FBX IO Cleanup: add a global settings namedtuple to importer too, and rename those used by exporter.

With some minor edits by mont29 (Bastien Montagne).
This commit is contained in:
Jens Restemeier 2014-07-31 22:03:46 +02:00 committed by Bastien Montagne
parent 8ab7b3092c
commit b9ba1a9c8c
3 changed files with 55 additions and 36 deletions

View File

@ -89,7 +89,7 @@ from .fbx_utils import (
# Objects.
ObjectWrapper, fbx_name_class,
# Top level.
FBXSettingsMedia, FBXSettings, FBXData,
FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
)
# Units convertors!
@ -2307,7 +2307,7 @@ def fbx_data_from_scene(scene, settings):
# ##### And pack all this!
return FBXData(
return FBXExportData(
templates, templates_users, connections,
settings, scene, objects, animations, frame_start, frame_end,
data_empties, data_lamps, data_cameras, data_meshes, mesh_mat_indices,
@ -2612,7 +2612,7 @@ def save_single(operator, scene, filepath="",
if embed_textures and path_mode != 'COPY':
embed_textures = False
media_settings = FBXSettingsMedia(
media_settings = FBXExportSettingsMedia(
path_mode,
os.path.dirname(bpy.data.filepath), # base_src
os.path.dirname(filepath), # base_dst
@ -2622,7 +2622,7 @@ def save_single(operator, scene, filepath="",
set(), # copy_set
)
settings = FBXSettings(
settings = FBXExportSettings(
operator.report, (axis_up, axis_forward), global_matrix, global_scale,
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
context_objects, object_types, use_mesh_modifiers,

View File

@ -1064,13 +1064,13 @@ def fbx_name_class(name, cls):
# ##### Top-level FBX data container. #####
# Helper sub-container gathering all exporter settings related to media (texture files).
FBXSettingsMedia = namedtuple("FBXSettingsMedia", (
FBXExportSettingsMedia = namedtuple("FBXExportSettingsMedia", (
"path_mode", "base_src", "base_dst", "subdir",
"embed_textures", "copy_set",
))
# Helper container gathering all exporter settings.
FBXSettings = namedtuple("FBXSettings", (
FBXExportSettings = namedtuple("FBXExportSettings", (
"report", "to_axes", "global_matrix", "global_scale",
"bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
"context_objects", "object_types", "use_mesh_modifiers",
@ -1086,10 +1086,18 @@ FBXSettings = namedtuple("FBXSettings", (
# * object data.
# * skinning data (binding armature/mesh).
# * animations.
FBXData = namedtuple("FBXData", (
FBXExportData = namedtuple("FBXExportData", (
"templates", "templates_users", "connections",
"settings", "scene", "objects", "animations", "frame_start", "frame_end",
"data_empties", "data_lamps", "data_cameras", "data_meshes", "mesh_mat_indices",
"data_bones", "data_deformers_skin", "data_deformers_shape",
"data_world", "data_materials", "data_textures", "data_videos",
))
# Helper container gathering all importer settings.
FBXImportSettings = namedtuple("FBXImportSettings", (
"report", "to_axes", "global_matrix", "global_scale",
"use_cycles", "use_image_search",
"use_alpha_decals", "decal_offset",
"object_tdata_cache", "cycles_material_wrap_map", "image_cache",
))

