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@@ -0,0 +1,1460 @@
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+# @author zfedoran / http://github.com/zfedoran
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+
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+import os
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+import sys
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+import math
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+
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+# #####################################################
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+# Globals
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+# #####################################################
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+option_triangulate = True
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+option_textures = True
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+option_prefix = True
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+option_geometry = False
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+option_default_camera = False
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+option_default_light = False
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+
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+converter = None
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+
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+# #####################################################
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+# Templates
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+# #####################################################
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+def Vector2String(v):
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+ return '[ %g, %g ]' % (v[0], v[1])
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+
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+def Vector3String(v):
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+ return '[ %g, %g, %g ]' % (v[0], v[1], v[2])
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+
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+def ColorString(c):
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+ return '[ %g, %g, %g ]' % (c[0], c[1], c[2])
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+
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+def LabelString(s):
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+ return '"%s"' % s
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+
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+def ArrayString(s):
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+ return '[ %s ]' % s
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+
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+def PaddingString(n):
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+ output = ""
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+ for i in range(n):
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+ output += "\t"
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+ return output
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+
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+def BoolString(value):
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+ if value:
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+ return "true"
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+ return "false"
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+
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+# #####################################################
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+# Helpers
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+# #####################################################
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+def getObjectName(o):
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+ if not o:
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+ return ""
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+ prefix = ""
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+ if option_prefix:
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+ prefix = "Object_"
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+ return prefix + o.GetName()
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+
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+def getGeometryName(g):
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+ prefix = ""
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+ if option_prefix:
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+ prefix = "Geometry_"
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+ return prefix + g.GetName()
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+
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+def getEmbedName(e):
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+ prefix = ""
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+ if option_prefix:
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+ prefix = "Embed_"
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+ return prefix + e.GetName()
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+
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+def getMaterialName(m):
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+ prefix = ""
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+ if option_prefix:
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+ prefix = "Material_"
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+ return prefix + m.GetName()
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+
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+def getTextureName(t):
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+ texture_file = t.GetFileName()
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+ texture_id = os.path.splitext(os.path.basename(texture_file))[0]
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+ prefix = ""
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+ if option_prefix:
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+ prefix = "Texture_"
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+ return prefix + texture_id
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+
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+def getFogName(f):
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+ prefix = ""
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+ if option_prefix:
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+ prefix = "Fog_"
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+ return prefix + f.GetName()
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+
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+def getObjectVisible(n):
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+ return BoolString(True)
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+
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+def getRadians(v):
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+ return ((v[0]*math.pi)/180, (v[1]*math.pi)/180, (v[2]*math.pi)/180)
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+
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+def getHex(c):
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+ color = (int(c[0]*255) << 16) + (int(c[1]*255) << 8) + int(c[2]*255)
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+ return color
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+
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+def generateMultiLineString(lines, separator, padding):
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+ cleanLines = []
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+ for i in range(len(lines)):
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+ line = lines[i]
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+ line = PaddingString(padding) + line
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+ cleanLines.append(line)
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+ return separator.join(cleanLines)
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+
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+# #####################################################
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+# Generate - Triangles
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+# #####################################################
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+def triangulate_node_hierarchy(node):
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+ node_attribute = node.GetNodeAttribute();
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+
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+ if node_attribute:
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+ if node_attribute.GetAttributeType() == FbxNodeAttribute.eMesh or \
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+ node_attribute.GetAttributeType() == FbxNodeAttribute.eNurbs or \
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+ node_attribute.GetAttributeType() == FbxNodeAttribute.eNurbsSurface or \
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+ node_attribute.GetAttributeType() == FbxNodeAttribute.ePatch:
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+ converter.TriangulateInPlace(node);
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+
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+ child_count = node.GetChildCount()
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+ for i in range(child_count):
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+ triangulate_node_hierarchy(node.GetChild(i))
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+
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+def triangulate_scene(scene):
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+ node = scene.GetRootNode()
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+ if node:
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+ for i in range(node.GetChildCount()):
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+ triangulate_node_hierarchy(node.GetChild(i))
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+
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+# #####################################################
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+# Generate - Material String
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+# #####################################################
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+def generate_texture_bindings(material_property, texture_list):
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+ binding_types = {
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+ "DiffuseColor": "map", "DiffuseFactor": "diffuseFactor", "EmissiveColor": "emissiveMap",
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+ "EmissiveFactor": "emissiveFactor", "AmbientColor": "ambientMap", "AmbientFactor": "ambientFactor",
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+ "SpecularColor": "specularMap", "SpecularFactor": "specularFactor", "ShininessExponent": "shininessExponent",
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+ "NormalMap": "normalMap", "Bump": "bumpMap", "TransparentColor": "transparentMap",
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+ "TransparencyFactor": "transparentFactor", "ReflectionColor": "reflectionMap",
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+ "ReflectionFactor": "reflectionFactor", "DisplacementColor": "displacementMap",
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+ "VectorDisplacementColor": "vectorDisplacementMap"
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+ }
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+
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+ if material_property.IsValid():
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+ #Here we have to check if it's layeredtextures, or just textures:
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+ layered_texture_count = material_property.GetSrcObjectCount(FbxLayeredTexture.ClassId)
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+ if layered_texture_count > 0:
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+ for j in range(layered_texture_count):
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+ layered_texture = material_property.GetSrcObject(FbxLayeredTexture.ClassId, j)
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+ texture_count = layered_texture.GetSrcObjectCount(FbxTexture.ClassId)
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+ for k in range(texture_count):
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+ texture = layered_texture.GetSrcObject(FbxTexture.ClassId,k)
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+ if texture:
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+ texture_id = getTextureName(texture)
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+ texture_binding = ' "%s": "%s",' % (binding_types[str(material_property.GetName())], texture_id)
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+ texture_list.append(texture_binding)
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+ else:
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+ # no layered texture simply get on the property
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+ texture_count = material_property.GetSrcObjectCount(FbxTexture.ClassId)
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+ for j in range(texture_count):
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+ texture = material_property.GetSrcObject(FbxTexture.ClassId,j)
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+ if texture:
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+ texture_id = getTextureName(texture)
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+ texture_binding = ' "%s": "%s",' % (binding_types[str(material_property.GetName())], texture_id)
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+ texture_list.append(texture_binding)
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+
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+def generate_material_string(material):
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+ #Get the implementation to see if it's a hardware shader.
