FBX IO: cleanup: replace OrderedDict usages by regular py dicts.

Python dictionaries are now ordered by definition, so no need to add
extra thingy here anymore to keep our well-ordered FBX structure.
This commit is contained in:
Bastien Montagne 2018-10-16 17:45:01 +02:00
parent b3257c1136
commit 365f6cfc47
3 changed files with 343 additions and 359 deletions

View File

@ -21,7 +21,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
"version": (4, 12, 0),
"version": (4, 12, 1),
"blender": (2, 80, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",

View File

@ -27,7 +27,6 @@ import math
import os
import time
from collections import OrderedDict
from itertools import zip_longest, chain
if "bpy" in locals():
@ -112,7 +111,7 @@ convert_rad_to_deg_iter = units_convertor_iter("radian", "degree")
# 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()
props = {}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False])
@ -120,91 +119,91 @@ def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr
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)),
))
props = {
# 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)),
(b"Size", (100.0, "p_double", False)),
(b"Look", (1, "p_enum", False)), # Cross (0 is None, i.e. invisible?).
))
props = {
b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
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])
@ -212,17 +211,17 @@ def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0):
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.
))
props = {
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])
@ -230,137 +229,137 @@ def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0)
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)),
props = {
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)),
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.
))
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()
props = {}
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)),
))
props = {
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])
@ -368,37 +367,37 @@ def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users
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)),
props = {
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)),
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)),
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)),
))
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])
@ -407,26 +406,26 @@ def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users
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)),
props = {
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)),
))
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])
@ -434,86 +433,86 @@ def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_u
def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0):
# WIP...
props = OrderedDict((
props = {
# 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).
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.
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)),
))
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()
props = {}
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()
props = {}
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)),
))
props = {
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)),
))
props = {
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)),
))
props = {
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()
props = {}
if override_defaults is not None:
props.update(override_defaults)
return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])
@ -1463,7 +1462,7 @@ def fbx_data_armature_elements(root, arm_obj, scene_data):
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}
vgroups = {vg.index: {} 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)
@ -1756,7 +1755,7 @@ def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
data_empties[arm_obj] = get_blender_empty_key(arm_obj.bdata)
arm_data = arm_obj.bdata.data
bones = OrderedDict()
bones = {}
for bo in arm_obj.bones:
if settings.use_armature_deform_only:
if bo.bdata.use_deform:
@ -1770,7 +1769,7 @@ def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
else:
bones[bo] = True
bones = OrderedDict((bo, None) for bo, use in bones.items() if use)
bones = {bo: None for bo, use in bones.items() if use}
if not bones:
return
@ -1798,8 +1797,8 @@ def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
# 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),
clusters = {bo: get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata) for bo in bones}
data_deformers_skin.setdefault(arm_obj, {})[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...
@ -1867,7 +1866,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
objects = scene_data.objects
back_currframe = scene.frame_current
animdata_ob = OrderedDict()
animdata_ob = {}
p_rots = {}
for ob_obj in objects:
@ -1883,8 +1882,8 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
p_rots[ob_obj] = rot
force_key = (simplify_fac == 0.0)
animdata_shapes = {}
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:
@ -1895,7 +1894,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
animdata_shapes[channel_key] = (acnode, me, shape)
animdata_cameras = OrderedDict()
animdata_cameras = {}
for cam_obj, cam_key in scene_data.data_cameras.items():
cam = cam_obj.bdata.data
acnode = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCAL', force_key, force_sek, (cam.lens,))
@ -1924,7 +1923,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
scene.frame_set(back_currframe, subframe=0.0)
animations = OrderedDict()
animations = {}
# And now, produce final data (usable by FBX export code)
# Objects-like loc/rot/scale...
@ -1934,34 +1933,28 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
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 = animations.setdefault(obj_key, ("dummy_unused_key", {}))