View File

@ -44,6 +44,7 @@ from .fbx_utils import (
array_to_matrix4,
similar_values,
similar_values_iter,
FBXImportSettings
)
# global singleton, assign on execution
@ -274,9 +275,6 @@ FBXTransformData = namedtuple("FBXTransformData", (
))
object_tdata_cache = {}
def blen_read_object_transform_do(transform_data):
from mathutils import Matrix, Euler
@ -365,11 +363,12 @@ def blen_read_object_transform_preprocess(fbx_props, fbx_obj, rot_alt_mat):
sca, sca_ofs, sca_piv)
def blen_read_object(fbx_tmpl, fbx_obj, object_data):
def blen_read_object(fbx_tmpl, fbx_obj, object_data, settings):
elem_name_utf8 = elem_name_ensure_class(fbx_obj)
# Object data must be created already
obj = bpy.data.objects.new(name=elem_name_utf8, object_data=object_data)
object_tdata_cache = settings.object_tdata_cache
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
@ -502,11 +501,12 @@ def blen_read_armatures_add_bone(bl_obj, bl_arm, bones, b_uuid, matrices, fbx_tm
return ebo
def blen_read_armatures(fbx_tmpl, armatures, fbx_bones_to_fake_object, scene, global_matrix, arm_parents):
def blen_read_armatures(fbx_tmpl, armatures, fbx_bones_to_fake_object, scene, arm_parents, settings):
from mathutils import Matrix
if global_matrix is None:
global_matrix = Matrix()
global_matrix = settings.global_matrix
assert(global_matrix is not None)
object_tdata_cache = settings.object_tdata_cache
for a_item, bones in armatures:
fbx_adata, bl_adata = a_item
@ -522,11 +522,12 @@ def blen_read_armatures(fbx_tmpl, armatures, fbx_bones_to_fake_object, scene, gl
if fbx_adata.props[2] in {b'LimbNode', b'Root'}:
# rootbone-as-armature case...
fbx_bones_to_fake_object[fbx_adata.props[0]] = bl_adata = blen_read_object(fbx_tmpl, fbx_adata, bl_arm)
bl_adata = blen_read_object(fbx_tmpl, fbx_adata, bl_arm, settings)
fbx_bones_to_fake_object[fbx_adata.props[0]] = bl_adata
# reset transform.
bl_adata.matrix_basis = Matrix()
else:
bl_adata = a_item[1] = blen_read_object(fbx_tmpl, fbx_adata, bl_arm)
bl_adata = a_item[1] = blen_read_object(fbx_tmpl, fbx_adata, bl_arm, settings)
# Instantiate in scene.
obj_base = scene.objects.link(bl_adata)
@ -633,7 +634,7 @@ def blen_read_animations_curves_iter(fbx_curves, blen_start_offset, fbx_start_of
break
def blen_read_animations_action_item(action, item, cnodes, global_matrix, force_global, fps):
def blen_read_animations_action_item(action, item, cnodes, force_global, fps, settings):
"""
'Bake' loc/rot/scale into the action, taking into account global_matrix if no parent is present.
"""
@ -641,6 +642,8 @@ def blen_read_animations_action_item(action, item, cnodes, global_matrix, force_
from mathutils import Euler, Matrix
from itertools import chain
global_matrix = settings.global_matrix
object_tdata_cache = settings.object_tdata_cache
blen_curves = []
fbx_curves = []
props = []
@ -737,7 +740,7 @@ def blen_read_animations_action_item(action, item, cnodes, global_matrix, force_
fc.update()
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, global_matrix, force_global_objects):
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, force_global_objects, settings):
"""
Recreate an action per stack/layer/object combinations.
Note actions are not linked to objects, this is up to the user!
@ -755,8 +758,8 @@ def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, global
action_name = "|".join((id_data.name, stack_name, layer_name))
actions[key] = action = bpy.data.actions.new(action_name)
action.use_fake_user = True
blen_read_animations_action_item(action, item, cnodes, global_matrix,
item in force_global_objects, scene.render.fps)
blen_read_animations_action_item(action, item, cnodes,
item in force_global_objects, scene.render.fps, settings)
# ----
@ -1056,7 +1059,7 @@ def blen_read_geom_layer_normal(fbx_obj, mesh):
)
def blen_read_geom(fbx_tmpl, fbx_obj):
def blen_read_geom(fbx_tmpl, fbx_obj, settings):
# TODO, use 'fbx_tmpl'
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Geometry')
@ -1143,7 +1146,7 @@ def blen_read_geom(fbx_tmpl, fbx_obj):
return mesh
def blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene, global_matrix):
def blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene, settings):
from mathutils import Vector
elem_name_utf8 = elem_name_ensure_class(fbx_sdata, b'Geometry')
@ -1191,9 +1194,10 @@ def blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene, global_matri
# --------
# Material
def blen_read_material(fbx_tmpl, fbx_obj, cycles_material_wrap_map, use_cycles):
