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# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

# Script copyright (C) Campbell Barton, Bastien Montagne


import array
import datetime
import math
import os
import time

from collections import OrderedDict
from itertools import zip_longest, chain

if "bpy" in locals():
    import importlib
    if "encode_bin" in locals():
        importlib.reload(encode_bin)
    if "data_types" in locals():
        importlib.reload(data_types)
    if "fbx_utils" in locals():
        importlib.reload(fbx_utils)

import bpy
import bpy_extras
from mathutils import Vector, Matrix

from . import encode_bin, data_types, fbx_utils
from .fbx_utils import (
    # Constants.
    FBX_VERSION, FBX_HEADER_VERSION, FBX_SCENEINFO_VERSION, FBX_TEMPLATES_VERSION,
    FBX_MODELS_VERSION,
    FBX_GEOMETRY_VERSION, FBX_GEOMETRY_NORMAL_VERSION, FBX_GEOMETRY_BINORMAL_VERSION, FBX_GEOMETRY_TANGENT_VERSION,
    FBX_GEOMETRY_SMOOTHING_VERSION, FBX_GEOMETRY_VCOLOR_VERSION, FBX_GEOMETRY_UV_VERSION,
    FBX_GEOMETRY_MATERIAL_VERSION, FBX_GEOMETRY_LAYER_VERSION,
    FBX_GEOMETRY_SHAPE_VERSION, FBX_DEFORMER_SHAPE_VERSION, FBX_DEFORMER_SHAPECHANNEL_VERSION,
    FBX_POSE_BIND_VERSION, FBX_DEFORMER_SKIN_VERSION, FBX_DEFORMER_CLUSTER_VERSION,
    FBX_MATERIAL_VERSION, FBX_TEXTURE_VERSION,
    FBX_ANIM_KEY_VERSION,
    FBX_ANIM_PROPSGROUP_NAME,
    FBX_KTIME,
    BLENDER_OTHER_OBJECT_TYPES, BLENDER_OBJECT_TYPES_MESHLIKE,
    FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES,
    RIGHT_HAND_AXES, FBX_FRAMERATES,
    # Miscellaneous utils.
    units_convertor, units_convertor_iter, matrix4_to_array, similar_values, similar_values_iter,
    # Mesh transform helpers.
    vcos_transformed_gen, nors_transformed_gen,
    # UUID from key.
    get_fbx_uuid_from_key,
    # Key generators.
    get_blenderID_key, get_blenderID_name,
    get_blender_mesh_shape_key, get_blender_mesh_shape_channel_key,
    get_blender_empty_key, get_blender_bone_key,
    get_blender_bindpose_key, get_blender_armature_skin_key, get_blender_bone_cluster_key,
    get_blender_anim_id_base, get_blender_anim_stack_key, get_blender_anim_layer_key,
    get_blender_anim_curve_node_key, get_blender_anim_curve_key,
    # FBX element data.
    elem_empty,
    elem_data_single_bool, elem_data_single_int16, elem_data_single_int32, elem_data_single_int64,
    elem_data_single_float32, elem_data_single_float64,
    elem_data_single_bytes, elem_data_single_string, elem_data_single_string_unicode,
    elem_data_single_bool_array, elem_data_single_int32_array, elem_data_single_int64_array,
    elem_data_single_float32_array, elem_data_single_float64_array, elem_data_vec_float64,
    # FBX element properties.
    elem_properties, elem_props_set, elem_props_compound,
    # FBX element properties handling templates.
    elem_props_template_init, elem_props_template_set, elem_props_template_finalize,
    # Templates.
    FBXTemplate, fbx_templates_generate,
    # Animation.
    AnimationCurveNodeWrapper,
    # Objects.
    ObjectWrapper, fbx_name_class,
    # Top level.
    FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
)

# Units convertors!
convert_sec_to_ktime = units_convertor("second", "ktime")
convert_sec_to_ktime_iter = units_convertor_iter("second", "ktime")

convert_mm_to_inch = units_convertor("millimeter", "inch")

convert_rad_to_deg = units_convertor("radian", "degree")
convert_rad_to_deg_iter = units_convertor_iter("radian", "degree")


# ##### Templates #####
# TODO: check all those "default" values, they should match Blender's default as much as possible, I guess?

def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict()
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False])


def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0):
    gscale = settings.global_scale
    props = OrderedDict((
        # Name,                   Value, Type, Animatable
        (b"QuaternionInterpolate", (0, "p_enum", False)),  # 0 = no quat interpolation.
        (b"RotationOffset", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"RotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"ScalingOffset", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"ScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"TranslationActive", (False, "p_bool", False)),
        (b"TranslationMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"TranslationMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"TranslationMinX", (False, "p_bool", False)),
        (b"TranslationMinY", (False, "p_bool", False)),
        (b"TranslationMinZ", (False, "p_bool", False)),
        (b"TranslationMaxX", (False, "p_bool", False)),
        (b"TranslationMaxY", (False, "p_bool", False)),
        (b"TranslationMaxZ", (False, "p_bool", False)),
        (b"RotationOrder", (0, "p_enum", False)),  # we always use 'XYZ' order.
        (b"RotationSpaceForLimitOnly", (False, "p_bool", False)),
        (b"RotationStiffnessX", (0.0, "p_double", False)),
        (b"RotationStiffnessY", (0.0, "p_double", False)),
        (b"RotationStiffnessZ", (0.0, "p_double", False)),
        (b"AxisLen", (10.0, "p_double", False)),
        (b"PreRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"PostRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"RotationActive", (False, "p_bool", False)),
        (b"RotationMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"RotationMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"RotationMinX", (False, "p_bool", False)),
        (b"RotationMinY", (False, "p_bool", False)),
        (b"RotationMinZ", (False, "p_bool", False)),
        (b"RotationMaxX", (False, "p_bool", False)),
        (b"RotationMaxY", (False, "p_bool", False)),
        (b"RotationMaxZ", (False, "p_bool", False)),
        (b"InheritType", (0, "p_enum", False)),  # RrSs
        (b"ScalingActive", (False, "p_bool", False)),
        (b"ScalingMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"ScalingMax", ((1.0, 1.0, 1.0), "p_vector_3d", False)),
        (b"ScalingMinX", (False, "p_bool", False)),
        (b"ScalingMinY", (False, "p_bool", False)),
        (b"ScalingMinZ", (False, "p_bool", False)),
        (b"ScalingMaxX", (False, "p_bool", False)),
        (b"ScalingMaxY", (False, "p_bool", False)),
        (b"ScalingMaxZ", (False, "p_bool", False)),
        (b"GeometricTranslation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"GeometricRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"GeometricScaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)),
        (b"MinDampRangeX", (0.0, "p_double", False)),
        (b"MinDampRangeY", (0.0, "p_double", False)),
        (b"MinDampRangeZ", (0.0, "p_double", False)),
        (b"MaxDampRangeX", (0.0, "p_double", False)),
        (b"MaxDampRangeY", (0.0, "p_double", False)),
        (b"MaxDampRangeZ", (0.0, "p_double", False)),
        (b"MinDampStrengthX", (0.0, "p_double", False)),
        (b"MinDampStrengthY", (0.0, "p_double", False)),
        (b"MinDampStrengthZ", (0.0, "p_double", False)),
        (b"MaxDampStrengthX", (0.0, "p_double", False)),
        (b"MaxDampStrengthY", (0.0, "p_double", False)),
        (b"MaxDampStrengthZ", (0.0, "p_double", False)),
        (b"PreferedAngleX", (0.0, "p_double", False)),
        (b"PreferedAngleY", (0.0, "p_double", False)),
        (b"PreferedAngleZ", (0.0, "p_double", False)),
        (b"LookAtProperty", (None, "p_object", False)),
        (b"UpVectorProperty", (None, "p_object", False)),
        (b"Show", (True, "p_bool", False)),
        (b"NegativePercentShapeSupport", (True, "p_bool", False)),
        (b"DefaultAttributeIndex", (-1, "p_integer", False)),
        (b"Freeze", (False, "p_bool", False)),
        (b"LODBox", (False, "p_bool", False)),
        (b"Lcl Translation", ((0.0, 0.0, 0.0), "p_lcl_translation", True)),
        (b"Lcl Rotation", ((0.0, 0.0, 0.0), "p_lcl_rotation", True)),
        (b"Lcl Scaling", ((1.0, 1.0, 1.0), "p_lcl_scaling", True)),
        (b"Visibility", (1.0, "p_visibility", True)),
        (b"Visibility Inheritance", (1, "p_visibility_inheritance", False)),
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False])