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()
final_keys = {}
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)
anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
anim_data[1][fbx_group] = (group_key, group, fbx_gname)
# And cameras' lens keys.
for cam_key, (anim_camera, camera) in animdata_cameras.items():
final_keys = OrderedDict()
final_keys = {}
anim_camera.simplify(simplify_fac, bake_step, force_keep)
if not anim_camera:
continue
for elem_key, group_key, group, fbx_group, fbx_gname in anim_camera.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)
anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
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)
@ -2141,7 +2134,7 @@ def fbx_data_from_scene(scene, depsgraph, settings):
# 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...
objects = {} # Because we do not have any ordered set...
for ob in settings.context_objects:
if ob.type not in objtypes:
continue
@ -2155,18 +2148,18 @@ def fbx_data_from_scene(scene, depsgraph, settings):
perfmon.step("FBX export prepare: Wrapping Data (lamps, cameras, empties)...")
data_lights = OrderedDict((ob_obj.bdata.data, get_blenderID_key(ob_obj.bdata.data))
for ob_obj in objects if ob_obj.type == 'LIGHT')
data_lights = {ob_obj.bdata.data: get_blenderID_key(ob_obj.bdata.data)
for ob_obj in objects if ob_obj.type == 'LIGHT'}
# 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')
data_cameras = {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_empties = {ob_obj: get_blender_empty_key(ob_obj.bdata)
for ob_obj in objects if ob_obj.type == 'EMPTY'}
perfmon.step("FBX export prepare: Wrapping Meshes...")
data_meshes = OrderedDict()
data_meshes = {}
for ob_obj in objects:
if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
continue
@ -2214,7 +2207,7 @@ def fbx_data_from_scene(scene, depsgraph, settings):
perfmon.step("FBX export prepare: Wrapping ShapeKeys...")
# ShapeKeys.
data_deformers_shape = OrderedDict()
data_deformers_shape = {}
geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
for me_key, me, _free in data_meshes.values():
if not (me.shape_keys and len(me.shape_keys.key_blocks) > 1): # We do not want basis-only relative skeys...
@ -2252,13 +2245,13 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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
data_deformers_shape.setdefault(me, (me_key, shapes_key, {}))[2][shape] = data
perfmon.step("FBX export prepare: Wrapping Armatures...")
# Armatures!
data_deformers_skin = OrderedDict()
data_bones = OrderedDict()
data_deformers_skin = {}
data_bones = {}
arm_parents = set()
for ob_obj in tuple(objects):
if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}):
@ -2275,9 +2268,9 @@ def fbx_data_from_scene(scene, depsgraph, settings):
# Some world settings are embedded in FBX materials...
if scene.world:
data_world = OrderedDict(((scene.world, get_blenderID_key(scene.world)),))
data_world = {scene.world: get_blenderID_key(scene.world)}
else:
data_world = OrderedDict()
data_world = {}
perfmon.step("FBX export prepare: Wrapping Materials...")
@ -2285,7 +2278,7 @@ def fbx_data_from_scene(scene, depsgraph, settings):
# (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()
data_materials = {}
for ob_obj in objects:
# If obj is not a valid object for materials, wrapper will just return an empty tuple...
for ma_s in ob_obj.material_slots:
@ -2295,19 +2288,16 @@ def fbx_data_from_scene(scene, depsgraph, settings):
# Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
# However, I doubt anything else than Lambert/Phong is really portable!
# Note we want to keep a 'dummy' empty material even when we can't really support it, see T41396.
ma_data = data_materials.get(ma)
if ma_data is not None:
ma_data[1].append(ob_obj)
else:
data_materials[ma] = (get_blenderID_key(ma), [ob_obj])
ma_data = data_materials.setdefault(ma, (get_blenderID_key(ma), []))
ma_data[1].append(ob_obj)
perfmon.step("FBX export prepare: Wrapping Textures...")
# Note FBX textures also hold their mapping info.
# TODO: Support layers?
data_textures = OrderedDict()
data_textures = {}
# FbxVideo also used to store static images...
data_videos = OrderedDict()
data_videos = {}
# For now, do not use world textures, don't think they can be linked to anything FBX wise...
for ma in data_materials.keys():
# Note: with nodal shaders, we'll could be generating much more textures, but that's kind of unavoidable,
@ -2321,11 +2311,8 @@ def fbx_data_from_scene(scene, depsgraph, settings):
data_textures[blender_tex_key] = (get_blender_nodetexture_key(*blender_tex_key), fbx_name)
img = tex.image
vid_data = data_videos.get(img)
if vid_data is not None:
vid_data[1].append(blender_tex_key)
else:
data_videos[img] = (get_blenderID_key(img), [blender_tex_key])
vid_data = data_videos.setdefault(img, (get_blenderID_key(img), []))
vid_data[1].append(blender_tex_key)
perfmon.step("FBX export prepare: Wrapping Animations...")
@ -2350,7 +2337,7 @@ def fbx_data_from_scene(scene, depsgraph, settings):
perfmon.step("FBX export prepare: Generating templates...")
templates = OrderedDict()
templates = {}
templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
if data_empties:
@ -2497,7 +2484,7 @@ def fbx_data_from_scene(scene, depsgraph, settings):
connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None))
# Materials
mesh_material_indices = OrderedDict()
mesh_material_indices = {}
_objs_indices = {}
for ma, (ma_key, ob_objs) in data_materials.items():
for ob_obj in ob_objs:
@ -2511,7 +2498,7 @@ def fbx_data_from_scene(scene, depsgraph, settings):
continue
_mesh_key, me, _free = data_meshes[ob_obj]
idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
mesh_material_indices.setdefault(me, OrderedDict())[ma] = idx
mesh_material_indices.setdefault(me, {})[ma] = idx
del _objs_indices
# Textures

