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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
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# 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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import bpy
# -----
# Utils
from .parse_fbx import data_types, FBXElem
from .fbx_utils import (
units_convertor_iter,
array_to_matrix4,
similar_values,
similar_values_iter,
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FBXImportSettings
# global singleton, assign on execution
fbx_elem_nil = None
# 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
return default
def elem_find_iter(elem, id_search):
for fbx_item in elem.elems:
if fbx_item.id == id_search:
yield fbx_item
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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
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]
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
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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})
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return bool(elem_prop.props[4])
return default
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
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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
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from collections import namedtuple
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FBXTransformData = namedtuple("FBXTransformData", (
"loc",
"rot", "rot_ofs", "rot_piv", "pre_rot", "pst_rot", "rot_ord", "rot_alt_mat",
"sca", "sca_ofs", "sca_piv",
))
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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'))
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def blen_read_object_transform_do(transform_data):
from mathutils import Matrix, Euler
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# 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_safe() *
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sca_ofs *
sca_piv *
lcl_scale *
sca_piv.inverted_safe()
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)
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# 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')
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def blen_read_object_transform_preprocess(fbx_props, fbx_obj, rot_alt_mat, use_prepost_rot):
# This is quite involved, 'fbxRNode.cpp' from openscenegraph used as a reference
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const_vector_zero_3d = 0.0, 0.0, 0.0
const_vector_one_3d = 1.0, 1.0, 1.0
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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:
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if use_prepost_rot:
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)
else:
pre_rot = const_vector_zero_3d
pst_rot = 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'
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return FBXTransformData(loc,
rot, rot_ofs, rot_piv, pre_rot, pst_rot, rot_ord, rot_alt_mat,
sca, sca_ofs, sca_piv)
# ---------
# 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]
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 times[idx] < curr_fbxktime:
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)
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def blen_read_animations_action_item(action, item, cnodes, fps):
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'Bake' loc/rot/scale into the action, taking any pre_ and post_ matrix into account to transform from fbx into blender space.
"""
from bpy.types import Object, PoseBone, ShapeKey
from mathutils import Euler, Matrix
from itertools import chain
fbx_curves = []
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for curves, fbxprop in cnodes.values():
for (fbx_acdata, _blen_data), channel in curves.values():
fbx_curves.append((fbxprop, channel, fbx_acdata))
# Leave if no curves are attached (if a blender curve is attached to scale but without keys it defaults to 0).
if len(fbx_curves) == 0:
return
blen_curves = []
props = []
if isinstance(item, ShapeKey):
props = [(item.path_from_id("value"), 1, "Key")]
else: # Object or PoseBone:
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if item.is_bone:
bl_obj = item.bl_obj.pose.bones[item.bl_bone]
else:
bl_obj = item.bl_obj
# We want to create actions for objects, but for bones we 'reuse' armatures' actions!
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grpname = item.bl_obj.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.
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props = [(bl_obj.path_from_id("location"), 3, grpname or "Location"),
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(bl_obj.path_from_id("scale"), 3, grpname or "Scale")]
rot_mode = bl_obj.rotation_mode
if rot_mode == 'QUATERNION':
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props[1] = (bl_obj.path_from_id("rotation_quaternion"), 4, grpname or "Quaternion Rotation")
elif rot_mode == 'AXIS_ANGLE':
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props[1] = (bl_obj.path_from_id("rotation_axis_angle"), 4, grpname or "Axis Angle Rotation")
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props[1] = (bl_obj.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)]
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:
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if item.is_bone:
bl_obj = item.bl_obj.pose.bones[item.bl_bone]
else:
bl_obj = item.bl_obj
transform_data = item.fbx_transform_data
rot_prev = bl_obj.rotation_euler.copy()
# Pre-compute inverted local rest matrix of the bone, if relevant.
restmat_inv = item.get_bind_matrix().inverted_safe() if item.is_bone else None
# 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)
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# compensate for changes in the local matrix during processing
if item.anim_compensation_matrix:
mat = mat * item.anim_compensation_matrix
# apply pre- and post matrix
# post-matrix will contain any correction for lights, camera and bone orientation
# pre-matrix will contain any correction for a parent's correction matrix or the global matrix
if item.pre_matrix:
mat = item.pre_matrix * mat
if item.post_matrix:
mat = mat * item.post_matrix
# And now, remove that rest pose matrix from current mat (also in parent space).
if restmat_inv:
# 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()
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def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene):
"""
Recreate an action per stack/layer/object combinations.
Note actions are not linked to objects, this is up to the user!