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+ implementation = GetImplementation(material, "ImplementationHLSL")
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+ implementation_type = "HLSL"
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+ if not implementation:
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+ implementation = GetImplementation(material, "ImplementationCGFX")
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+ implementation_type = "CGFX"
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+
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+ output = []
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+
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+ if implementation:
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+ # This material is a hardware shader, skip it
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+ print("Shader materials are not supported")
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+ return ''
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+
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+ elif material.GetClassId().Is(FbxSurfaceLambert.ClassId):
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+
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+ ambient = str(getHex(material.Ambient.Get()))
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+ diffuse = str(getHex(material.Diffuse.Get()))
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+ emissive = str(getHex(material.Emissive.Get()))
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+ opacity = 1.0 - material.TransparencyFactor.Get()
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+ opacity = 1.0 if opacity == 0 else opacity
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+ opacity = str(opacity)
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+ transparent = BoolString(False)
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+ reflectivity = "1"
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+
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+ output = [
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+
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+ '\t' + LabelString( getMaterialName( material ) ) + ': {',
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+ ' "type" : "MeshLambertMaterial",',
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+ ' "parameters" : {',
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+ ' "color" : ' + diffuse + ',',
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+ ' "ambient" : ' + ambient + ',',
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+ ' "emissive" : ' + emissive + ',',
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+ ' "reflectivity" : ' + reflectivity + ',',
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+ ' "transparent" : ' + transparent + ',',
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+ ' "opacity" : ' + opacity + ',',
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+
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+ ]
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+
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+ elif material.GetClassId().Is(FbxSurfacePhong.ClassId):
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+
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+ ambient = str(getHex(material.Ambient.Get()))
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+ diffuse = str(getHex(material.Diffuse.Get()))
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+ emissive = str(getHex(material.Emissive.Get()))
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+ specular = str(getHex(material.Specular.Get()))
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+ opacity = 1.0 - material.TransparencyFactor.Get()
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+ opacity = 1.0 if opacity == 0 else opacity
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+ opacity = str(opacity)
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+ shininess = str(material.Shininess.Get())
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+ transparent = BoolString(False)
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+ reflectivity = "1"
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+ bumpScale = "1"
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+
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+ output = [
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+
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+ '\t' + LabelString( getMaterialName( material ) ) + ': {',
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+ ' "type" : "MeshPhongMaterial",',
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+ ' "parameters" : {',
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+ ' "color" : ' + diffuse + ',',
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+ ' "ambient" : ' + ambient + ',',
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+ ' "emissive" : ' + emissive + ',',
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+ ' "specular" : ' + specular + ',',
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+ ' "shininess" : ' + shininess + ',',
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+ ' "bumpScale" : ' + bumpScale + ',',
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+ ' "reflectivity" : ' + reflectivity + ',',
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+ ' "transparent" : ' + transparent + ',',
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+ ' "opacity" : ' + opacity + ',',
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+
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+ ]
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+
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+ else:
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+ print("Unknown type of Material")
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+ return ''
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+
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+ if option_textures:
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+ texture_list = []
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+ texture_count = FbxLayerElement.sTypeTextureCount()
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+ for texture_index in range(texture_count):
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+ material_property = material.FindProperty(FbxLayerElement.sTextureChannelNames(texture_index))
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+ generate_texture_bindings(material_property, texture_list)
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+
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+ output += texture_list
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+
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+ wireframe = BoolString(False)
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+ wireframeLinewidth = "1"
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+
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+ output.append(' "wireframe" : ' + wireframe + ',')
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+ output.append(' "wireframeLinewidth" : ' + wireframeLinewidth)
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+ output.append(' }')
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+ output.append('}')
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+
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+ return generateMultiLineString( output, '\n\t\t', 0 )
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+
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+def generate_proxy_material_string(node, material_names):
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+
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+ output = [
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+
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+ '\t' + LabelString( getMaterialName( node ) ) + ': {',
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+ ' "type" : "MeshFaceMaterial",',
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+ ' "parameters" : {',
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+ ' "materials" : ' + ArrayString( ",".join(LabelString(m) for m in material_names) ),
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+ ' }',
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+ '}'
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+
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+ ]
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+
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+ return generateMultiLineString( output, '\n\t\t', 0 )
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+
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+# #####################################################
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+# Parse - Materials
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+# #####################################################
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+def extract_materials_from_node(node, material_list):
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+ name = node.GetName()
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+ mesh = node.GetNodeAttribute()
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+
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+ node = None
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+ if mesh:
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+ node = mesh.GetNode()
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+ if node:
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+ material_count = node.GetMaterialCount()
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+
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+ material_names = []
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+ for l in range(mesh.GetLayerCount()):
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+ materials = mesh.GetLayer(l).GetMaterials()
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+ if materials:
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+ if materials.GetReferenceMode() == FbxLayerElement.eIndex:
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+ #Materials are in an undefined external table
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+ continue
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+ for i in range(material_count):
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+ material = node.GetMaterial(i)
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+ material_names.append(getMaterialName(material))
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+ material_string = generate_material_string(material)
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+ material_list.append(material_string)
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+
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+ if material_count > 1:
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+ proxy_material = generate_proxy_material_string(node, material_names)
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+ material_list.append(proxy_material)
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+
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+
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+def generate_materials_from_hierarchy(node, material_list):
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+ if node.GetNodeAttribute() == None:
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+ pass
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+ else:
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+ attribute_type = (node.GetNodeAttribute().GetAttributeType())
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+ if attribute_type == FbxNodeAttribute.eMesh:
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+ extract_materials_from_node(node, material_list)
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+ for i in range(node.GetChildCount()):
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+ generate_materials_from_hierarchy(node.GetChild(i), material_list)
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+
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+def generate_material_list(scene):
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+ material_list = []
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+ node = scene.GetRootNode()
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+ if node:
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+ for i in range(node.GetChildCount()):
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+ generate_materials_from_hierarchy(node.GetChild(i), material_list)
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+ return material_list
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+
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+# #####################################################
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+# Generate - Texture String
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+# #####################################################
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+def generate_texture_string(texture):
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+
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+ wrap_u = texture.GetWrapModeU()
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+ wrap_v = texture.GetWrapModeV()
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+ offset = texture.GetUVTranslation()
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+
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+ output = [
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+
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+ '\t' + LabelString( getTextureName( texture ) ) + ': {',
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+ ' "url" : "' + texture.GetFileName() + '",',
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+ ' "repeat" : ' + Vector2String( (1,1) ) + ',',
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+ ' "offset" : ' + Vector2String( texture.GetUVTranslation() ) + ',',
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+ ' "magFilter" : ' + LabelString( "LinearFilter" ) + ',',
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+ ' "minFilter" : ' + LabelString( "LinearMipMapLinearFilter" ) + ',',
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+ ' "anisotropy" : ' + BoolString( True ),
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+ '}'
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+
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+ ]
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+
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+ return generateMultiLineString( output, '\n\t\t', 0 )
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+
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+# #####################################################
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+# Parse - Textures
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+# #####################################################
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|
|
+def extract_material_textures(material_property, texture_list):
|
|
|
|
+ if material_property.IsValid():
|
|
|
|
+ #Here we have to check if it's layeredtextures, or just textures:
|
|
|
|
+ layered_texture_count = material_property.GetSrcObjectCount(FbxLayeredTexture.ClassId)
|
|
|
|
+ if layered_texture_count > 0:
|
|
|
|
+ for j in range(layered_texture_count):
|
|
|
|
+ layered_texture = material_property.GetSrcObject(FbxLayeredTexture.ClassId, j)
|
|
|
|
+ texture_count = layered_texture.GetSrcObjectCount(FbxTexture.ClassId)
|
|
|
|
+ for k in range(texture_count):
|
|
|
|
+ texture = layered_texture.GetSrcObject(FbxTexture.ClassId,k)
|
|
|
|
+ if texture:
|
|
|
|
+ texture_string = generate_texture_string(texture)
|
|
|
|
+ texture_list.append(texture_string)
|
|
|
|
+ else:
|
|
|
|
+ # no layered texture simply get on the property
|
|
|
|
+ texture_count = material_property.GetSrcObjectCount(FbxTexture.ClassId)
|
|
|
|
+ for j in range(texture_count):
|
|
|
|
+ texture = material_property.GetSrcObject(FbxTexture.ClassId,j)
|
|
|
|
+ if texture:
|
|
|
|
+ texture_string = generate_texture_string(texture)
|
|
|
|
+ texture_list.append(texture_string)
|
|
|
|
+
|
|
|
|
+def extract_textures_from_node(node, texture_list):
|
|
|
|
+ name = node.GetName()
|
|
|
|
+ mesh = node.GetNodeAttribute()
|
|
|
|
+
|
|
|
|
+ #for all materials attached to this mesh
|
|
|
|
+ material_count = mesh.GetNode().GetSrcObjectCount(FbxSurfaceMaterial.ClassId)
|
|
|
|
+ for material_index in range(material_count):
|
|
|
|
+ material = mesh.GetNode().GetSrcObject(FbxSurfaceMaterial.ClassId, material_index)
|
|
|
|
+
|
|
|
|
+ #go through all the possible textures types
|
|
|
|
+ if material:
|
|
|
|
+ texture_count = FbxLayerElement.sTypeTextureCount()
|
|
|
|
+ for texture_index in range(texture_count):
|
|
|
|
+ material_property = material.FindProperty(FbxLayerElement.sTextureChannelNames(texture_index))
|
|
|
|
+ extract_material_textures(material_property, texture_list)
|
|
|
|
+
|
|
|
|
+def generate_textures_from_hierarchy(node, texture_list):
|
|
|
|
+ if node.GetNodeAttribute() == None:
|
|
|
|
+ pass
|
|
|
|
+ else:
|
|
|
|
+ attribute_type = (node.GetNodeAttribute().GetAttributeType())
|
|
|
|
+ if attribute_type == FbxNodeAttribute.eMesh:
|
|
|
|
+ extract_textures_from_node(node, texture_list)
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ generate_textures_from_hierarchy(node.GetChild(i), texture_list)
|
|
|
|
+
|
|
|
|
+def generate_texture_list(scene):
|
|
|
|
+ if not option_textures:
|
|
|
|
+ return []
|
|
|
|
+
|
|
|
|
+ texture_list = []
|
|
|
|
+ node = scene.GetRootNode()
|
|
|
|
+ if node:
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ generate_textures_from_hierarchy(node.GetChild(i), texture_list)
|
|
|
|
+ return texture_list
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Generate - Mesh String
|
|
|
|
+# #####################################################
|
|
|
|
+def setBit(value, position, on):
|
|
|
|
+ if on:
|
|
|
|
+ mask = 1 << position
|
|
|
|
+ return (value | mask)
|
|
|
|
+ else:
|
|
|
|
+ mask = ~(1 << position)
|
|
|
|
+ return (value & mask)
|
|
|
|
+
|
|
|
|
+def extract_color(color):
|
|
|
|
+ return [color.mRed, color.mGreen, color.mBlue]
|
|
|
|
+
|
|
|
|
+def extract_vec2(v):
|
|
|
|
+ return [v[0], v[1]]
|
|
|
|
+
|
|
|
|
+def extract_vec3(v):
|
|
|
|
+ return [v[0], v[1], v[2]]
|
|
|
|
+
|
|
|
|
+def join_vec2(v):
|
|
|
|
+ return "%g,%g" % (v[0], v[1])
|
|
|
|
+
|
|
|
|
+def join_vec3(v):
|
|
|
|
+ return "%g,%g,%g" % (v[0], v[1], v[2])
|
|
|
|
+
|
|
|
|
+def generate_uv(uv):
|
|
|
|
+ return "%g,%g" % (uv[0], uv[1])
|
|
|
|
+
|
|
|
|
+def generate_uvs(uv_layers):
|
|
|
|
+ layers = []
|
|
|
|
+ for uvs in uv_layers:
|
|
|
|
+ layer = ",".join(generate_uv(n) for n in uvs)
|
|
|
|
+ layers.append(layer)
|
|
|
|
+
|
|
|
|
+ return ",".join("[%s]" % n for n in layers)
|
|
|
|
+
|
|
|
|
+def extract_mesh_bounding_box(mesh):
|
|
|
|
+ control_points_count = mesh.GetControlPointsCount()
|
|
|
|
+ control_points = mesh.GetControlPoints()
|
|
|
|
+
|
|
|
|
+ minx = 0
|
|
|
|
+ miny = 0
|
|
|
|
+ minz = 0
|
|
|
|
+ maxx = 0
|
|
|
|
+ maxy = 0
|
|
|
|
+ maxz = 0
|
|
|
|
+
|
|
|
|
+ for i in range(control_points_count):
|
|
|
|
+ vertex = control_points[i]
|
|
|
|
+
|
|
|
|
+ if vertex[0] < minx:
|
|
|
|
+ minx = vertex[0]
|
|
|
|
+ if vertex[1] < miny:
|
|
|
|
+ miny = vertex[1]
|
|
|
|
+ if vertex[2] < minz:
|
|
|
|
+ minz = vertex[2]
|
|
|
|
+
|
|
|
|
+ if vertex[0] > maxx:
|
|
|
|
+ maxx = vertex[0]
|
|
|
|
+ if vertex[1] > maxy:
|
|
|
|
+ maxy = vertex[1]
|
|
|
|
+ if vertex[2] > maxz:
|
|
|
|
+ maxz = vertex[2]
|
|
|
|
+
|
|
|
|
+ return [minx, miny, minz], [maxx, maxy, maxz]
|
|
|
|
+
|
|
|
|
+def extract_vertex_positions(mesh):
|
|
|
|
+ control_points_count = mesh.GetControlPointsCount()
|
|
|
|
+ control_points = mesh.GetControlPoints()
|
|
|
|
+
|
|
|
|
+ positions = []
|
|
|
|
+ for i in range(control_points_count):
|
|
|
|
+ positions.append(extract_vec3(control_points[i]))
|
|
|
|
+
|
|
|
|
+ return positions
|
|
|
|
+
|
|
|
|
+def extract_vertex_normals(mesh):
|
|
|
|
+# eNone The mapping is undetermined.