def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict((
        (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)),
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        (b"Size", (100.0, "p_double", False)),
        (b"Look", (1, "p_enum", False)),  # Cross (0 is None, i.e. invisible?).
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False])


def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0):
    gscale = settings.global_scale
    props = OrderedDict((
        (b"LightType", (0, "p_enum", False)),  # Point light.
        (b"CastLight", (True, "p_bool", False)),
        (b"Color", ((1.0, 1.0, 1.0), "p_color", True)),
        (b"Intensity", (100.0, "p_number", True)),  # Times 100 compared to Blender values...
        (b"DecayType", (2, "p_enum", False)),  # Quadratic.
        (b"DecayStart", (30.0 * gscale, "p_double", False)),
        (b"CastShadows", (True, "p_bool", False)),
        (b"ShadowColor", ((0.0, 0.0, 0.0), "p_color", True)),
        (b"AreaLightShape", (0, "p_enum", False)),  # Rectangle.
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False])


def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0):
    r = scene.render
    props = OrderedDict((
        (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)),
        (b"Position", ((0.0, 0.0, -50.0), "p_vector", True)),
        (b"UpVector", ((0.0, 1.0, 0.0), "p_vector", True)),
        (b"InterestPosition", ((0.0, 0.0, 0.0), "p_vector", True)),
        (b"Roll", (0.0, "p_roll", True)),
        (b"OpticalCenterX", (0.0, "p_opticalcenterx", True)),
        (b"OpticalCenterY", (0.0, "p_opticalcentery", True)),
        (b"BackgroundColor", ((0.63, 0.63, 0.63), "p_color", True)),
        (b"TurnTable", (0.0, "p_number", True)),
        (b"DisplayTurnTableIcon", (False, "p_bool", False)),
        (b"UseMotionBlur", (False, "p_bool", False)),
        (b"UseRealTimeMotionBlur", (True, "p_bool", False)),
        (b"Motion Blur Intensity", (1.0, "p_number", True)),
        (b"AspectRatioMode", (0, "p_enum", False)),  # WindowSize.
        (b"AspectWidth", (320.0, "p_double", False)),
        (b"AspectHeight", (200.0, "p_double", False)),
        (b"PixelAspectRatio", (1.0, "p_double", False)),
        (b"FilmOffsetX", (0.0, "p_number", True)),
        (b"FilmOffsetY", (0.0, "p_number", True)),
        (b"FilmWidth", (0.816, "p_double", False)),
        (b"FilmHeight", (0.612, "p_double", False)),
        (b"FilmAspectRatio", (1.3333333333333333, "p_double", False)),
        (b"FilmSqueezeRatio", (1.0, "p_double", False)),
        (b"FilmFormatIndex", (0, "p_enum", False)),  # Assuming this is ApertureFormat, 0 = custom.
        (b"PreScale", (1.0, "p_number", True)),
        (b"FilmTranslateX", (0.0, "p_number", True)),
        (b"FilmTranslateY", (0.0, "p_number", True)),
        (b"FilmRollPivotX", (0.0, "p_number", True)),
        (b"FilmRollPivotY", (0.0, "p_number", True)),
        (b"FilmRollValue", (0.0, "p_number", True)),
        (b"FilmRollOrder", (0, "p_enum", False)),  # 0 = rotate first (default).
        (b"ApertureMode", (2, "p_enum", False)),  # 2 = Vertical.
        (b"GateFit", (0, "p_enum", False)),  # 0 = no resolution gate fit.
        (b"FieldOfView", (25.114999771118164, "p_fov", True)),
        (b"FieldOfViewX", (40.0, "p_fov_x", True)),
        (b"FieldOfViewY", (40.0, "p_fov_y", True)),
        (b"FocalLength", (34.89327621672628, "p_number", True)),
        (b"CameraFormat", (0, "p_enum", False)),  # Custom camera format.
        (b"UseFrameColor", (False, "p_bool", False)),
        (b"FrameColor", ((0.3, 0.3, 0.3), "p_color_rgb", False)),
        (b"ShowName", (True, "p_bool", False)),
        (b"ShowInfoOnMoving", (True, "p_bool", False)),
        (b"ShowGrid", (True, "p_bool", False)),
        (b"ShowOpticalCenter", (False, "p_bool", False)),
        (b"ShowAzimut", (True, "p_bool", False)),
        (b"ShowTimeCode", (False, "p_bool", False)),
        (b"ShowAudio", (False, "p_bool", False)),
        (b"AudioColor", ((0.0, 1.0, 0.0), "p_vector_3d", False)),  # Yep, vector3d, not corlorgb… :cry:
        (b"NearPlane", (10.0, "p_double", False)),
        (b"FarPlane", (4000.0, "p_double", False)),
        (b"AutoComputeClipPanes", (False, "p_bool", False)),
        (b"ViewCameraToLookAt", (True, "p_bool", False)),
        (b"ViewFrustumNearFarPlane", (False, "p_bool", False)),
        (b"ViewFrustumBackPlaneMode", (2, "p_enum", False)),  # 2 = show back plane if texture added.
        (b"BackPlaneDistance", (4000.0, "p_number", True)),
        (b"BackPlaneDistanceMode", (1, "p_enum", False)),  # 1 = relative to camera.
        (b"ViewFrustumFrontPlaneMode", (2, "p_enum", False)),  # 2 = show front plane if texture added.
        (b"FrontPlaneDistance", (10.0, "p_number", True)),
        (b"FrontPlaneDistanceMode", (1, "p_enum", False)),  # 1 = relative to camera.
        (b"LockMode", (False, "p_bool", False)),
        (b"LockInterestNavigation", (False, "p_bool", False)),
        # BackPlate... properties **arggggg!**
        (b"FitImage", (False, "p_bool", False)),
        (b"Crop", (False, "p_bool", False)),
        (b"Center", (True, "p_bool", False)),
        (b"KeepRatio", (True, "p_bool", False)),
        # End of BackPlate...
        (b"BackgroundAlphaTreshold", (0.5, "p_double", False)),
        (b"ShowBackplate", (True, "p_bool", False)),
        (b"BackPlaneOffsetX", (0.0, "p_number", True)),
        (b"BackPlaneOffsetY", (0.0, "p_number", True)),
        (b"BackPlaneRotation", (0.0, "p_number", True)),
        (b"BackPlaneScaleX", (1.0, "p_number", True)),
        (b"BackPlaneScaleY", (1.0, "p_number", True)),
        (b"Background Texture", (None, "p_object", False)),
        (b"FrontPlateFitImage", (True, "p_bool", False)),
        (b"FrontPlateCrop", (False, "p_bool", False)),
        (b"FrontPlateCenter", (True, "p_bool", False)),
        (b"FrontPlateKeepRatio", (True, "p_bool", False)),
        (b"Foreground Opacity", (1.0, "p_double", False)),
        (b"ShowFrontplate", (True, "p_bool", False)),
        (b"FrontPlaneOffsetX", (0.0, "p_number", True)),
        (b"FrontPlaneOffsetY", (0.0, "p_number", True)),
        (b"FrontPlaneRotation", (0.0, "p_number", True)),
        (b"FrontPlaneScaleX", (1.0, "p_number", True)),
        (b"FrontPlaneScaleY", (1.0, "p_number", True)),
        (b"Foreground Texture", (None, "p_object", False)),
        (b"DisplaySafeArea", (False, "p_bool", False)),
        (b"DisplaySafeAreaOnRender", (False, "p_bool", False)),
        (b"SafeAreaDisplayStyle", (1, "p_enum", False)),  # 1 = rounded corners.
        (b"SafeAreaAspectRatio", (1.3333333333333333, "p_double", False)),
        (b"Use2DMagnifierZoom", (False, "p_bool", False)),
        (b"2D Magnifier Zoom", (100.0, "p_number", True)),
        (b"2D Magnifier X", (50.0, "p_number", True)),
        (b"2D Magnifier Y", (50.0, "p_number", True)),
        (b"CameraProjectionType", (0, "p_enum", False)),  # 0 = perspective, 1 = orthogonal.
        (b"OrthoZoom", (1.0, "p_double", False)),
        (b"UseRealTimeDOFAndAA", (False, "p_bool", False)),
        (b"UseDepthOfField", (False, "p_bool", False)),
        (b"FocusSource", (0, "p_enum", False)),  # 0 = camera interest, 1 = distance from camera interest.
        (b"FocusAngle", (3.5, "p_double", False)),  # ???
        (b"FocusDistance", (200.0, "p_double", False)),
        (b"UseAntialiasing", (False, "p_bool", False)),
        (b"AntialiasingIntensity", (0.77777, "p_double", False)),
        (b"AntialiasingMethod", (0, "p_enum", False)),  # 0 = oversampling, 1 = hardware.
        (b"UseAccumulationBuffer", (False, "p_bool", False)),
        (b"FrameSamplingCount", (7, "p_integer", False)),
        (b"FrameSamplingType", (1, "p_enum", False)),  # 0 = uniform, 1 = stochastic.
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False])


