -> cluster
                connections.append((b"OO", get_fbxuid_from_key(objects[bo]), get_fbxuid_from_key(clstr_key), None))

    # Materials
    mesh_mat_indices = {}
    _objs_indices = {}
    for mat, (mat_key, objs) in data_materials.items():
        for obj in objs:
            obj_key = objects[obj]
            connections.append((b"OO", get_fbxuid_from_key(mat_key), get_fbxuid_from_key(obj_key), None))
            # Get index of this mat for this object.
            # Mat indices for mesh faces are determined by their order in 'mat to ob' connections.
            # Only mats for meshes currently...
            me = obj.data
            idx = _objs_indices[obj] = _objs_indices.get(obj, -1) + 1
            mesh_mat_indices.setdefault(me, {})[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, _objs = data_materials[mat]
            for fbx_prop in fbx_mat_props:
                # texture -> material properties
                connections.append((b"OP", get_fbxuid_from_key(tex_key), get_fbxuid_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_fbxuid_from_key(vid_key), get_fbxuid_from_key(tex_key), None))

    ##### And pack all this!

    return FBXData(
        templates, templates_users, connections,
        settings, scene, objects,
        data_lamps, data_cameras, data_meshes, mesh_mat_indices,
        data_bones, data_deformers,
        data_world, data_materials, data_textures, data_videos,
    )


##### 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).
    """
    ##### 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", "Blender version %s" % bpy.app.version_string)

    # '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", "Blender Foundation")
    original("p_string", b"ApplicationName", "Blender")
    original("p_string", b"ApplicationVersion", "2.70")
    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", "Blender Foundation")
    lastsaved("p_string", b"ApplicationName", "Blender")
    lastsaved("p_string", b"ApplicationVersion", "2.70")
    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", "Blender version %s" % bpy.app.version_string)

    ##### Start of GlobalSettings element.
    global_settings = elem_empty(root, b"GlobalSettings")

    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]
    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_number", b"UnitScaleFactor", 1.0)
    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")
    # XXX Those time stuff is taken from a file, have no (complete) idea what it means!
    elem_props_set(props, "p_enum", b"TimeMode", 11)
    elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
    elem_props_set(props, "p_timestamp", b"TimeSpanStop", 46186158000)  # XXX One second!

    ##### 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_fbxuid_from_key("__FBX_Document__" + name)
    doc = elem_data_single_int64(docs, b"Document", doc_uid)
    doc.add_string(b"")
    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")

    for lamp in scene_data.data_lamps.keys():
        fbx_data_lamp_elements(objects, lamp, scene_data)