"""
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from bpy.types import ShapeKey
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():
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if isinstance(item, ShapeKey):
id_data = item.id_data
else:
id_data = item.bl_obj
if id_data is None:
continue
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
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blen_read_animations_action_item(action, item, cnodes, scene.render.fps)
# ----
# 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(
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
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xform=None
# 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
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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_edge(
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
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_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))
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):
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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
mesh, blen_data, "material_index",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
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)
uv_lay = mesh.uv_layers[-1]
# some valid files omit this data
if fbx_layer_data is None:
print("%r %r missing data" % (layer_id, fbx_layer_name))
continue
blen_read_geom_array_mapped_polyloop(
mesh, blen_data, "uv",
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
def blen_read_geom_layer_color(fbx_obj, mesh):
# almost same as UV's
for layer_id in (b'LayerElementColor',):
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'Colors'))
fbx_layer_index = elem_prop_first(elem_find_first(fbx_layer, b'ColorIndex'))
color_lay = mesh.vertex_colors.new(name=fbx_layer_name)
blen_data = color_lay.data[:]
# some valid files omit this data
if fbx_layer_data is None:
print("%r %r missing data" % (layer_id, fbx_layer_name))
continue
# ignore alpha layer (read 4 items into 3)
blen_read_geom_array_mapped_polyloop(
mesh, blen_data, "color",
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
4, 3, layer_id,
)
def blen_read_geom_layer_smooth(fbx_obj, mesh):
fbx_layer = elem_find_first(fbx_obj, b'LayerElementSmoothing')
if fbx_layer is None:
return False
# all should be valid
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
layer_id = b'Smoothing'
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
# udk has 'Direct' mapped, with no Smoothing, not sure why, but ignore these
if fbx_layer_data is None:
return False
if fbx_layer_mapping == b'ByEdge':
# some models have bad edge data, we cant use this info...
if not mesh.edges:
return False
blen_data = mesh.edges
ok_smooth = blen_read_geom_array_mapped_edge(
mesh, blen_data, "use_edge_sharp",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
xform=lambda s: not s,
)
return ok_smooth
elif fbx_layer_mapping == b'ByPolygon':
blen_data = mesh.polygons
return blen_read_geom_array_mapped_polygon(
mesh, blen_data, "use_smooth",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
xform=lambda s: (s != 0), # smoothgroup bitflags, treat as booleans for now
)
else:
print("warning layer %r mapping type unsupported: %r" % (fbx_layer.id, fbx_layer_mapping))
return False
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def blen_read_geom_layer_normal(fbx_obj, mesh, xform=None):
fbx_layer = elem_find_first(fbx_obj, b'LayerElementNormal')
if fbx_layer is None:
return False
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
layer_id = b'Normals'
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
return blen_read_geom_array_mapped_vert(
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
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xform
Jens Ch. Restemeier
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def blen_read_geom(fbx_tmpl, fbx_obj, settings):
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from mathutils import Matrix, Vector
from itertools import chain
import array
# Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
# global matrix, so we need to apply the global matrix to the vertices to get the correct result.
geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
# We need to apply the inverse transpose of the global matrix when transforming normals.
geom_mat_no = Matrix(settings.global_matrix_inv_transposed) if settings.bake_space_transform else None
if geom_mat_no is not None:
# Remove translation & scaling!
geom_mat_no.translation = Vector()
geom_mat_no.normalize()
# TODO, use 'fbx_tmpl'
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Geometry')
fbx_verts = elem_prop_first(elem_find_first(fbx_obj, b'Vertices'))
fbx_polys = elem_prop_first(elem_find_first(fbx_obj, b'PolygonVertexIndex'))
fbx_edges = elem_prop_first(elem_find_first(fbx_obj, b'Edges'))
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if geom_mat_co is not None:
def _vcos_transformed_gen(raw_cos, m=None):
# Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
return chain(*(m * Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
fbx_verts = array.array(fbx_verts.typecode, _vcos_transformed_gen(fbx_verts, geom_mat_co))
if fbx_verts is None:
fbx_verts = ()
if fbx_polys is None:
fbx_polys = ()
mesh = bpy.data.meshes.new(name=elem_name_utf8)
mesh.vertices.add(len(fbx_verts) // 3)
mesh.vertices.foreach_set("co", fbx_verts)
if fbx_polys:
mesh.loops.add(len(fbx_polys))
poly_loop_starts = []
poly_loop_totals = []
poly_loop_prev = 0
for i, l in enumerate(mesh.loops):
index = fbx_polys[i]
if index < 0:
poly_loop_starts.append(poly_loop_prev)
poly_loop_totals.append((i - poly_loop_prev) + 1)
poly_loop_prev = i + 1
l.vertex_index = index
mesh.polygons.add(len(poly_loop_starts))
mesh.polygons.foreach_set("loop_start", poly_loop_starts)
mesh.polygons.foreach_set("loop_total", poly_loop_totals)
blen_read_geom_layer_material(fbx_obj, mesh)
blen_read_geom_layer_uv(fbx_obj, mesh)
blen_read_geom_layer_color(fbx_obj, mesh)
# edges in fact index the polygons (NOT the vertices)
import array
tot_edges = len(fbx_edges)
edges_conv = array.array('i', [0]) * (tot_edges * 2)
edge_index = 0
for i in fbx_edges:
e_a = fbx_polys[i]
if e_a >= 0:
e_b = fbx_polys[i + 1]
else:
# Last index of polygon, wrap back to the start.
# ideally we wouldn't have to search back,
# but it should only be 2-3 iterations.
j = i - 1
while j >= 0 and fbx_polys[j] >= 0:
j -= 1