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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 -> 7.3.0 loader for Blender
    
    import bpy
    
    # -----
    # Utils
    from .parse_fbx import data_types
    
    
    def tuple_deg_to_rad(eul):
        return eul[0] / 57.295779513, eul[1] / 57.295779513, eul[2] / 57.295779513
    
    
    def elem_find_first(elem, id_search):
        for fbx_item in elem.elems:
            if fbx_item.id == id_search:
                return 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):
        """ Return
        """
        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_uuid(elem):
        assert(elem.props_type[0] == data_types.INT64)
        return elem.props[0]
    
    
    def elem_prop_first(elem):
        return elem.props[0] if (elem is not None) and elem.props else None
    
    
    # ----
    # Support for
    # Properties70: { ... P:
    def elem_props_find_first(elem, elem_prop_id):
        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] == b'A')
            else:
                assert(elem_prop.props[1] == b'ColorRGB')
                assert(elem_prop.props[2] == b'Color')
                #print(elem_prop.props_type[4:7])
            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] == b'A')
    
            # we could allow other number types
            assert(elem_prop.props_type[4] == data_types.FLOAT64)
    
            return elem_prop.props[4]
        return default
    
    
    # ----------------------------------------------------------------------------
    # Blender
    
    # ------
    # Object
    
    def blen_read_object(fbx_obj, object_data):
        elem_name, elem_class = elem_split_name_class(fbx_obj)
        elem_name_utf8 = elem_name.decode('utf-8')
    
        const_vector_zero_3d = 0.0, 0.0, 0.0
        const_vector_one_3d = 1.0, 1.0, 1.0
    
        # Object data must be created already
        obj = bpy.data.objects.new(name=elem_name_utf8, object_data=object_data)
    
        fbx_props = elem_find_first(fbx_obj, b'Properties70')
        assert(fbx_props is not None)
    
        loc = elem_props_get_color_rgb(fbx_props, b'Lcl Translation', const_vector_zero_3d)
        rot = elem_props_get_color_rgb(fbx_props, b'Lcl Rotation', const_vector_zero_3d)
        sca = elem_props_get_color_rgb(fbx_props, b'Lcl Scaling', const_vector_one_3d)
    
        obj.location = loc
        obj.rotation_euler = tuple_deg_to_rad(rot)
        obj.scale = sca
    
        return obj
    
    
    # ----
    # 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_uv(fbx_obj, mesh):
    
        for uvlayer_id in (b'LayerElementUV',):
            fbx_uvlayer = elem_find_first(fbx_obj, uvlayer_id)
    
            if fbx_uvlayer is None:
                continue
    
            # all should be valid
            (fbx_uvlayer_name,
             fbx_uvlayer_mapping,
             fbx_uvlayer_ref,
             ) = blen_read_geom_layerinfo(fbx_uvlayer)
    
            # print(fbx_uvlayer_name, fbx_uvlayer_mapping, fbx_uvlayer_ref)
    
            fbx_layer_data = elem_prop_first(elem_find_first(fbx_uvlayer, b'UV'))
            fbx_layer_index = elem_prop_first(elem_find_first(fbx_uvlayer, b'UVIndex'))
    
            # TODO, generic mappuing apply function
            if fbx_uvlayer_mapping == b'ByPolygonVertex':
                if fbx_uvlayer_ref == b'IndexToDirect':
                    # TODO, more generic support for mapping types
                    uv_tex = mesh.uv_textures.new(name=fbx_uvlayer_name)
                    uv_lay = mesh.uv_layers[fbx_uvlayer_name]
                    uv_data = [luv.uv for luv in uv_lay.data]
    
                    for i, j in enumerate(fbx_layer_index):
                        uv_data[i][:] = fbx_layer_data[(j * 2): (j * 2) + 2]
                else:
                    print("warning uv layer ref type unsupported:", fbx_uvlayer_ref)
            else:
                print("warning uv layer mapping type unsupported:", fbx_uvlayer_mapping)
    
    
    def blen_read_geom(fbx_obj):
        elem_name, elem_class = elem_split_name_class(fbx_obj)
        assert(elem_class == b'Geometry')
        elem_name_utf8 = elem_name.decode('utf-8')
    