View File

@ -24,7 +24,7 @@
import math
import time
from collections import namedtuple, OrderedDict
from collections import namedtuple
from collections.abc import Iterable
from itertools import zip_longest, chain
@ -618,12 +618,12 @@ def elem_props_template_init(templates, template_type):
"""
Init a writing template of given type, for *one* element's properties.
"""
ret = OrderedDict()
ret = {}
tmpl = templates.get(template_type)
if tmpl is not None:
written = tmpl.written[0]
props = tmpl.properties
ret = OrderedDict((name, [val, ptype, anim, written]) for name, (val, ptype, anim) in props.items())
ret = {name: [val, ptype, anim, written] for name, (val, ptype, anim) in props.items()}
return ret
@ -675,14 +675,11 @@ def fbx_templates_generate(root, fbx_templates):
# for Lights, Cameras, LibNodes, etc.).
ref_templates = {(tmpl.type_name, tmpl.prop_type_name): tmpl for tmpl in fbx_templates.values()}
templates = OrderedDict()
templates = {}
for type_name, prop_type_name, properties, nbr_users, _written in fbx_templates.values():
tmpl = templates.get(type_name)
if tmpl is None:
templates[type_name] = [OrderedDict(((prop_type_name, (properties, nbr_users)),)), nbr_users]
else:
tmpl[0][prop_type_name] = (properties, nbr_users)
tmpl[1] += nbr_users
tmpl = templates.setdefault(type_name, [{}, 0])
tmpl[0][prop_type_name] = (properties, nbr_users)
tmpl[1] += nbr_users
for type_name, (subprops, nbr_users) in templates.items():
template = elem_data_single_string(root, b"ObjectType", type_name)
@ -848,7 +845,7 @@ class AnimationCurveNodeWrapper:
for elem_key, fbx_group, fbx_gname, fbx_props in \
zip(self.elem_keys, self.fbx_group, self.fbx_gname, self.fbx_props):
group_key = get_blender_anim_curve_node_key(scene, ref_id, elem_key, fbx_group)
group = OrderedDict()
group = {}
for c, def_val, fbx_item in zip(curves, self.default_values, fbx_props):
fbx_item = FBX_ANIM_PROPSGROUP_NAME + "|" + fbx_item
curve_key = get_blender_anim_curve_key(scene, ref_id, elem_key, fbx_group, fbx_item)