|
|
|
|
+# eByControlPoint There will be one mapping coordinate for each surface control point/vertex.
|
|
|
|
+# eByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part.
|
|
|
|
+# eByPolygon There can be only one mapping coordinate for the whole polygon.
|
|
|
|
+# eByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements.
|
|
|
|
+# eAllSame There can be only one mapping coordinate for the whole surface.
|
|
|
|
+
|
|
|
|
+ layered_normal_indices = []
|
|
|
|
+ layered_normal_values = []
|
|
|
|
+
|
|
|
|
+ poly_count = mesh.GetPolygonCount()
|
|
|
|
+ control_points = mesh.GetControlPoints()
|
|
|
|
+
|
|
|
|
+ for l in range(mesh.GetLayerCount()):
|
|
|
|
+ mesh_normals = mesh.GetLayer(l).GetNormals()
|
|
|
|
+ if not mesh_normals:
|
|
|
|
+ continue
|
|
|
|
+
|
|
|
|
+ normals_array = mesh_normals.GetDirectArray()
|
|
|
|
+ normals_count = normals_array.GetCount()
|
|
|
|
+
|
|
|
|
+ if normals_count == 0:
|
|
|
|
+ continue
|
|
|
|
+
|
|
|
|
+ normal_indices = []
|
|
|
|
+ normal_values = []
|
|
|
|
+
|
|
|
|
+ # values
|
|
|
|
+ for i in range(normals_count):
|
|
|
|
+ normal = extract_vec3(normals_array.GetAt(i))
|
|
|
|
+ normal_values.append(normal)
|
|
|
|
+
|
|
|
|
+ # indices
|
|
|
|
+ vertexId = 0
|
|
|
|
+ for p in range(poly_count):
|
|
|
|
+ poly_size = mesh.GetPolygonSize(p)
|
|
|
|
+ poly_normals = []
|
|
|
|
+
|
|
|
|
+ for v in range(poly_size):
|
|
|
|
+ control_point_index = mesh.GetPolygonVertex(p, v)
|
|
|
|
+
|
|
|
|
+ if mesh_normals.GetMappingMode() == FbxLayerElement.eByControlPoint:
|
|
|
|
+ if mesh_normals.GetReferenceMode() == FbxLayerElement.eDirect:
|
|
|
|
+ poly_normals.append(control_point_index)
|
|
|
|
+ elif mesh_normals.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
|
|
|
|
+ index = mesh_normals.GetIndexArray().GetAt(control_point_index)
|
|
|
|
+ poly_normals.append(index)
|
|
|
|
+ elif mesh_normals.GetMappingMode() == FbxLayerElement.eByPolygonVertex:
|
|
|
|
+ if mesh_normals.GetReferenceMode() == FbxLayerElement.eDirect:
|
|
|
|
+ poly_normals.append(vertexId)
|
|
|
|
+ elif mesh_normals.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
|
|
|
|
+ index = mesh_normals.GetIndexArray().GetAt(vertexId)
|
|
|
|
+ poly_normals.append(index)
|
|
|
|
+ elif mesh_normals.GetMappingMode() == FbxLayerElement.eByPolygon or \
|
|
|
|
+ mesh_normals.GetMappingMode() == FbxLayerElement.eAllSame or \
|
|
|
|
+ mesh_normals.GetMappingMode() == FbxLayerElement.eNone:
|
|
|
|
+ print("unsupported normal mapping mode for polygon vertex")
|
|
|
|
+
|
|
|
|
+ vertexId += 1
|
|
|
|
+ normal_indices.append(poly_normals)
|
|
|
|
+
|
|
|
|
+ layered_normal_values.append(normal_values)
|
|
|
|
+ layered_normal_indices.append(normal_indices)
|
|
|
|
+
|
|
|
|
+ return layered_normal_values, layered_normal_indices
|
|
|
|
+
|
|
|
|
+def extract_vertex_colors(mesh):
|
|
|
|
+# eNone The mapping is undetermined.
|
|
|
|
+# eByControlPoint There will be one mapping coordinate for each surface control point/vertex.
|
|
|
|
+# eByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part.
|
|
|
|
+# eByPolygon There can be only one mapping coordinate for the whole polygon.
|
|
|
|
+# eByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements.
|
|
|
|
+# eAllSame There can be only one mapping coordinate for the whole surface.