def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict()
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False])


def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict((
        (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)),
        (b"BBoxMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"BBoxMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"Primary Visibility", (True, "p_bool", False)),
        (b"Casts Shadows", (True, "p_bool", False)),
        (b"Receive Shadows", (True, "p_bool", False)),
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False])


def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0):
    # WIP...
    props = OrderedDict((
        (b"ShadingModel", ("Phong", "p_string", False)),
        (b"MultiLayer", (False, "p_bool", False)),
        # Lambert-specific.
        (b"EmissiveColor", ((0.0, 0.0, 0.0), "p_color", True)),
        (b"EmissiveFactor", (1.0, "p_number", True)),
        (b"AmbientColor", ((0.2, 0.2, 0.2), "p_color", True)),
        (b"AmbientFactor", (1.0, "p_number", True)),
        (b"DiffuseColor", ((0.8, 0.8, 0.8), "p_color", True)),
        (b"DiffuseFactor", (1.0, "p_number", True)),
        (b"TransparentColor", ((0.0, 0.0, 0.0), "p_color", True)),
        (b"TransparencyFactor", (0.0, "p_number", True)),
        (b"Opacity", (1.0, "p_number", True)),
        (b"NormalMap", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"Bump", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"BumpFactor", (1.0, "p_double", False)),
        (b"DisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)),
        (b"DisplacementFactor", (1.0, "p_double", False)),
        (b"VectorDisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)),
        (b"VectorDisplacementFactor", (1.0, "p_double", False)),
        # Phong-specific.
        (b"SpecularColor", ((0.2, 0.2, 0.2), "p_color", True)),
        (b"SpecularFactor", (1.0, "p_number", True)),
        # Not sure about the name, importer uses this (but ShininessExponent for tex prop name!)
        # And in fbx exported by sdk, you have one in template, the other in actual material!!! :/
        # For now, using both.
        (b"Shininess", (20.0, "p_number", True)),
        (b"ShininessExponent", (20.0, "p_number", True)),
        (b"ReflectionColor", ((0.0, 0.0, 0.0), "p_color", True)),
        (b"ReflectionFactor", (1.0, "p_number", True)),
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False])


def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0):
    # WIP...
    # XXX Not sure about all names!
    props = OrderedDict((
        (b"TextureTypeUse", (0, "p_enum", False)),  # Standard.
        (b"AlphaSource", (2, "p_enum", False)),  # Black (i.e. texture's alpha), XXX name guessed!.
        (b"Texture alpha", (1.0, "p_double", False)),
        (b"PremultiplyAlpha", (True, "p_bool", False)),
        (b"CurrentTextureBlendMode", (1, "p_enum", False)),  # Additive...
        (b"CurrentMappingType", (0, "p_enum", False)),  # UV.
        (b"UVSet", ("default", "p_string", False)),  # UVMap name.
        (b"WrapModeU", (0, "p_enum", False)),  # Repeat.
        (b"WrapModeV", (0, "p_enum", False)),  # Repeat.
        (b"UVSwap", (False, "p_bool", False)),
        (b"Translation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"Rotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"Scaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)),
        (b"TextureRotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        (b"TextureScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
        # Not sure about those two...
        (b"UseMaterial", (False, "p_bool", False)),
        (b"UseMipMap", (False, "p_bool", False)),
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False])


def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0):
    # WIP...
    props = OrderedDict((
        # All pictures.
        (b"Width", (0, "p_integer", False)),
        (b"Height", (0, "p_integer", False)),
        (b"Path", ("", "p_string_url", False)),
        (b"AccessMode", (0, "p_enum", False)),  # Disk (0=Disk, 1=Mem, 2=DiskAsync).
        # All videos.
        (b"StartFrame", (0, "p_integer", False)),
        (b"StopFrame", (0, "p_integer", False)),
        (b"Offset", (0, "p_timestamp", False)),
        (b"PlaySpeed", (0.0, "p_double", False)),
        (b"FreeRunning", (False, "p_bool", False)),
        (b"Loop", (False, "p_bool", False)),
        (b"InterlaceMode", (0, "p_enum", False)),  # None, i.e. progressive.
        # Image sequences.
        (b"ImageSequence", (False, "p_bool", False)),
        (b"ImageSequenceOffset", (0, "p_integer", False)),
        (b"FrameRate", (0.0, "p_double", False)),
        (b"LastFrame", (0, "p_integer", False)),
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False])


def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict()
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Pose", b"", props, nbr_users, [False])


def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict()
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Deformer", b"", props, nbr_users, [False])


def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict((
        (b"Description", ("", "p_string", False)),
        (b"LocalStart", (0, "p_timestamp", False)),
        (b"LocalStop", (0, "p_timestamp", False)),
        (b"ReferenceStart", (0, "p_timestamp", False)),
        (b"ReferenceStop", (0, "p_timestamp", False)),
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False])


def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict((
        (b"Weight", (100.0, "p_number", True)),
        (b"Mute", (False, "p_bool", False)),
        (b"Solo", (False, "p_bool", False)),
        (b"Lock", (False, "p_bool", False)),
        (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)),
        (b"BlendMode", (0, "p_enum", False)),
        (b"RotationAccumulationMode", (0, "p_enum", False)),
        (b"ScaleAccumulationMode", (0, "p_enum", False)),
        (b"BlendModeBypass", (0, "p_ulonglong", False)),
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False])


def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict((
        (FBX_ANIM_PROPSGROUP_NAME.encode(), (None, "p_compound", False)),
    ))
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False])


def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0):
    props = OrderedDict()
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])


# ##### Generators for connection elements. #####

def elem_connection(elem, c_type, uid_src, uid_dst, prop_dst=None):
    e = elem_data_single_string(elem, b"C", c_type)
    e.add_int64(uid_src)
    e.add_int64(uid_dst)
    if prop_dst is not None:
        e.add_string(prop_dst)


# ##### FBX objects generators. #####

def fbx_data_element_custom_properties(props, bid):
    """
    Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
    """
    for k, v in bid.items():
        list_val = getattr(v, "to_list", lambda: None)()

        if isinstance(v, str):
            elem_props_set(props, "p_string", k.encode(), v, custom=True)
        elif isinstance(v, int):
            elem_props_set(props, "p_integer", k.encode(), v, custom=True)
        elif isinstance(v, float):
            elem_props_set(props, "p_double", k.encode(), v, custom=True)
        elif list_val and len(list_val) == 3:
            elem_props_set(props, "p_vector", k.encode(), list_val, custom=True)


def fbx_data_empty_elements(root, empty, scene_data):
    """
    Write the Empty data block.
    """
    empty_key = scene_data.data_empties[empty]

    null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))
    null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
    null.add_string(b"Null")

    elem_data_single_string(null, b"TypeFlags", b"Null")

    tmpl = elem_props_template_init(scene_data.templates, b"Null")
    props = elem_properties(null)
    elem_props_template_finalize(tmpl, props)

    # No custom properties, already saved with object (Model).


def fbx_data_lamp_elements(root, lamp, scene_data):
    """
    Write the Lamp data block.
    """
    gscale = scene_data.settings.global_scale

    lamp_key = scene_data.data_lamps[lamp]
    do_light = True
    decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT']
    do_shadow = False
    shadow_color = Vector((0.0, 0.0, 0.0))
    if lamp.type not in {'HEMI'}:
        if lamp.type not in {'SUN', 'AREA'}:
            decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type]
        do_light = (not lamp.use_only_shadow) and (lamp.use_specular or lamp.use_diffuse)
        do_shadow = lamp.shadow_method not in {'NOSHADOW'}
        shadow_color = lamp.shadow_color

    light = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(lamp_key))
    light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
    light.add_string(b"Light")

    elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION)  # Sic...

    tmpl = elem_props_template_init(scene_data.templates, b"Light")
    props = elem_properties(light)
    elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
    elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
    elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
    elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
    elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type)
    elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale)
    elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
    elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
    if lamp.type in {'SPOT'}:
        elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
        elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
                                math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
    elem_props_template_finalize(tmpl, props)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, lamp)


def fbx_data_camera_elements(root, cam_obj, scene_data):
    """
    Write the Camera data blocks.
    """
    gscale = scene_data.settings.global_scale

    cam = cam_obj.bdata
    cam_data = cam.data
    cam_key = scene_data.data_cameras[cam_obj]

