Newer
Older
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Script copyright (C) Campbell Barton, Bastien Montagne
import array
import datetime
import math
import os
import time
import collections
from collections import namedtuple, OrderedDict
from collections.abc import Iterable
import itertools
from itertools import zip_longest, chain
import bpy
import bpy_extras
Bastien Montagne
committed
from bpy.types import Object, Bone, PoseBone, DupliObject
from mathutils import Vector, Matrix
from . import encode_bin, data_types
# "Constants"
FBX_VERSION = 7400
FBX_HEADER_VERSION = 1003
FBX_SCENEINFO_VERSION = 100
FBX_TEMPLATES_VERSION = 100
FBX_MODELS_VERSION = 232
FBX_GEOMETRY_VERSION = 124
# Revert back normals to 101 (simple 3D values) for now, 102 (4D + weights) seems not well supported by most apps
# currently, apart from some AD products.
FBX_GEOMETRY_NORMAL_VERSION = 101
FBX_GEOMETRY_BINORMAL_VERSION = 101
FBX_GEOMETRY_TANGENT_VERSION = 101
FBX_GEOMETRY_SMOOTHING_VERSION = 102
FBX_GEOMETRY_VCOLOR_VERSION = 101
FBX_GEOMETRY_UV_VERSION = 101
FBX_GEOMETRY_MATERIAL_VERSION = 101
FBX_GEOMETRY_LAYER_VERSION = 100
FBX_POSE_BIND_VERSION = 100
FBX_DEFORMER_SKIN_VERSION = 101
FBX_DEFORMER_CLUSTER_VERSION = 100
FBX_MATERIAL_VERSION = 102
FBX_TEXTURE_VERSION = 202
FBX_NAME_CLASS_SEP = b"\x00\x01"
FBX_KTIME = 46186158000 # This is the number of "ktimes" in one second (yep, precision over the nanosecond...)
MAT_CONVERT_LAMP = Matrix.Rotation(math.pi / 2.0, 4, 'X') # Blender is -Z, FBX is -Y.
MAT_CONVERT_CAMERA = Matrix.Rotation(math.pi / 2.0, 4, 'Y') # Blender is -Z, FBX is +X.
#MAT_CONVERT_BONE = Matrix.Rotation(math.pi / -2.0, 4, 'X') # Blender is +Y, FBX is +Z.
MAT_CONVERT_BONE = Matrix()
Bastien Montagne
committed
BLENDER_OTHER_OBJECT_TYPES = {'CURVE', 'SURFACE', 'FONT', 'META'}
BLENDER_OBJECT_TYPES_MESHLIKE = {'MESH'} | BLENDER_OTHER_OBJECT_TYPES
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
# Lamps.
FBX_LIGHT_TYPES = {
'POINT': 0, # Point.
'SUN': 1, # Directional.
'SPOT': 2, # Spot.
'HEMI': 1, # Directional.
'AREA': 3, # Area.
}
FBX_LIGHT_DECAY_TYPES = {
'CONSTANT': 0, # None.
'INVERSE_LINEAR': 1, # Linear.
'INVERSE_SQUARE': 2, # Quadratic.
'CUSTOM_CURVE': 2, # Quadratic.
'LINEAR_QUADRATIC_WEIGHTED': 2, # Quadratic.
}
##### Misc utilities #####
# Note: this could be in a utility (math.units e.g.)...
UNITS = {
"meter": 1.0, # Ref unit!
"kilometer": 0.001,
"millimeter": 1000.0,
"foot": 1.0 / 0.3048,
"inch": 1.0 / 0.0254,
"turn": 1.0, # Ref unit!
"degree": 360.0,
"radian": math.pi * 2.0,
"second": 1.0, # Ref unit!
"ktime": FBX_KTIME,
}
def units_convert(val, u_from, u_to):
"""Convert value."""
conv = UNITS[u_to] / UNITS[u_from]
return val * conv
def units_convert_iter(it, u_from, u_to):
"""Convert value."""
conv = UNITS[u_to] / UNITS[u_from]
return (v * conv for v in it)
def matrix_to_array(mat):
"""Concatenate matrix's columns into a single, flat tuple"""
# blender matrix is row major, fbx is col major so transpose on write
return tuple(f for v in mat.transposed() for f in v)
Bastien Montagne
committed
def similar_values(v1, v2, e=1e-6):
"""Return True if v1 and v2 are nearly the same."""
Bastien Montagne
committed
if v1 == v2:
return True
return ((abs(v1 - v2) / max(abs(v1), abs(v2))) <= e)
Bastien Montagne
committed
RIGHT_HAND_AXES = {
# Up, Front -> FBX values (tuples of (axis, sign), Up, Front, Coord).
# Note: Since we always stay in right-handed system, third coord sign is always positive!
('X', 'Y'): ((0, 1), (1, -1), (2, 1)),
('X', '-Y'): ((0, 1), (1, 1), (2, 1)),
('X', 'Z'): ((0, 1), (2, -1), (1, 1)),
('X', '-Z'): ((0, 1), (2, 1), (1, 1)),
('-X', 'Y'): ((0, -1), (1, -1), (2, 1)),
('-X', '-Y'): ((0, -1), (1, 1), (2, 1)),
('-X', 'Z'): ((0, -1), (2, -1), (1, 1)),
('-X', '-Z'): ((0, -1), (2, 1), (1, 1)),
('Y', 'X'): ((1, 1), (0, -1), (2, 1)),
('Y', '-X'): ((1, 1), (0, 1), (2, 1)),
('Y', 'Z'): ((1, 1), (2, -1), (0, 1)),
('Y', '-Z'): ((1, 1), (2, 1), (0, 1)),
('-Y', 'X'): ((1, -1), (0, -1), (2, 1)),
('-Y', '-X'): ((1, -1), (0, 1), (2, 1)),
('-Y', 'Z'): ((1, -1), (2, -1), (0, 1)),
('-Y', '-Z'): ((1, -1), (2, 1), (0, 1)),
('Z', 'X'): ((2, 1), (0, -1), (1, 1)),
('Z', '-X'): ((2, 1), (0, 1), (1, 1)),
('Z', 'Y'): ((2, 1), (1, -1), (0, 1)), # Blender system!
('Z', '-Y'): ((2, 1), (1, 1), (0, 1)),
('-Z', 'X'): ((2, -1), (0, -1), (1, 1)),
('-Z', '-X'): ((2, -1), (0, 1), (1, 1)),
('-Z', 'Y'): ((2, -1), (1, -1), (0, 1)),
('-Z', '-Y'): ((2, -1), (1, 1), (0, 1)),
Bastien Montagne
committed
FBX_FRAMERATES = (
(-1.0, 14), # Custom framerate.
(120.0, 1),
(100.0, 2),
(60.0, 3),
(50.0, 4),
(48.0, 5),
(30.0, 6), # BW NTSC.
(30.0 / 1.001, 9), # Color NTSC.
(25.0, 10),
(24.0, 11),
(24.0 / 1.001, 13),
(96.0, 15),
(72.0, 16),
(60.0 / 1.001, 17),
)
##### UIDs code. #####
# ID class (mere int).
class UID(int):
pass
# UIDs storage.
Loading
Loading full blame...