        fbx_verts = elem_prop_first(elem_find_first(fbx_obj, b'Vertices'))
        fbx_polys = elem_prop_first(elem_find_first(fbx_obj, b'PolygonVertexIndex'))
        # TODO
        # fbx_edges = elem_prop_first(elem_find_first(fbx_obj, b'Edges'))
    
        mesh = bpy.data.meshes.new(name=elem_name_utf8)
        mesh.vertices.add(len(fbx_verts) // 3)
        mesh.vertices.foreach_set("co", fbx_verts)
    
        mesh.loops.add(len(fbx_polys))
    
        #poly_loops = []  # pairs (loop_start, loop_total)
        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
                index = -(index + 1)
            l.vertex_index = index
        poly_loop_starts.append(poly_loop_prev)
        poly_loop_totals.append((i - poly_loop_prev) + 1)
    
        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_uv(fbx_obj, mesh)
    
        mesh.validate()
        mesh.calc_normals()
    
        return mesh
    
    
    # --------
    # Material
    
    def blen_read_material(fbx_obj,
                           cycles_material_wrap_map, use_cycles):
        elem_name, elem_class = elem_split_name_class(fbx_obj)
        assert(elem_class == b'Material')
        elem_name_utf8 = elem_name.decode('utf-8')
    
        ma = bpy.data.materials.new(name=elem_name_utf8)
    
        const_color_white = 1.0, 1.0, 1.0
    
        fbx_props = elem_find_first(fbx_obj, b'Properties70')
        assert(fbx_props is not None)
    
        ma_diff = elem_props_get_color_rgb(fbx_props, b'DiffuseColor', const_color_white)
        ma_spec = elem_props_get_color_rgb(fbx_props, b'SpecularColor', const_color_white)
        ma_alpha = elem_props_get_number(fbx_props, b'Opacity', 1.0)
        ma_spec_intensity = ma.specular_intensity = elem_props_get_number(fbx_props, b'SpecularFactor', 0.25) * 2.0
        ma_spec_hardness = elem_props_get_number(fbx_props, b'Shininess', 9.6)
        ma_refl_factor = elem_props_get_number(fbx_props, b'ReflectionFactor', 0.0)
        ma_refl_color = elem_props_get_color_rgb(fbx_props, b'ReflectionColor', const_color_white)
    
        if use_cycles:
            from . import cycles_shader_compat
            # viewport color
            ma.diffuse_color = ma_diff
    
            ma_wrap = cycles_shader_compat.CyclesShaderWrapper(ma)
            ma_wrap.diffuse_color_set(ma_diff)
            ma_wrap.specular_color_set([c * ma_spec_intensity for c in ma_spec])
            ma_wrap.alpha_value_set(ma_alpha)
            ma_wrap.reflect_factor_set(ma_refl_factor)
            ma_wrap.reflect_color_set(ma_refl_color)
    
            cycles_material_wrap_map[ma] = ma_wrap
        else:
            # TODO, number BumpFactor isnt used yet
            ma.diffuse_color = ma_diff
            ma.specular_color = ma_spec
            ma.alpha = ma_alpha
            ma.specular_intensity = ma_spec_intensity
            ma.specular_hardness = ma_spec_hardness * 5.10 + 1.0
    
            if ma_refl_factor != 0.0:
                ma.raytrace_mirror.use = True
                ma.raytrace_mirror.reflect_factor = ma_refl_factor
                ma.mirror_color = ma_refl_color
    
        ma.use_fake_user = 1
        return ma
    
    
    # -------
    # Texture
    
    def blen_read_texture(fbx_obj, basedir, image_cache,
                          use_image_search):
        import os
        from bpy_extras import image_utils
    
        elem_name, elem_class = elem_split_name_class(fbx_obj)
        assert(elem_class == b'Texture')
        elem_name_utf8 = elem_name.decode('utf-8')
    
        filepath = elem_find_first_string(fbx_obj, b'FileName')
        if os.sep == '/':
            filepath = filepath.replace('\\', '/')
        else:
            filepath = filepath.replace('/', '\\')
    