    # Real data now, good old camera!
    # Object transform info.
    loc, rot, scale, matrix, matrix_rot = cam_obj.fbx_object_tx(scene_data)
    up = matrix_rot * Vector((0.0, 1.0, 0.0))
    to = matrix_rot * Vector((0.0, 0.0, -1.0))
    # Render settings.
    # TODO We could export much more...
    render = scene_data.scene.render
    width = render.resolution_x
    height = render.resolution_y
    aspect = width / height
    # Film width & height from mm to inches
    filmwidth = convert_mm_to_inch(cam_data.sensor_width)
    filmheight = convert_mm_to_inch(cam_data.sensor_height)
    filmaspect = filmwidth / filmheight
    # Film offset
    offsetx = filmwidth * cam_data.shift_x
    offsety = filmaspect * filmheight * cam_data.shift_y

    cam = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(cam_key))
    cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
    cam.add_string(b"Camera")

    tmpl = elem_props_template_init(scene_data.templates, b"Camera")
    props = elem_properties(cam)

    elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
    elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
    elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to)  # Point, not vector!
    # Should we use world value?
    elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
    elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)

    elem_props_template_set(tmpl, props, "p_enum", b"AspectRatioMode", 2)  # FixedResolution
    elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(render.resolution_x))
    elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(render.resolution_y))
    elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio",
                            float(render.pixel_aspect_x / render.pixel_aspect_y))

    elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
    elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
    elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
    elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
    elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)

    elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3)  # FocalLength.
    elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2)  # FitHorizontal.
    elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
    elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
    elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
    # No need to convert to inches here...
    elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
    elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
    # Default to perspective camera.
    elem_props_template_set(tmpl, props, "p_enum", b"CameraProjectionType", 1 if cam_data.type == 'ORTHO' else 0)
    elem_props_template_set(tmpl, props, "p_double", b"OrthoZoom", cam_data.ortho_scale)

    elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
    elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
    elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1)  # RelativeToCamera.
    elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)

    elem_props_template_finalize(tmpl, props)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, cam_data)

    elem_data_single_string(cam, b"TypeFlags", b"Camera")
    elem_data_single_int32(cam, b"GeometryVersion", 124)  # Sic...
    elem_data_vec_float64(cam, b"Position", loc)
    elem_data_vec_float64(cam, b"Up", up)
    elem_data_vec_float64(cam, b"LookAt", to)
    elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
    elem_data_single_int32(cam, b"ShowAudio", 0)
    elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
    elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)


def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, bones=[]):
    """
    Helper, since bindpose are used by both meshes shape keys and armature bones...
    """
    if arm_obj is None:
        arm_obj = me_obj
    # We assume bind pose for our bones are their "Editmode" pose...
    # All matrices are expected in global (world) space.
    bindpose_key = get_blender_bindpose_key(arm_obj.bdata, me)
    fbx_pose = elem_data_single_int64(root, b"Pose", get_fbx_uuid_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(bones))

    # First node is mesh/object.
    mat_world_obj = me_obj.fbx_object_matrix(scene_data, global_space=True)
    fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
    elem_data_single_int64(fbx_posenode, b"Node", me_obj.fbx_uuid)
    elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_obj))
    # And all bones of armature!
    mat_world_bones = {}
    for bo_obj in bones:
        bomat = bo_obj.fbx_object_matrix(scene_data, rest=True, global_space=True)
        mat_world_bones[bo_obj] = bomat
        fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
        elem_data_single_int64(fbx_posenode, b"Node", bo_obj.fbx_uuid)
        elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(bomat))

    return mat_world_obj, mat_world_bones


def fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, fbx_me_tmpl, fbx_me_props):
    """
    Write shape keys related data.
    """
    if me not in scene_data.data_deformers_shape:
        return

    # First, write the geometry data itself (i.e. shapes).
    _me_key, shape_key, shapes = scene_data.data_deformers_shape[me]

    channels = []

    for shape, (channel_key, geom_key, shape_verts_co, shape_verts_idx) in shapes.items():
        # Use vgroups as weights, if defined.
        if shape.vertex_group and shape.vertex_group in me_obj.bdata.vertex_groups:
            shape_verts_weights = [0.0] * (len(shape_verts_co) // 3)
            vg_idx = me_obj.bdata.vertex_groups[shape.vertex_group].index
            for sk_idx, v_idx in enumerate(shape_verts_idx):
                for vg in me.vertices[v_idx].groups:
                    if vg.group == vg_idx:
                        shape_verts_weights[sk_idx] = vg.weight * 100.0
        else:
            shape_verts_weights = [100.0] * (len(shape_verts_co) // 3)
        channels.append((channel_key, shape, shape_verts_weights))

        geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(geom_key))
        geom.add_string(fbx_name_class(shape.name.encode(), b"Geometry"))
        geom.add_string(b"Shape")

        tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
        props = elem_properties(geom)
        elem_props_template_finalize(tmpl, props)

        elem_data_single_int32(geom, b"Version", FBX_GEOMETRY_SHAPE_VERSION)

        elem_data_single_int32_array(geom, b"Indexes", shape_verts_idx)
        elem_data_single_float64_array(geom, b"Vertices", shape_verts_co)
        elem_data_single_float64_array(geom, b"Normals", [0.0] * len(shape_verts_co))

    # Yiha! BindPose for shapekeys too! Dodecasigh...
    # XXX Not sure yet whether several bindposes on same mesh are allowed, or not... :/
    fbx_data_bindpose_element(root, me_obj, me, scene_data)

    # ...and now, the deformers stuff.
    fbx_shape = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(shape_key))
    fbx_shape.add_string(fbx_name_class(me.name.encode(), b"Deformer"))
    fbx_shape.add_string(b"BlendShape")

    elem_data_single_int32(fbx_shape, b"Version", FBX_DEFORMER_SHAPE_VERSION)

    for channel_key, shape, shape_verts_weights in channels:
        fbx_channel = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(channel_key))
        fbx_channel.add_string(fbx_name_class(shape.name.encode(), b"SubDeformer"))
        fbx_channel.add_string(b"BlendShapeChannel")

        elem_data_single_int32(fbx_channel, b"Version", FBX_DEFORMER_SHAPECHANNEL_VERSION)
        elem_data_single_float64(fbx_channel, b"DeformPercent", shape.value * 100.0)  # Percents...
        elem_data_single_float64_array(fbx_channel, b"FullWeights", shape_verts_weights)

        # *WHY* add this in linked mesh properties too? *cry*
        # No idea whether it’s percent here too, or more usual factor (assume percentage for now) :/
        elem_props_template_set(fbx_me_tmpl, fbx_me_props, "p_number", shape.name.encode(), shape.value * 100.0,
                                animatable=True)


def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
    """
    Write the Mesh (Geometry) data block.
    """
    # Ugly helper... :/
    def _infinite_gen(val):
        while 1:
            yield val

    me_key, me, _free = scene_data.data_meshes[me_obj]

    # In case of multiple instances of same mesh, only write it once!
    if me_key in done_meshes:
        return

    # No gscale/gmat here, all data are supposed to be in object space.
    smooth_type = scene_data.settings.mesh_smooth_type
    write_normals = smooth_type in {'OFF'}

    do_bake_space_transform = me_obj.use_bake_space_transform(scene_data)

    # 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 = scene_data.settings.global_matrix if do_bake_space_transform else None
    # We need to apply the inverse transpose of the global matrix when transforming normals.
    geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
    if geom_mat_no is not None:
        # Remove translation & scaling!
        geom_mat_no.translation = Vector()
        geom_mat_no.normalize()

    geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(me_key))
    geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
    geom.add_string(b"Mesh")

    tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
    props = elem_properties(geom)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, me)

    elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)

    # Vertex cos.
    t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
    me.vertices.foreach_get("co", t_co)
    elem_data_single_float64_array(geom, b"Vertices", chain(*vcos_transformed_gen(t_co, geom_mat_co)))
    del t_co

    # Polygon indices.
    #
    # We do loose edges as two-vertices faces, if enabled...
    #
    # Note we have to process Edges in the same time, as they are based on poly's loops...
    loop_nbr = len(me.loops)
    t_pvi = array.array(data_types.ARRAY_INT32, (0,)) * loop_nbr
    t_ls = [None] * len(me.polygons)

    me.loops.foreach_get("vertex_index", t_pvi)
    me.polygons.foreach_get("loop_start", t_ls)

    # Add "fake" faces for loose edges.
    if scene_data.settings.use_mesh_edges:
        t_le = tuple(e.vertices for e in me.edges if e.is_loose)
        t_pvi.extend(chain(*t_le))
        t_ls.extend(range(loop_nbr, loop_nbr + len(t_le), 2))
        del t_le

    # Edges...
    # Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
    #       The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
    #       Advantage: Only one index per edge.
    #       Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
    #                 for loose edges).
    #       We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
    #       (like e.g. crease).
    t_eli = array.array(data_types.ARRAY_INT32)
    edges_map = {}
    edges_nbr = 0
    if t_ls and t_pvi:
        t_ls = set(t_ls)
        todo_edges = [None] * len(me.edges) * 2
        me.edges.foreach_get("vertices", todo_edges)
        todo_edges = set((v1, v2) if v1 < v2 else (v2, v1) for v1, v2 in zip(*(iter(todo_edges),) * 2))

        li = 0
        vi = vi_start = t_pvi[0]
        for li_next, vi_next in enumerate(t_pvi[1:] + t_pvi[:1], start=1):
            if li_next in t_ls:  # End of a poly's loop.
                vi2 = vi_start
                vi_start = vi_next
            else:
                vi2 = vi_next

            e_key = (vi, vi2) if vi < vi2 else (vi2, vi)
            if e_key in todo_edges:
                t_eli.append(li)
                todo_edges.remove(e_key)
                edges_map[e_key] = edges_nbr
                edges_nbr += 1

            vi = vi_next
            li = li_next
    # End of edges!