|
|
|
|
+
|
|
|
|
+ layered_color_indices = []
|
|
|
|
+ layered_color_values = []
|
|
|
|
+
|
|
|
|
+ poly_count = mesh.GetPolygonCount()
|
|
|
|
+ control_points = mesh.GetControlPoints()
|
|
|
|
+
|
|
|
|
+ for l in range(mesh.GetLayerCount()):
|
|
|
|
+ mesh_colors = mesh.GetLayer(l).GetVertexColors()
|
|
|
|
+ if not mesh_colors:
|
|
|
|
+ continue
|
|
|
|
+
|
|
|
|
+ colors_array = mesh_colors.GetDirectArray()
|
|
|
|
+ colors_count = colors_array.GetCount()
|
|
|
|
+
|
|
|
|
+ if colors_count == 0:
|
|
|
|
+ continue
|
|
|
|
+
|
|
|
|
+ color_indices = []
|
|
|
|
+ color_values = []
|
|
|
|
+
|
|
|
|
+ # values
|
|
|
|
+ for i in range(colors_count):
|
|
|
|
+ color = extract_color(colors_array.GetAt(i))
|
|
|
|
+ color_values.append(color)
|
|
|
|
+
|
|
|
|
+ # indices
|
|
|
|
+ vertexId = 0
|
|
|
|
+ for p in range(poly_count):
|
|
|
|
+ poly_size = mesh.GetPolygonSize(p)
|
|
|
|
+ poly_colors = []
|
|
|
|
+
|
|
|
|
+ for v in range(poly_size):
|
|
|
|
+ control_point_index = mesh.GetPolygonVertex(p, v)
|
|
|
|
+
|
|
|
|
+ if mesh_colors.GetMappingMode() == FbxLayerElement.eByControlPoint:
|
|
|
|
+ if mesh_colors.GetReferenceMode() == FbxLayerElement.eDirect:
|
|
|
|
+ poly_colors.append(control_point_index)
|
|
|
|
+ elif mesh_colors.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
|
|
|
|
+ index = mesh_colors.GetIndexArray().GetAt(control_point_index)
|
|
|
|
+ poly_colors.append(index)
|
|
|
|
+ elif mesh_colors.GetMappingMode() == FbxLayerElement.eByPolygonVertex:
|
|
|
|
+ if mesh_colors.GetReferenceMode() == FbxLayerElement.eDirect:
|
|
|
|
+ poly_colors.append(vertexId)
|
|
|
|
+ elif mesh_colors.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
|
|
|
|
+ index = mesh_colors.GetIndexArray().GetAt(vertexId)
|
|
|
|
+ poly_colors.append(index)
|
|
|
|
+ elif mesh_colors.GetMappingMode() == FbxLayerElement.eByPolygon or \
|
|
|
|
+ mesh_colors.GetMappingMode() == FbxLayerElement.eAllSame or \
|
|
|
|
+ mesh_colors.GetMappingMode() == FbxLayerElement.eNone:
|
|
|
|
+ print("unsupported color mapping mode for polygon vertex")
|
|
|
|
+
|
|
|
|
+ vertexId += 1
|
|
|
|
+ color_indices.append(poly_colors)
|
|
|
|
+
|
|
|
|
+ layered_color_values.append(color_values)
|
|
|
|
+ layered_color_indices.append(color_indices)
|
|
|
|
+
|
|
|
|
+ return layered_color_values, layered_color_indices
|
|
|
|
+
|
|
|
|
+def extract_vertex_uvs(mesh):
|
|
|
|
+# eNone The mapping is undetermined.
|
|
|
|
+# eByControlPoint There will be one mapping coordinate for each surface control point/vertex.
|
|
|
|
+# eByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part.
|
|
|
|
+# eByPolygon There can be only one mapping coordinate for the whole polygon.
|
|
|
|
+# eByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements.
|
|
|
|
+# eAllSame There can be only one mapping coordinate for the whole surface.
|
|
|
|
+
|
|
|
|
+ layered_uv_indices = []
|
|
|
|
+ layered_uv_values = []
|
|
|
|
+
|
|
|
|
+ poly_count = mesh.GetPolygonCount()
|
|
|
|
+ control_points = mesh.GetControlPoints()
|
|
|
|
+
|
|
|
|
+ for l in range(mesh.GetLayerCount()):
|
|
|
|
+ mesh_uvs = mesh.GetLayer(l).GetUVs()
|
|
|
|
+ if not mesh_uvs:
|
|
|
|
+ continue
|
|
|
|
+
|
|
|
|
+ uvs_array = mesh_uvs.GetDirectArray()
|
|
|
|
+ uvs_count = uvs_array.GetCount()
|
|
|
|
+
|
|
|
|
+ if uvs_count == 0:
|
|
|
|
+ continue
|
|
|
|
+
|
|
|
|
+ uv_indices = []
|
|
|
|
+ uv_values = []
|
|
|
|
+
|
|
|
|
+ # values
|
|
|
|
+ for i in range(uvs_count):
|
|
|
|
+ uv = extract_vec2(uvs_array.GetAt(i))
|
|
|
|
+ uv_values.append(uv)
|
|
|
|
+
|
|
|
|
+ # indices
|
|
|
|
+ vertexId = 0
|
|
|
|
+ for p in range(poly_count):
|
|
|
|
+ poly_size = mesh.GetPolygonSize(p)
|
|
|
|
+ poly_uvs = []
|
|
|
|
+
|
|
|
|
+ for v in range(poly_size):
|
|
|
|
+ control_point_index = mesh.GetPolygonVertex(p, v)
|
|
|
|
+
|
|
|
|
+ if mesh_uvs.GetMappingMode() == FbxLayerElement.eByControlPoint:
|
|
|
|
+ if mesh_uvs.GetReferenceMode() == FbxLayerElement.eDirect:
|
|
|
|
+ poly_uvs.append(control_point_index)
|
|
|
|
+ elif mesh_uvs.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
|
|
|
|
+ index = mesh_uvs.GetIndexArray().GetAt(control_point_index)
|
|
|
|
+ poly_uvs.append(index)
|
|
|
|
+ elif mesh_uvs.GetMappingMode() == FbxLayerElement.eByPolygonVertex:
|
|
|
|
+ uv_texture_index = mesh.GetTextureUVIndex(p, v)
|
|
|
|
+ if mesh_uvs.GetReferenceMode() == FbxLayerElement.eDirect or \
|
|
|
|
+ mesh_uvs.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
|
|
|
|
+ poly_uvs.append(uv_texture_index)
|
|
|
|
+ elif mesh_uvs.GetMappingMode() == FbxLayerElement.eByPolygon or \
|
|
|
|
+ mesh_uvs.GetMappingMode() == FbxLayerElement.eAllSame or \
|
|
|
|
+ mesh_uvs.GetMappingMode() == FbxLayerElement.eNone:
|
|
|
|
+ print("unsupported uv mapping mode for polygon vertex")
|
|
|
|
+
|
|
|
|
+ vertexId += 1
|
|
|
|
+ uv_indices.append(poly_uvs)