        image = image_cache.get(filepath)
        if image is not None:
            return image
    
        image = image_utils.load_image(
            filepath,
            dirname=basedir,
            place_holder=True,
            recursive=use_image_search,
            )
    
        image.name = elem_name_utf8
    
        return image
    
    
    def load(operator, context, filepath="",
             global_matrix=None,
             use_cycles=True,
             use_image_search=False):
    
        import os
        from . import parse_fbx
    
        try:
            elem_root, version = parse_fbx.parse(filepath)
        except:
            import traceback
            traceback.print_exc()
    
            operator.report({'ERROR'}, "Couldn't open file %r" % filepath)
            return {'CANCELLED'}
    
        if version < 7100:
            operator.report({'ERROR'}, "Version %r unsupported, must be %r or later" % (version, 7100))
            return {'CANCELLED'}
    
        # deselect all
        if bpy.ops.object.select_all.poll():
            bpy.ops.object.select_all(action='DESELECT')
    
        basedir = os.path.dirname(filepath)
    
        cycles_material_wrap_map = {}
        image_cache = {}
        if not use_cycles:
            texture_cache = {}
    
        # Tables: (FBX_byte_id -> [FBX_data, None or Blender_datablock])
        fbx_table_nodes = {}
    
        scene = context.scene
    
        fbx_nodes = elem_find_first(elem_root, b'Objects')
        fbx_connections = elem_find_first(elem_root, b'Connections')
    
        if fbx_nodes is None:
            return print("no 'Objects' found")
        if fbx_connections is None:
            return print("no 'Connections' found")
    
        def _():
            for fbx_obj in fbx_nodes.elems:
                assert(fbx_obj.props_type == b'LSS')
                fbx_uuid = elem_uuid(fbx_obj)
                fbx_table_nodes[fbx_uuid] = [fbx_obj, None]
        _(); del _
    
        # ----
        # First load in the data
        # http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/index.html?url=WS73099cc142f487551fea285e1221e4f9ff8-7fda.htm,topicNumber=d0e6388
    
        fbx_connection_map = {}
        fbx_connection_map_reverse = {}
    
        def _():
            for fbx_link in fbx_connections.elems:
                # print(fbx_link)
                c_type = fbx_link.props[0]
                c_src, c_dst = fbx_link.props[1:3]
                # if c_type == b'OO':
    
                fbx_connection_map.setdefault(c_src, []).append((c_dst, fbx_link))
                fbx_connection_map_reverse.setdefault(c_dst, []).append((c_src, fbx_link))
        _(); del _
    
        # ----
        # Load mesh data
        def _():
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Geometry':
                    continue
                if fbx_obj.props[-1] == b'Mesh':
                    assert(blen_data is None)
                    fbx_item[1] = blen_read_geom(fbx_obj)
        _(); del _
    
        # ----
        # Load material data
        def _():
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Material':
                    continue
                assert(blen_data is None)
                fbx_item[1] = blen_read_material(fbx_obj,
                                                 cycles_material_wrap_map, use_cycles)
        _(); del _
    
        # ----
        # Load image data
        def _():
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Texture':
                    continue
                fbx_item[1] = blen_read_texture(fbx_obj, basedir, image_cache,
                                                use_image_search)
        _(); del _
    
        # ----
        # Connections
        def connection_filter_ex(fbx_uuid, fbx_id, dct):
            return [(c_found[0], c_found[1], c_type)
                    for (c_uuid, c_type) in dct.get(fbx_uuid, ())
                    for c_found in (fbx_table_nodes[c_uuid],)
                    if c_found[0].id == fbx_id]
    
        def connection_filter_forward(fbx_uuid, fbx_id):
            return connection_filter_ex(fbx_uuid, fbx_id, fbx_connection_map)
    
        def connection_filter_reverse(fbx_uuid, fbx_id):
            return connection_filter_ex(fbx_uuid, fbx_id, fbx_connection_map_reverse)
    
        def _():
            # link Material's to Geometry (via Model's)
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Geometry':
                    continue
    
                mesh = fbx_table_nodes[fbx_uuid][1]
                for fbx_lnk, fbx_lnk_item, fbx_lnk_type in connection_filter_forward(fbx_uuid, b'Model'):
    