    # We have to ^-1 last index of each loop.
    for ls in t_ls:
        t_pvi[ls - 1] ^= -1

    # And finally we can write data!
    elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
    elem_data_single_int32_array(geom, b"Edges", t_eli)
    del t_pvi
    del t_ls
    del t_eli

    # And now, layers!

    # Smoothing.
    if smooth_type in {'FACE', 'EDGE'}:
        t_ps = None
        _map = b""
        if smooth_type == 'FACE':
            t_ps = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
            me.polygons.foreach_get("use_smooth", t_ps)
            _map = b"ByPolygon"
        else:  # EDGE
            # Write Edge Smoothing.
            t_ps = array.array(data_types.ARRAY_INT32, (0,)) * edges_nbr
            for e in me.edges:
                if e.key not in edges_map:
                    continue  # Only loose edges, in theory!
                t_ps[edges_map[e.key]] = not e.use_edge_sharp
            _map = b"ByEdge"
        lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
        elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
        elem_data_single_string(lay_smooth, b"Name", b"")
        elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
        elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
        elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps)  # Sight, int32 for bool...
        del t_ps

    # TODO: Edge crease (LayerElementCrease).

    # And we are done with edges!
    del edges_map

    # Loop normals.
    tspacenumber = 0
    if (write_normals):
        # NOTE: this is not supported by importer currently.
        # XXX Official docs says normals should use IndexToDirect,
        #     but this does not seem well supported by apps currently...
        me.calc_normals_split()

        t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
        me.loops.foreach_get("normal", t_ln)
        t_ln = nors_transformed_gen(t_ln, geom_mat_no)
        if 0:
            t_ln = tuple(t_ln)  # No choice... :/

            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"IndexToDirect")

            ln2idx = tuple(set(t_ln))
            elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx))
            # Normal weights, no idea what it is.
            # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(ln2idx)
            # elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)

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

            del ln2idx
            # del t_lnw
        else:
            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", chain(*t_ln))
            # Normal weights, no idea what it is.
            # t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
            # elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
        del t_ln

        # tspace
        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
                # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
                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",
                                                   chain(*nors_transformed_gen(t_ln, geom_mat_no)))
                    # Binormal weights, no idea what it is.
                    # elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)

                    # 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",
                                                   chain(*nors_transformed_gen(t_ln, geom_mat_no)))
1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372
                    # Tangent weights, no idea what it is.
                    # elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)

                del t_ln
                # del t_lnw
                me.free_tangents()

        me.free_normals_split()

    # Write VertexColor Layers.
    vcolnumber = len(me.vertex_colors)
    if vcolnumber:
        def _coltuples_gen(raw_cols):
            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 = scene_data.mesh_mat_indices.get(me)
    if me_fbxmats_idx is not None:
        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.
                # Note a mat might not be in me_fbxmats_idx (e.g. node mats are ignored).
                blmats_to_fbxmats_idxs = [me_fbxmats_idx[m] for m in me_blmats if m in me_fbxmats_idx]
                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 t_pm)
                t_pm = array.array(data_types.ARRAY_INT32, _gen)

                elem_data_single_string(lay_mat, b"MappingInformationType", b"ByPolygon")
                # XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one
                #     value per polygon...
                #     But looks like FBX expects it to be IndexToDirect here (maybe because materials are already
                #     indices??? *sigh*).
                elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect")
                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 tspacenumber:
        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", 0)
        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", 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)

    # Shape keys...
    fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, tmpl, props)

    elem_props_template_finalize(tmpl, props)
    done_meshes.add(me_key)


def check_skip_material(mat):
    """Simple helper to check whether we actually support exporting that material or not"""
    return mat.type not in {'SURFACE'} or mat.use_nodes


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]
    skip_mat = check_skip_material(mat)
    mat_type = b"Phong"
    # Approximation...
    if not skip_mat and mat.specular_shader not in {'COOKTORR', 'PHONG', 'BLINN'}:
        mat_type = b"Lambert"

    fbx_mat = elem_data_single_int64(root, b"Material", get_fbx_uuid_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 = elem_props_template_init(scene_data.templates, b"Material")
    props = elem_properties(fbx_mat)

    if not skip_mat:
        elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode())
        elem_props_template_set(tmpl, props, "p_color", 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", b"AmbientColor", ambient_color)
        elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
        elem_props_template_set(tmpl, props, "p_color", 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", b"TransparentColor",
                                mat.diffuse_color if mat.use_transparency else (1.0, 1.0, 1.0))
        elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor",
                                1.0 - mat.alpha if mat.use_transparency else 0.0)
        elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0)
        elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
        # Not sure about those...
        """
        b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
        b"BumpFactor": (1.0, "p_double"),
        b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
        b"DisplacementFactor": (0.0, "p_double"),
        """
        if mat_type == b"Phong":
            elem_props_template_set(tmpl, props, "p_color", 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", 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)

    elem_props_template_finalize(tmpl, props)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(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_fbx_uuid_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  # UV.
    uvset = 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'}:
        mapping = 0  # UV
        # Yuck, UVs are linked by mere names it seems... :/
        uvset = tex.uv_layer
    wrap_mode = 1  # Clamp
    if tex.texture.extension in {'REPEAT'}:
        wrap_mode = 0  # Repeat

    tmpl = elem_props_template_init(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)
    if uvset is not None:
        elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset)
    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)
    # UseMaterial should always be ON imho.
    elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True)
    elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", tex.texture.use_mipmap)
    elem_props_template_finalize(tmpl, props)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(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_fbx_uuid_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???

    tmpl = elem_props_template_init(scene_data.templates, b"Video")
    props = elem_properties(fbx_vid)
    elem_props_template_set(tmpl, props, "p_string_url", b"Path", fname_abs)
    elem_props_template_finalize(tmpl, props)

    elem_data_single_int32(fbx_vid, b"UseMipMap", 0)
    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:
        if vid.packed_file is not None:
            elem_data_single_bytes(fbx_vid, b"Content", vid.packed_file.data)
        else:
            filepath = bpy.path.abspath(vid.filepath)
            try:
                with open(filepath, 'br') as f:
                    elem_data_single_bytes(fbx_vid, b"Content", f.read())
            except Exception as e:
                print("WARNING: embedding file {} failed ({})".format(filepath, e))
                elem_data_single_bytes(fbx_vid, b"Content", b"")
    else:
        elem_data_single_bytes(fbx_vid, b"Content", b"")


def fbx_data_armature_elements(root, arm_obj, 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...
    """
    mat_world_arm = arm_obj.fbx_object_matrix(scene_data, global_space=True)
    bones = tuple(bo_obj for bo_obj in arm_obj.bones if bo_obj in scene_data.objects)

    bone_radius_scale = scene_data.settings.global_scale * 33.0

    # Bones "data".
    for bo_obj in bones:
        bo = bo_obj.bdata
        bo_data_key = scene_data.data_bones[bo_obj]
        fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_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")

        tmpl = elem_props_template_init(scene_data.templates, b"Bone")
        props = elem_properties(fbx_bo)
        elem_props_template_set(tmpl, props, "p_double", b"Size", bo.head_radius * bone_radius_scale)
        elem_props_template_finalize(tmpl, props)

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

        # Store Blender bone length
        # (LimbLength can't be used because it is a scale factor 0-1 for the parent-child distance:
        # http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/class_fbx_skeleton.html#a9bbe2a70f4ed82cd162620259e649f0f )
        elem_props_set(props, "p_double", "BlenderBoneLength".encode(), (bo.tail_local - bo.head_local).length, custom=True)

    # Skin deformers and BindPoses.
    # Note: we might also use Deformers for our "parent to vertex" stuff???
    deformer = scene_data.data_deformers_skin.get(arm_obj, None)
    if deformer is not None:
        for me, (skin_key, ob_obj, clusters) in deformer.items():
            # BindPose.

            mat_world_obj, mat_world_bones = fbx_data_bindpose_element(root, ob_obj, me, scene_data, arm_obj, bones)

            # Deformer.
            fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(skin_key))
            fbx_skin.add_string(fbx_name_class(arm_obj.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...