|
|
|
|
+
|
|
|
|
+ layered_uv_values.append(uv_values)
|
|
|
|
+ layered_uv_indices.append(uv_indices)
|
|
|
|
+
|
|
|
|
+ return layered_uv_values, layered_uv_indices
|
|
|
|
+
|
|
|
|
+def generate_mesh_face(mesh, vertex_indices, polygon_index, normals, colors, uv_layers, material_count, material_is_same):
|
|
|
|
+
|
|
|
|
+ isTriangle = ( len(vertex_indices) == 3 )
|
|
|
|
+ nVertices = 3 if isTriangle else 4
|
|
|
|
+
|
|
|
|
+ hasMaterial = material_count > 0
|
|
|
|
+ hasFaceUvs = False
|
|
|
|
+ hasFaceVertexUvs = len(uv_layers) > 0
|
|
|
|
+ hasFaceNormals = False # don't export any face normals (as they are computed in engine)
|
|
|
|
+ hasFaceVertexNormals = len(normals) > 0
|
|
|
|
+ hasFaceColors = False
|
|
|
|
+ hasFaceVertexColors = len(colors) > 0
|
|
|
|
+
|
|
|
|
+ faceType = 0
|
|
|
|
+ faceType = setBit(faceType, 0, not isTriangle)
|
|
|
|
+ faceType = setBit(faceType, 1, hasMaterial)
|
|
|
|
+ faceType = setBit(faceType, 2, hasFaceUvs)
|
|
|
|
+ faceType = setBit(faceType, 3, hasFaceVertexUvs)
|
|
|
|
+ faceType = setBit(faceType, 4, hasFaceNormals)
|
|
|
|
+ faceType = setBit(faceType, 5, hasFaceVertexNormals)
|
|
|
|
+ faceType = setBit(faceType, 6, hasFaceColors)
|
|
|
|
+ faceType = setBit(faceType, 7, hasFaceVertexColors)
|
|
|
|
+
|
|
|
|
+ faceData = []
|
|
|
|
+
|
|
|
|
+ # order is important, must match order in JSONLoader
|
|
|
|
+
|
|
|
|
+ # face type
|
|
|
|
+ # vertex indices
|
|
|
|
+ # material index
|
|
|
|
+ # face uvs index
|
|
|
|
+ # face vertex uvs indices
|
|
|
|
+ # face color index
|
|
|
|
+ # face vertex colors indices
|
|
|
|
+
|
|
|
|
+ faceData.append(faceType)
|
|
|
|
+
|
|
|
|
+ # must clamp in case on polygons bigger than quads
|
|
|
|
+
|
|
|
|
+ for i in range(nVertices):
|
|
|
|
+ index = vertex_indices[i]
|
|
|
|
+ faceData.append(index)
|
|
|
|
+
|
|
|
|
+ if hasMaterial:
|
|
|
|
+ material_id = 0
|
|
|
|
+ if not material_is_same:
|
|
|
|
+ for l in range(mesh.GetLayerCount()):
|
|
|
|
+ materials = mesh.GetLayer(l).GetMaterials()
|
|
|
|
+ if materials:
|
|
|
|
+ material_id = materials.GetIndexArray().GetAt(polygon_index)
|
|
|
|
+ break
|
|
|
|
+ faceData.append( material_id )
|
|
|
|
+
|
|
|
|
+ if hasFaceVertexUvs:
|
|
|
|
+ for layer_index, uvs in enumerate(uv_layers):
|
|
|
|
+ polygon_uvs = uvs[polygon_index]
|
|
|
|
+ for i in range(nVertices):
|
|
|
|
+ index = polygon_uvs[i]
|
|
|
|
+ faceData.append(index)
|
|
|
|
+
|
|
|
|
+ if hasFaceVertexNormals:
|
|
|
|
+ polygon_normals = normals[polygon_index]
|
|
|
|
+ for i in range(nVertices):
|
|
|
|
+ index = polygon_normals[i]
|
|
|
|
+ faceData.append(index)
|
|
|
|
+
|
|
|
|
+ if hasFaceVertexColors:
|
|
|
|
+ polygon_colors = colors[polygon_index]
|
|
|
|
+ for i in range(nVertices):
|
|
|
|
+ index = polygon_colors[i]
|
|
|
|
+ faceData.append(index)
|
|
|
|
+
|
|
|
|
+ return ",".join( map(str, faceData) )
|
|
|
|
+
|
|
|
|
+def generate_mesh_faces(mesh, normals, colors, uv_layers):
|
|
|
|
+ has_same_material_for_all_polygons = True
|
|
|
|
+ for l in range(mesh.GetLayerCount()):
|
|
|
|
+ materials = mesh.GetLayer(l).GetMaterials()
|
|
|
|
+ if materials:
|
|
|
|
+ if materials.GetMappingMode() == FbxLayerElement.eByPolygon:
|
|
|
|
+ has_same_material_for_all_polygons = False
|
|
|
|
+ break
|
|
|
|
+
|
|
|
|
+ node = mesh.GetNode()
|
|
|
|
+ if node:
|
|
|
|
+ material_count = node.GetMaterialCount()
|
|
|
|
+
|
|
|
|
+ poly_count = mesh.GetPolygonCount()
|
|
|
|
+ control_points = mesh.GetControlPoints()
|
|
|
|
+
|
|
|
|
+ faces = []
|
|
|
|
+ for p in range(poly_count):
|
|
|
|
+ poly_size = mesh.GetPolygonSize(p)
|
|
|
|
+ vertex_indices = []
|
|
|
|
+ for v in range(poly_size):
|
|
|
|
+ control_point_index = mesh.GetPolygonVertex(p, v)
|
|
|
|
+ vertex_indices.append(control_point_index)
|
|
|
|
+ face = generate_mesh_face(mesh, vertex_indices, p, normals, colors, uv_layers, material_count, has_same_material_for_all_polygons)
|
|
|
|
+ faces.append(face)
|
|
|
|
+ return faces
|
|
|
|
+
|
|
|
|
+def generate_mesh_string(node):
|
|
|
|
+ mesh = node.GetNodeAttribute()
|
|
|
|
+ vertices = extract_vertex_positions(mesh)
|
|
|
|
+ aabb_min, aabb_max = extract_mesh_bounding_box(mesh)
|
|
|
|
+
|
|
|
|
+ normal_values, normal_indices = extract_vertex_normals(mesh)
|
|
|
|
+ color_values, color_indices = extract_vertex_colors(mesh)
|
|
|
|
+ uv_values, uv_indices = extract_vertex_uvs(mesh)
|
|
|
|
+
|
|
|
|
+ # Three.js only supports one layer of normals
|
|
|
|
+ if len(normal_values) > 0:
|
|
|
|
+ normal_values = normal_values[0]
|
|
|
|
+ normal_indices = normal_indices[0]
|
|
|
|
+
|
|
|
|
+ # Three.js only supports one layer of colors
|
|
|
|
+ if len(color_values) > 0:
|
|
|
|
+ color_values = color_values[0]
|
|
|
|
+ color_indices = color_indices[0]
|
|
|
|
+
|
|
|
|
+ faces = generate_mesh_faces(mesh, normal_indices, color_indices, uv_indices)