                    # create when linking since we need object data
                    obj = blen_read_object(fbx_lnk, mesh)
                    # fbx_lnk_item[1] = obj
    
                    # instance in scene
                    # obj.matrix_world = global_matrix * obj.matrix_world
                    obj_base = scene.objects.link(obj)
                    obj_base.select = True
    
                    # link materials
                    fbx_lnk_uuid = elem_uuid(fbx_lnk)
                    for fbx_lnk_material, material, fbx_lnk_material_type in connection_filter_reverse(fbx_lnk_uuid, b'Material'):
                        mesh.materials.append(material)
        _(); del _
    
        def _():
            # textures that use this material
            def texture_bumpfac_get(fbx_obj):
                fbx_props = elem_find_first(fbx_obj, b'Properties70')
                return elem_props_get_number(fbx_props, b'BumpFactor', 1.0)
    
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Material':
                    continue
    
                material = fbx_table_nodes[fbx_uuid][1]
                for fbx_lnk, image, fbx_lnk_type in connection_filter_reverse(fbx_uuid, b'Texture'):
                    if use_cycles:
                        if fbx_lnk_type.props[0] == b'OP':
                            lnk_type = fbx_lnk_type.props[3]
    
                            ma_wrap = cycles_material_wrap_map[material]
    
                            if lnk_type == b'DiffuseColor':
                                ma_wrap.diffuse_image_set(image)
                            elif lnk_type == b'SpecularColor':
                                ma_wrap.specular_image_set(image)
                            elif lnk_type == b'ReflectionColor':
                                ma_wrap.reflect_image_set(image)
                            elif lnk_type == b'TransparentColor':
                                ma_wrap.alpha_image_set(image)
                            elif lnk_type == b'DiffuseFactor':
                                pass  # TODO
                            elif lnk_type == b'ShininessExponent':
                                ma_wrap.hardness_image_set(image)
                            elif lnk_type == b'NormalMap':
                                ma_wrap.normal_image_set(image)
                                ma_wrap.normal_factor_set(texture_bumpfac_get(fbx_obj))
                            elif lnk_type == b'Bump':
                                ma_wrap.bump_image_set(image)
                                ma_wrap.bump_factor_set(texture_bumpfac_get(fbx_obj))
                    else:
                        if fbx_lnk_type.props[0] == b'OP':
                            lnk_type = fbx_lnk_type.props[3]
    
                            # cache converted texture
                            tex = texture_cache.get(image)
                            if tex is None:
                                tex = bpy.data.textures.new(name=image.name, type='IMAGE')
                                tex.image = image
                                texture_cache[image] = tex
    
                            mtex = material.texture_slots.add()
                            mtex.texture = tex
                            mtex.texture_coords = 'UV'
                            mtex.use_map_color_diffuse = False
    
                            if lnk_type == b'DiffuseColor':
                                mtex.use_map_color_diffuse = True
                                mtex.blend_type = 'MULTIPLY'
                            elif lnk_type == b'SpecularColor':
                                mtex.use_map_color_spec = True
                                mtex.blend_type = 'MULTIPLY'
                            elif lnk_type == b'ReflectionColor':
                                mtex.use_map_raymir = True
                            elif lnk_type == b'TransparentColor':
                                pass
                            elif lnk_type == b'DiffuseFactor':
                                mtex.use_map_diffuse = True
                            elif lnk_type == b'ShininessExponent':
                                mtex.use_map_hardness = True
                            elif lnk_type == b'NormalMap':
                                tex.use_normal_map = True  # not ideal!
                                mtex.use_map_normal = True
                                mtex.normal_factor = texture_bumpfac_get(fbx_obj)
                            elif lnk_type == b'Bump':
                                mtex.use_map_normal = True
                                mtex.normal_factor = texture_bumpfac_get(fbx_obj)
                            else:
                                print("WARNING: material link %r ignored" % lnk_type)
        _(); del _
    
        # print(list(sorted(locals().keys())))
    
        return {'FINISHED'}