            # Pre-process vertex weights (also to check vertices assigned ot more than four bones).
            ob = ob_obj.bdata
            bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
                         for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
            valid_idxs = set(bo_vg_idx.values())
            vgroups = {vg.index: OrderedDict() for vg in ob.vertex_groups}
            verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs),
                                    key=lambda e: e[1], reverse=True)
                             for v in me.vertices)
            for idx, vgs in enumerate(verts_vgroups):
                for vg_idx, w in vgs:
                    vgroups[vg_idx][idx] = w

            for bo_obj, clstr_key in clusters.items():
                bo = bo_obj.bdata
                # Find which vertices are affected by this bone/vgroup pair, and matching weights.
                # Note we still write a cluster for bones not affecting the mesh, to get 'rest pose' data
                # (the TransformBlah matrices).
                vg_idx = bo_vg_idx.get(bo.name, None)
                indices, weights = ((), ()) if vg_idx is None or not vgroups[vg_idx] else zip(*vgroups[vg_idx].items())

                # Create the cluster.
                fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_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"")
                elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
                elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
                # Transform, TransformLink and TransformAssociateModel matrices...
                # They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though.
                # 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",
                                               matrix4_to_array(mat_world_bones[bo_obj].inverted() * mat_world_obj))
                elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
                elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))


def fbx_data_object_elements(root, ob_obj, scene_data):
    """
    Write the Object (Model) data blocks.
    Note this "Model" can also be bone or dupli!
    """
    obj_type = b"Null"  # default, sort of empty...
    if ob_obj.is_bone:
        obj_type = b"LimbNode"
    elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
        obj_type = b"Mesh"
    elif (ob_obj.type == 'LAMP'):
        obj_type = b"Light"
    elif (ob_obj.type == 'CAMERA'):
        obj_type = b"Camera"
    model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid)
    model.add_string(fbx_name_class(ob_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 = ob_obj.fbx_object_tx(scene_data)
    rot = tuple(convert_rad_to_deg_iter(rot))

    tmpl = elem_props_template_init(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)
    elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide))

    # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
    # invalid -1 value...
    elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)

    elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1)  # RSrs

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, ob_obj.bdata)

    # 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 obj_type == b"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_double", b"AspectW", width)
        elem_props_template_set(tmpl, props, "p_double", 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)

    elem_props_template_finalize(tmpl, props)


def fbx_data_animation_elements(root, scene_data):
    """
    Write animation data.
    """
    animations = scene_data.animations
    if not animations:
        return
    scene = scene_data.scene

    fps = scene.render.fps / scene.render.fps_base

    def keys_to_ktimes(keys):
        return (int(v) for v in convert_sec_to_ktime_iter((f / fps for f, _v in keys)))

    # Animation stacks.
    for astack_key, alayers, alayer_key, name, f_start, f_end in animations:
        astack = elem_data_single_int64(root, b"AnimationStack", get_fbx_uuid_from_key(astack_key))
        astack.add_string(fbx_name_class(name, b"AnimStack"))
        astack.add_string(b"")

        astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack")
        astack_props = elem_properties(astack)
        r = scene_data.scene.render
        fps = r.fps / r.fps_base
        start = int(convert_sec_to_ktime(f_start / fps))
        end = int(convert_sec_to_ktime(f_end / fps))
        elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start)
        elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end)
        elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start)
        elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end)
        elem_props_template_finalize(astack_tmpl, astack_props)

        # For now, only one layer for all animations.
        alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
        alayer.add_string(fbx_name_class(name, b"AnimLayer"))
        alayer.add_string(b"")

        for ob_obj, (alayer_key, acurvenodes) in alayers.items():
            # Animation layer.
            # alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
            # alayer.add_string(fbx_name_class(ob_obj.name.encode(), b"AnimLayer"))
            # alayer.add_string(b"")

            for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
                # Animation curve node.
                acurvenode = elem_data_single_int64(root, b"AnimationCurveNode", get_fbx_uuid_from_key(acurvenode_key))
                acurvenode.add_string(fbx_name_class(acurvenode_name.encode(), b"AnimCurveNode"))
                acurvenode.add_string(b"")

                acn_tmpl = elem_props_template_init(scene_data.templates, b"AnimationCurveNode")
                acn_props = elem_properties(acurvenode)

                for fbx_item, (acurve_key, def_value, keys, _acurve_valid) in acurves.items():
                    elem_props_template_set(acn_tmpl, acn_props, "p_number", fbx_item.encode(),
                                            def_value, animatable=True)

                    # Only create Animation curve if needed!
                    if keys:
                        acurve = elem_data_single_int64(root, b"AnimationCurve", get_fbx_uuid_from_key(acurve_key))
                        acurve.add_string(fbx_name_class(b"", b"AnimCurve"))
                        acurve.add_string(b"")

                        # key attributes...
                        nbr_keys = len(keys)
                        # flags...
                        keyattr_flags = (
                            1 << 2 |   # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
                            1 << 8 |   # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
                            1 << 13 |  # tangent mode, 12 = generic clamp, 13 = generic time independent,
                            1 << 14 |  # tangent mode, 13 + 14 = generic clamp progressive.
                            0,
                        )
                        # Maybe values controlling TCB & co???
                        keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)

                        # And now, the *real* data!
                        elem_data_single_float64(acurve, b"Default", def_value)
                        elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION)
                        elem_data_single_int64_array(acurve, b"KeyTime", keys_to_ktimes(keys))
                        elem_data_single_float32_array(acurve, b"KeyValueFloat", (v for _f, v in keys))
                        elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags)
                        elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat)
                        elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,))

                elem_props_template_finalize(acn_tmpl, acn_props)


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

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.
    """
    # 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...
        ("normal", "normal", b"NormalMap"),
        # Note: unsure about those... :/
        # ("", "", 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:
        # Always export enabled textures, even if they have a null influence...
        if getattr(tex, "use_map_" + use_map_name):
            tex_fbx_props.add(fbx_prop_name)

    return tex_fbx_props


def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
                               data_bones, data_deformers_skin, 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_data = arm_obj.bdata.data
    bones = OrderedDict()
    for bo in arm_obj.bones:
        if settings.use_armature_deform_only:
            if bo.bdata.use_deform:
                bones[bo] = True
                bo_par = bo.parent
                while bo_par.is_bone:
                    bones[bo_par] = True
                    bo_par = bo_par.parent
            elif bo not in bones:  # Do not override if already set in the loop above!
                bones[bo] = False
        else:
            bones[bo] = True

    bones = OrderedDict((bo, None) for bo, use in bones.items() if use)

    if not bones:
        return

    data_bones.update((bo, get_blender_bone_key(arm_obj.bdata, bo.bdata)) for bo in bones)

    for ob_obj in objects:
            continue

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

        if not found:
            continue

        # Now we have a mesh using this armature.
        # 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!).
        _key, me, _free = data_meshes[ob_obj]
        clusters = OrderedDict((bo, get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata)) for bo in bones)
        data_deformers_skin.setdefault(arm_obj, OrderedDict())[me] = (get_blender_armature_skin_key(arm_obj.bdata, me),
                                                                      ob_obj, clusters)