|
|
|
|
+
|
|
|
|
+ nuvs = []
|
|
|
|
+ for layer_index, uvs in enumerate(uv_values):
|
|
|
|
+ nuvs.append(str(len(uvs)))
|
|
|
|
+
|
|
|
|
+ nvertices = len(vertices)
|
|
|
|
+ nnormals = len(normal_values)
|
|
|
|
+ ncolors = len(color_values)
|
|
|
|
+ nfaces = len(faces)
|
|
|
|
+ nuvs = ",".join(nuvs)
|
|
|
|
+
|
|
|
|
+ vertices = ",".join(join_vec3(v) for v in vertices)
|
|
|
|
+ normals = ",".join(join_vec3(v) for v in normal_values)
|
|
|
|
+ colors = ",".join(join_vec3(v) for v in color_values)
|
|
|
|
+ faces = ",".join(faces)
|
|
|
|
+ uvs = generate_uvs(uv_values)
|
|
|
|
+ aabb_min = ",".join(str(f) for f in aabb_min)
|
|
|
|
+ aabb_max = ",".join(str(f) for f in aabb_max)
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+ '\t' + LabelString( getEmbedName( node ) ) + ' : {',
|
|
|
|
+ ' "metadata" : {',
|
|
|
|
+ ' "vertices" : ' + str(nvertices) + ',',
|
|
|
|
+ ' "normals" : ' + str(nnormals) + ',',
|
|
|
|
+ ' "colors" : ' + str(ncolors) + ',',
|
|
|
|
+ ' "faces" : ' + str(nfaces) + ',',
|
|
|
|
+ ' "uvs" : ' + ArrayString(nuvs),
|
|
|
|
+ ' },',
|
|
|
|
+ ' "boundingBox" : {',
|
|
|
|
+ ' "min" : ' + ArrayString(aabb_min) + ',',
|
|
|
|
+ ' "max" : ' + ArrayString(aabb_max),
|
|
|
|
+ ' },',
|
|
|
|
+ ' "scale" : ' + str( 1 ) + ',',
|
|
|
|
+ ' "materials" : ' + ArrayString("") + ',',
|
|
|
|
+ ' "vertices" : ' + ArrayString(vertices) + ',',
|
|
|
|
+ ' "normals" : ' + ArrayString(normals) + ',',
|
|
|
|
+ ' "colors" : ' + ArrayString(colors) + ',',
|
|
|
|
+ ' "uvs" : ' + ArrayString(uvs) + ',',
|
|
|
|
+ ' "faces" : ' + ArrayString(faces),
|
|
|
|
+ '}'
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', 0 )
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Generate - Embeds
|
|
|
|
+# #####################################################
|
|
|
|
+def generate_embed_list_from_hierarchy(node, embed_list):
|
|
|
|
+ if node.GetNodeAttribute() == None:
|
|
|
|
+ pass
|
|
|
|
+ else:
|
|
|
|
+ attribute_type = (node.GetNodeAttribute().GetAttributeType())
|
|
|
|
+ if attribute_type == FbxNodeAttribute.eMesh or \
|
|
|
|
+ attribute_type == FbxNodeAttribute.eNurbs or \
|
|
|
|
+ attribute_type == FbxNodeAttribute.eNurbsSurface or \
|
|
|
|
+ attribute_type == FbxNodeAttribute.ePatch:
|
|
|
|
+
|
|
|
|
+ if attribute_type != FbxNodeAttribute.eMesh:
|
|
|
|
+ converter.TriangulateInPlace(node);
|
|
|
|
+
|
|
|
|
+ embed_string = generate_mesh_string(node)
|
|
|
|
+ embed_list.append(embed_string)
|
|
|
|
+
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ generate_embed_list_from_hierarchy(node.GetChild(i), embed_list)
|
|
|
|
+
|
|
|
|
+def generate_embed_list(scene):
|
|
|
|
+ embed_list = []
|
|
|
|
+ node = scene.GetRootNode()
|
|
|
|
+ if node:
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ generate_embed_list_from_hierarchy(node.GetChild(i), embed_list)
|
|
|
|
+ return embed_list
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Generate - Geometries
|
|
|
|
+# #####################################################
|
|
|
|
+def generate_geometry_string(node):
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+ '\t' + LabelString( getGeometryName( node ) ) + ' : {',
|
|
|
|
+ ' "type" : "embedded",',
|
|
|
|
+ ' "id" : ' + LabelString( getEmbedName( node ) ),
|
|
|
|
+ '}'
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', 0 )
|
|
|
|
+
|
|
|
|
+def generate_geometry_list_from_hierarchy(node, geometry_list):
|
|
|
|
+ if node.GetNodeAttribute() == None:
|
|
|
|
+ pass
|
|
|
|
+ else:
|
|
|
|
+ attribute_type = (node.GetNodeAttribute().GetAttributeType())
|
|
|
|
+ if attribute_type == FbxNodeAttribute.eMesh:
|
|
|
|
+ geometry_string = generate_geometry_string(node)
|
|
|
|
+ geometry_list.append(geometry_string)
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ generate_geometry_list_from_hierarchy(node.GetChild(i), geometry_list)
|
|
|
|
+
|
|
|
|
+def generate_geometry_list(scene):
|
|
|
|
+ geometry_list = []
|
|
|
|
+ node = scene.GetRootNode()
|
|
|
|
+ if node:
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ generate_geometry_list_from_hierarchy(node.GetChild(i), geometry_list)
|
|
|
|
+ return geometry_list
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Generate - Camera Names
|
|
|
|
+# #####################################################
|
|
|
|
+def generate_camera_name_list_from_hierarchy(node, camera_list):
|
|
|
|
+ if node.GetNodeAttribute() == None:
|
|
|
|
+ pass
|
|
|
|
+ else:
|
|
|
|
+ attribute_type = (node.GetNodeAttribute().GetAttributeType())
|
|
|
|
+ if attribute_type == FbxNodeAttribute.eCamera:
|
|
|
|
+ camera_string = getObjectName(node)
|
|
|
|
+ camera_list.append(camera_string)
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ generate_camera_name_list_from_hierarchy(node.GetChild(i), camera_list)
|
|
|
|
+
|
|
|
|
+def generate_camera_name_list(scene):
|
|
|
|