def blen_read_material(fbx_tmpl, fbx_obj, settings):
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Material')
cycles_material_wrap_map = settings.cycles_material_wrap_map
ma = bpy.data.materials.new(name=elem_name_utf8)
const_color_white = 1.0, 1.0, 1.0
@ -1210,7 +1214,7 @@ def blen_read_material(fbx_tmpl, fbx_obj, cycles_material_wrap_map, use_cycles):
ma_refl_factor = elem_props_get_number(fbx_props, b'ReflectionFactor', 0.0)
ma_refl_color = elem_props_get_color_rgb(fbx_props, b'ReflectionColor', const_color_white)
if use_cycles:
if settings.use_cycles:
from . import cycles_shader_compat
# viewport color
ma.diffuse_color = ma_diff
@ -1243,13 +1247,14 @@ def blen_read_material(fbx_tmpl, fbx_obj, cycles_material_wrap_map, use_cycles):
# -------
# Texture
def blen_read_texture(fbx_tmpl, fbx_obj, basedir, image_cache,
use_image_search):
def blen_read_texture(fbx_tmpl, fbx_obj, basedir, settings):
import os
from bpy_extras import image_utils
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Texture')
image_cache = settings.image_cache
filepath = elem_find_first_string(fbx_obj, b'FileName')
if os.sep == '/':
filepath = filepath.replace('\\', '/')
@ -1264,7 +1269,7 @@ def blen_read_texture(fbx_tmpl, fbx_obj, basedir, image_cache,
filepath,
dirname=basedir,
place_holder=True,
recursive=use_image_search,
recursive=settings.use_image_search,
)
image_cache[filepath] = image
@ -1403,6 +1408,7 @@ def load(operator, context, filepath="",
basedir = os.path.dirname(filepath)
object_tdata_cache = {}
cycles_material_wrap_map = {}
image_cache = {}
if not use_cycles:
@ -1450,6 +1456,13 @@ def load(operator, context, filepath="",
scene.render.fps = round(real_fps)
scene.render.fps_base = scene.render.fps / real_fps
# store global settings that need to be accessed during conversion
settings = FBXImportSettings(
operator.report, (axis_up, axis_forward), global_matrix, global_scale,
use_cycles, use_image_search,
use_alpha_decals, decal_offset,
object_tdata_cache, cycles_material_wrap_map, image_cache,
)
# #### And now, the "real" data.
@ -1531,7 +1544,7 @@ def load(operator, context, filepath="",
continue
if fbx_obj.props[-1] == b'Mesh':
assert(blen_data is None)
fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj)
fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj, settings)
_(); del _
# ----
@ -1545,8 +1558,7 @@ def load(operator, context, filepath="",
if fbx_obj.id != b'Material':
continue
assert(blen_data is None)
fbx_item[1] = blen_read_material(fbx_tmpl, fbx_obj,
cycles_material_wrap_map, use_cycles)
fbx_item[1] = blen_read_material(fbx_tmpl, fbx_obj, settings)
_(); del _
# ----
@ -1558,8 +1570,7 @@ def load(operator, context, filepath="",
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Texture':
continue
fbx_item[1] = blen_read_texture(fbx_tmpl, fbx_obj, basedir, image_cache,
use_image_search)
fbx_item[1] = blen_read_texture(fbx_tmpl, fbx_obj, basedir, settings)
_(); del _
# ----
@ -1760,7 +1771,7 @@ def load(operator, context, filepath="",
break
if ok:
# create when linking since we need object data
obj = blen_read_object(fbx_tmpl, fbx_obj, fbx_lnk_item)
obj = blen_read_object(fbx_tmpl, fbx_obj, fbx_lnk_item, settings)
assert(fbx_item[1] is None)
fbx_item[1] = obj
@ -1819,7 +1830,7 @@ def load(operator, context, filepath="",
# BlendShape deformers are only here to connect BlendShapeChannels to meshes, nothing else to do.
# keyblocks is a list of tuples (mesh, keyblock) matching that shape/blendshapechannel, for animation.
keyblocks = blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene, global_matrix)
keyblocks = blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene, settings)
blend_shape_channels[bc_uuid] = keyblocks
_(); del _
@ -1830,7 +1841,7 @@ def load(operator, context, filepath="",
def _():
fbx_tmpl = fbx_template_get((b'Model', b'KFbxNode'))
blen_read_armatures(fbx_tmpl, armatures, fbx_bones_to_fake_object, scene, global_matrix, arm_parents)
blen_read_armatures(fbx_tmpl, armatures, fbx_bones_to_fake_object, scene, arm_parents, settings)
_(); del _
def _():
@ -1970,7 +1981,7 @@ def load(operator, context, filepath="",
curvenodes[acn_uuid][ac_uuid] = (fbx_acitem, channel)
# And now that we have sorted all this, apply animations!
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, global_matrix, force_global_objects)
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, force_global_objects, settings)
_(); del _