        # We don't want a regular parent relationship for those in FBX...
        arm_parents.add((arm_obj, ob_obj))
        # Needed to handle matrices/spaces (since we do not parent them to 'armature' in FBX :/ ).
        ob_obj.parented_to_armature = True

    objects.update(bones)


def fbx_generate_leaf_bones(settings, data_bones):
    # find which bons have no children
    child_count = {bone: 0 for bone,_ in data_bones.items()}
    for bone,_ in data_bones.items():
        if bone.parent and bone.parent._tag == 'BO':
            child_count[bone.parent] += 1

    bone_radius_scale = settings.global_scale * 33.0

    # generate bone data
    leaf_parents = [bone for bone,count in child_count.items() if count == 0]
    leaf_bones = []
    for parent in leaf_parents:
        node_name = parent.name + "_end"
        parent_uuid = parent.fbx_uuid
        node_uuid = get_fbx_uuid_from_key(node_name + "_node")
        attr_uuid = get_fbx_uuid_from_key(node_name + "_nodeattr")

        hide = parent.bdata.hide
        size = parent.bdata.head_radius * bone_radius_scale
        bone_length = (parent.bdata.tail_local - parent.bdata.head_local).length
        matrix = Matrix.Translation((0, bone_length, 0))
        if settings.bone_correction_matrix_inv:
            matrix = settings.bone_correction_matrix_inv * matrix
        if settings.bone_correction_matrix:
            matrix = matrix * settings.bone_correction_matrix
        leaf_bones.append((node_name, parent_uuid, node_uuid, attr_uuid, matrix, hide, size))

    return leaf_bones

def fbx_write_leaf_bone_data(root, scene_data):
    # Write a dummy leaf bone that is used by applications to show the length of the last bone in a chain
    for (node_name, _, node_uuid, _, matrix, hide, _) in scene_data.data_leaf_bones:
        model = elem_data_single_int64(root, b"Model", node_uuid)
        model.add_string(fbx_name_class(node_name.encode(), b"Model"))
        model.add_string(b"LimbNode")

        elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)

        # Object transform info.
        loc, rot, scale = matrix.decompose()
        rot = rot.to_euler('XYZ')
        rot = tuple(convert_rad_to_deg_iter(rot))

        tmpl = elem_props_template_init(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)
        elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not hide))

        # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
        # invalid -1 value...
        elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)

        elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1)  # RSrs

        # 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")

        elem_props_template_finalize(tmpl, props)

    for (node_name, _, _, attr_uuid, _, _, size) in scene_data.data_leaf_bones:
        fbx_bo = elem_data_single_int64(root, b"NodeAttribute", attr_uuid)
        fbx_bo.add_string(fbx_name_class(node_name.encode(), b"NodeAttribute"))
        fbx_bo.add_string(b"LimbNode")
        elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")

        tmpl = elem_props_template_init(scene_data.templates, b"Bone")
        props = elem_properties(fbx_bo)
        elem_props_template_set(tmpl, props, "p_double", b"Size", size)
        elem_props_template_finalize(tmpl, props)

def fbx_write_leaf_bone_connections(connections, leaf_bones):
    # attach nodes to parents and attributes to nodes
    for (_, parent_uuid, node_uuid, attr_uuid, _, _, _) in leaf_bones:
        connections.append((b"OO", node_uuid, parent_uuid, None))
        connections.append((b"OO", attr_uuid, node_uuid, None))

def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=None, force_keep=False):
    """
    Generate animation data (a single AnimStack) from objects, for a given frame range.
    """
    bake_step = scene_data.settings.bake_anim_step
    scene = scene_data.scene
    meshes = scene_data.data_meshes

    if objects is not None:
        # Add bones and duplis!
        for ob_obj in tuple(objects):
            if not ob_obj.is_object:
                continue
            if ob_obj.type == 'ARMATURE':
                objects |= {bo_obj for bo_obj in ob_obj.bones if bo_obj in scene_data.objects}
            ob_obj.dupli_list_create(scene, 'RENDER')
            for dp_obj in ob_obj.dupli_list:
                if dp_obj in scene_data.objects:
                    objects.add(dp_obj)
            ob_obj.dupli_list_clear()
    else:
        objects = scene_data.objects

    back_currframe = scene.frame_current
    animdata_ob = OrderedDict((ob_obj, (AnimationCurveNodeWrapper(ob_obj.key, 'LCL_TRANSLATION', (0.0, 0.0, 0.0)),
                                        AnimationCurveNodeWrapper(ob_obj.key, 'LCL_ROTATION', (0.0, 0.0, 0.0)),
                                        AnimationCurveNodeWrapper(ob_obj.key, 'LCL_SCALING', (1.0, 1.0, 1.0))))
                              for ob_obj in objects)

    animdata_shapes = OrderedDict()
    for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items():
        # Ignore absolute shape keys for now!
        if not me.shape_keys.use_relative:
            continue
        for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items():
            acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', (0.0,))
            # Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/
            acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
            animdata_shapes[channel_key] = (acnode, me, shape)

    p_rots = {}

    currframe = f_start
    while currframe < f_end:
        real_currframe = currframe - f_start if start_zero else currframe
        scene.frame_set(int(currframe), currframe - int(currframe))

        for ob_obj in animdata_ob:
            ob_obj.dupli_list_create(scene, 'RENDER')
        for ob_obj, (anim_loc, anim_rot, anim_scale) in animdata_ob.items():
            # We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!).
            p_rot = p_rots.get(ob_obj, None)
            loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data, rot_euler_compat=p_rot)
            p_rots[ob_obj] = rot
            anim_loc.add_keyframe(real_currframe, loc)
            anim_rot.add_keyframe(real_currframe, tuple(convert_rad_to_deg_iter(rot)))
            anim_scale.add_keyframe(real_currframe, scale)
        for ob_obj in objects:
            ob_obj.dupli_list_clear()
        for anim_shape, me, shape in animdata_shapes.values():
            anim_shape.add_keyframe(real_currframe, (shape.value * 100.0,))
        currframe += bake_step

    scene.frame_set(back_currframe, 0.0)

    animations = OrderedDict()
    simplify_fac = scene_data.settings.bake_anim_simplify_factor

    # And now, produce final data (usable by FBX export code)
    # Objects-like loc/rot/scale...
    for ob_obj, anims in animdata_ob.items():
        for anim in anims:
            anim.simplify(simplify_fac, bake_step, force_keep)
            if not anim:
                continue
            for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep):
                anim_data = animations.get(obj_key)
                if anim_data is None:
                    anim_data = animations[obj_key] = ("dummy_unused_key", OrderedDict())
                anim_data[1][fbx_group] = (group_key, group, fbx_gname)

    # And meshes' shape keys.
    for channel_key, (anim_shape, me, shape) in animdata_shapes.items():
        final_keys = OrderedDict()
        anim_shape.simplify(simplify_fac, bake_step, force_keep)
        if not anim_shape:
            continue
        for elem_key, group_key, group, fbx_group, fbx_gname in anim_shape.get_final_data(scene, ref_id, force_keep):
                anim_data = animations.get(elem_key)
                if anim_data is None:
                    anim_data = animations[elem_key] = ("dummy_unused_key", OrderedDict())
                anim_data[1][fbx_group] = (group_key, group, fbx_gname)

    astack_key = get_blender_anim_stack_key(scene, ref_id)
    alayer_key = get_blender_anim_layer_key(scene, ref_id)
    name = (get_blenderID_name(ref_id) if ref_id else scene.name).encode()

    if start_zero:
        f_end -= f_start
        f_start = 0.0

    return (astack_key, animations, alayer_key, name, f_start, f_end) if animations else None


def fbx_animations(scene_data):
    """
    Generate global animation data from objects.
    """
    scene = scene_data.scene
    animations = []
    frame_start = 1e100
    frame_end = -1e100

    def add_anim(animations, anim):
        nonlocal frame_start, frame_end
        if anim is not None:
            animations.append(anim)
            f_start, f_end = anim[4:6]
            if f_start < frame_start:
                frame_start = f_start
            if f_end > frame_end:
                frame_end = f_end

    # Per-NLA strip animstacks.
    if scene_data.settings.bake_anim_use_nla_strips:
        strips = []
        for ob_obj in scene_data.objects:
            # NLA tracks only for objects, not bones!
            if not ob_obj.is_object:
                continue
            ob = ob_obj.bdata  # Back to real Blender Object.
            if not ob.animation_data:
                continue
            for track in ob.animation_data.nla_tracks:
                if track.mute:
                    continue
                for strip in track.strips:
                    if strip.mute:
                        continue
                    strips.append(strip)
                    strip.mute = True

        for strip in strips:
            strip.mute = False
            add_anim(animations, fbx_animations_do(scene_data, strip, strip.frame_start, strip.frame_end, True))
            strip.mute = True

        for strip in strips:
            strip.mute = False

    # All actions.
    if scene_data.settings.bake_anim_use_all_actions:
        def validate_actions(act, path_resolve):
            for fc in act.fcurves:
                data_path = fc.data_path
                if fc.array_index:
                    data_path = data_path + "[%d]" % fc.array_index
                try:
                    path_resolve(data_path)
                except ValueError:
                    return False  # Invalid.
            return True  # Valid.

        def restore_object(ob_to, ob_from):
            # Restore org state of object (ugh :/ ).
            props = (
                'location', 'rotation_quaternion', 'rotation_axis_angle', 'rotation_euler', 'rotation_mode', 'scale',
                'delta_location', 'delta_rotation_euler', 'delta_rotation_quaternion', 'delta_scale',
                'lock_location', 'lock_rotation', 'lock_rotation_w', 'lock_rotations_4d', 'lock_scale',
                'tag', 'layers', 'select', 'track_axis', 'up_axis', 'active_material', 'active_material_index',
                'matrix_parent_inverse', 'empty_draw_type', 'empty_draw_size', 'empty_image_offset', 'pass_index',
                'color', 'hide', 'hide_select', 'hide_render', 'use_slow_parent', 'slow_parent_offset',
                'use_extra_recalc_object', 'use_extra_recalc_data', 'dupli_type', 'use_dupli_frames_speed',
                'use_dupli_vertices_rotation', 'use_dupli_faces_scale', 'dupli_faces_scale', 'dupli_group',
                'dupli_frames_start', 'dupli_frames_end', 'dupli_frames_on', 'dupli_frames_off',
                'draw_type', 'show_bounds', 'draw_bounds_type', 'show_name', 'show_axis', 'show_texture_space',
                'show_wire', 'show_all_edges', 'show_transparent', 'show_x_ray',
                'show_only_shape_key', 'use_shape_key_edit_mode', 'active_shape_key_index',
            )
            for p in props:
                setattr(ob_to, p, getattr(ob_from, p))

        for ob_obj in scene_data.objects:
            # Actions only for objects, not bones!
            if not ob_obj.is_object:
                continue

            ob = ob_obj.bdata  # Back to real Blender Object.

            # We can't play with animdata and actions and get back to org state easily.
            # So we have to add a temp copy of the object to the scene, animate it, and remove it... :/
            ob_copy = ob.copy()
            # Great, have to handle bones as well if needed...
            pbones_matrices = [pbo.matrix_basis.copy() for pbo in ob.pose.bones] if ob.type == 'ARMATURE' else ...

            if ob.animation_data:
                org_act = ob.animation_data.action
            else:
                org_act = ...
                ob.animation_data_create()
            path_resolve = ob.path_resolve

            for act in bpy.data.actions:
                # For now, *all* paths in the action must be valid for the object, to validate the action.
                # Unless that action was already assigned to the object!
                if act != org_act and not validate_actions(act, path_resolve):
                    continue
                ob.animation_data.action = act
                frame_start, frame_end = act.frame_range  # sic!
                add_anim(animations,
                         fbx_animations_do(scene_data, (ob, act), frame_start, frame_end, True, {ob_obj}, True))
                # Ugly! :/
                if pbones_matrices is not ...:
                    for pbo, mat in zip(ob.pose.bones, pbones_matrices):
                        pbo.matrix_basis = mat.copy()
                ob.animation_data.action = None if org_act is ... else org_act
                restore_object(ob, ob_copy)

            if pbones_matrices is not ...:
                for pbo, mat in zip(ob.pose.bones, pbones_matrices):
                    pbo.matrix_basis = mat.copy()
            if org_act is ...:
                ob.animation_data_clear()
            else:
                ob.animation_data.action = org_act

            bpy.data.objects.remove(ob_copy)

    # Global (containing everything) animstack.
    if not scene_data.settings.bake_anim_use_nla_strips or not animations:
        add_anim(animations, fbx_animations_do(scene_data, None, scene.frame_start, scene.frame_end, False))

    # Be sure to update all matrices back to org state!
    scene.frame_set(scene.frame_current, 0.0)

    return animations, frame_start, frame_end


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 = OrderedDict()  # Because we do not have any ordered set...
    for ob in settings.context_objects:
        if ob.type not in objtypes:
            continue
        ob_obj = ObjectWrapper(ob)
        objects[ob_obj] = None
        # Duplis...
        ob_obj.dupli_list_create(scene, 'RENDER')
        for dp_obj in ob_obj.dupli_list:
            objects[dp_obj] = None
        ob_obj.dupli_list_clear()

    data_lamps = OrderedDict((ob_obj.bdata.data, get_blenderID_key(ob_obj.bdata.data))
                             for ob_obj in objects if ob_obj.type == 'LAMP')
    # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
    data_cameras = OrderedDict((ob_obj, get_blenderID_key(ob_obj.bdata.data))
                               for ob_obj in objects if ob_obj.type == 'CAMERA')
    # Yep! Contains nothing, but needed!
    data_empties = OrderedDict((ob_obj, get_blender_empty_key(ob_obj.bdata))
                               for ob_obj in objects if ob_obj.type == 'EMPTY')

    data_meshes = OrderedDict()
    for ob_obj in objects:
        if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
            continue
        ob = ob_obj.bdata
        if ob in data_meshes:  # Happens with dupli instances.
            continue
        use_org_data = True
        if settings.use_mesh_modifiers or ob.type in BLENDER_OTHER_OBJECT_TYPES:
            use_org_data = False
            tmp_mods = []
            if ob.type == 'MESH':
                # No need to create a new mesh in this case, if no modifier is active!
                use_org_data = True
                for mod in ob.modifiers:
                    # For meshes, when armature export is enabled, disable Armature modifiers here!
                    if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
                        tmp_mods.append((mod, mod.show_render))
                        mod.show_render = False
                    if mod.show_render:
                        use_org_data = False
            if not use_org_data:
                tmp_me = ob.to_mesh(scene, apply_modifiers=True, settings='RENDER')
                data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
            # Re-enable temporary disabled modifiers.
            for mod, show_render in tmp_mods:
                mod.show_render = show_render
        if use_org_data:
            data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)

    # ShapeKeys.
    data_deformers_shape = OrderedDict()
    geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
    for me_obj, (me_key, me, _org) in data_meshes.items():
        if not (me.shape_keys and me.shape_keys.key_blocks):
            continue
        shapes_key = get_blender_mesh_shape_key(me)
        _cos = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
        me.vertices.foreach_get("co", _cos)
        v_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co))
        for shape in me.shape_keys.key_blocks:
            # Only write vertices really different from org coordinates!
            # XXX FBX does not like empty shapes (makes Unity crash e.g.), so we have to do this here... :/
            shape_verts_co = []
            shape_verts_idx = []

            shape.data.foreach_get("co", _cos)
            sv_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co))
            for idx, (sv_co, v_co) in enumerate(zip(sv_cos, v_cos)):
                if similar_values_iter(sv_co, v_co):
                    # Note: Maybe this is a bit too simplistic, should we use real shape base here? Though FBX does not
                    #       have this at all... Anyway, this should cover most common cases imho.
                    continue
                shape_verts_co.extend(Vector(sv_co) - Vector(v_co))
                shape_verts_idx.append(idx)
            if not shape_verts_co:
                continue
            channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape)
            data = (channel_key, geom_key, shape_verts_co, shape_verts_idx)
            data_deformers_shape.setdefault(me, (me_key, shapes_key, OrderedDict()))[2][shape] = data

    # Armatures!
    data_deformers_skin = OrderedDict()
    data_bones = OrderedDict()
    arm_parents = set()
    for ob_obj in tuple(objects):
        if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}):
            continue
        fbx_skeleton_from_armature(scene, settings, ob_obj, objects, data_meshes,
                                   data_bones, data_deformers_skin, arm_parents)

    # Generate leaf bones
    data_leaf_bones = None
    if settings.add_leaf_bones:
        data_leaf_bones = fbx_generate_leaf_bones(settings, data_bones)

    # Some world settings are embedded in FBX materials...
    if scene.world:
        data_world = OrderedDict(((scene.world, get_blenderID_key(scene.world)),))
    else:
        data_world = OrderedDict()

    # 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 = OrderedDict()
    for ob_obj in objects:
        # If obj is not a valid object for materials, wrapper will just return an empty tuple...
        for mat_s in ob_obj.material_slots:
            mat = mat_s.material
            if mat is None:
                continue  # Empty slots!
            # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
            # However, I doubt anything else than Lambert/Phong is really portable!
            # We support any kind of 'surface' shader though, better to have some kind of default Lambert than nothing.
            # Note we want to keep a 'dummy' empty mat even when we can't really support it, see T41396.
            mat_data = data_materials.get(mat)
            if mat_data is not None:
                mat_data[1].append(ob_obj)
            else:
                data_materials[mat] = (get_blenderID_key(mat), [ob_obj])

    # Note FBX textures also hold their mapping info.
    # TODO: Support layers?
    data_textures = OrderedDict()
    # FbxVideo also used to store static images...
    data_videos = OrderedDict()
    # For now, do not use world textures, don't think they can be linked to anything FBX wise...
    for mat in data_materials.keys():
        if check_skip_material(mat):
            continue
        for tex, use_tex in zip(mat.texture_slots, mat.use_textures):
            if tex is None or not use_tex:
                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
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