+ camera_list = []
|
|
|
|
+ node = scene.GetRootNode()
|
|
|
|
+ if node:
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ generate_camera_name_list_from_hierarchy(node.GetChild(i), camera_list)
|
|
|
|
+ return camera_list
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Generate - Light Object
|
|
|
|
+# #####################################################
|
|
|
|
+def generate_default_light_string(padding):
|
|
|
|
+ direction = (1,1,1)
|
|
|
|
+ color = (1,1,1)
|
|
|
|
+ intensity = 80.0
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( 'default_light' ) + ' : {',
|
|
|
|
+ ' "type" : "DirectionalLight",',
|
|
|
|
+ ' "color" : ' + str(getHex(color)) + ',',
|
|
|
|
+ ' "intensity" : ' + str(intensity/100.0) + ',',
|
|
|
|
+ ' "direction" : ' + Vector3String( direction ) + ',',
|
|
|
|
+ ' "target" : ' + LabelString( getObjectName( None ) ),
|
|
|
|
+ ' }'
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', padding )
|
|
|
|
+
|
|
|
|
+def generate_light_string(node, padding):
|
|
|
|
+ light = node.GetNodeAttribute()
|
|
|
|
+ light_types = ["point", "directional", "spot", "area", "volume"]
|
|
|
|
+ light_type = light_types[light.LightType.Get()]
|
|
|
|
+
|
|
|
|
+ transform = node.EvaluateLocalTransform()
|
|
|
|
+ position = transform.GetT()
|
|
|
|
+
|
|
|
|
+ output = []
|
|
|
|
+
|
|
|
|
+ if light_type == "directional":
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
|
|
|
|
+ ' "type" : "DirectionalLight",',
|
|
|
|
+ ' "color" : ' + str(getHex(light.Color.Get())) + ',',
|
|
|
|
+ ' "intensity" : ' + str(light.Intensity.Get()/100.0) + ',',
|
|
|
|
+ ' "direction" : ' + Vector3String( position ) + ',',
|
|
|
|
+ ' "target" : ' + LabelString( getObjectName( node.GetTarget() ) ) + ( ',' if node.GetChildCount() > 0 else '' )
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ elif light_type == "point":
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
|
|
|
|
+ ' "type" : "PointLight",',
|
|
|
|
+ ' "color" : ' + str(getHex(light.Color.Get())) + ',',
|
|
|
|
+ ' "intensity" : ' + str(light.Intensity.Get()/100.0) + ',',
|
|
|
|
+ ' "position" : ' + Vector3String( position ) + ',',
|
|
|
|
+ ' "distance" : ' + str(light.FarAttenuationEnd.Get()) + ( ',' if node.GetChildCount() > 0 else '' )
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ elif light_type == "spot":
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
|
|
|
|
+ ' "type" : "SpotLight",',
|
|
|
|
+ ' "color" : ' + str(getHex(light.Color.Get())) + ',',
|
|
|
|
+ ' "intensity" : ' + str(light.Intensity.Get()/100.0) + ',',
|
|
|
|
+ ' "position" : ' + Vector3String( position ) + ',',
|
|
|
|
+ ' "distance" : ' + str(light.FarAttenuationEnd.Get()) + ',',
|
|
|
|
+ ' "angle" : ' + str(light.OuterAngle.Get()) + ',',
|
|
|
|
+ ' "exponent" : ' + str(light.DecayType.Get()) + ',',
|
|
|
|
+ ' "target" : ' + LabelString( getObjectName( node.GetTarget() ) ) + ( ',' if node.GetChildCount() > 0 else '' )
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', padding )
|
|
|
|
+
|
|
|
|
+def generate_ambient_light_string(scene):
|
|
|
|
+
|
|
|
|
+ scene_settings = scene.GetGlobalSettings()
|
|
|
|
+ ambient_color = scene_settings.GetAmbientColor()
|
|
|
|
+ ambient_color = (ambient_color.mRed, ambient_color.mGreen, ambient_color.mBlue)
|
|
|
|
+
|
|
|
|
+ if ambient_color[0] == 0 and ambient_color[1] == 0 and ambient_color[2] == 0:
|
|
|
|
+ return None
|
|
|
|
+
|
|
|
|
+ class AmbientLight:
|
|
|
|
+ def GetName(self):
|
|
|
|
+ return "AmbientLight"
|
|
|
|
+
|
|
|
|
+ node = AmbientLight()
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
|
|
|
|
+ ' "type" : "AmbientLight",',
|
|
|
|
+ ' "color" : ' + str(getHex(ambient_color)),
|
|
|
|
+ '}'
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', 0 )
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Generate - Camera Object
|
|
|
|
+# #####################################################
|
|
|
|
+def generate_default_camera_string(padding):
|
|
|
|
+ position = (100, 100, 100)
|
|
|
|
+ near = 0.1
|
|
|
|
+ far = 1000
|
|
|
|
+ fov = 75
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( 'default_camera' ) + ' : {',
|
|
|
|
+ ' "type" : "PerspectiveCamera",',
|
|
|
|
+ ' "fov" : ' + str(fov) + ',',
|
|
|
|
+ ' "near" : ' + str(near) + ',',
|
|
|
|
+ ' "far" : ' + str(far) + ',',
|
|
|
|
+ ' "position" : ' + Vector3String( position ),
|
|
|
|
+ ' }'
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', padding )
|
|
|
|
+
|
|
|
|
+def generate_camera_string(node, padding):
|
|
|
|
+ camera = node.GetNodeAttribute()
|
|
|
|
+
|
|
|
|
+ target_node = node.GetTarget()
|
|
|
|
+ target = ""
|
|
|
|
+ if target_node:
|
|
|
|
+ transform = target.EvaluateLocalTransform()
|
|
|
|
+ target = transform.GetT()
|
|
|
|
+ else:
|
|
|
|
+ target = camera.InterestPosition.Get()
|
|
|
|
+
|
|
|
|
+ position = camera.Position.Get()
|
|
|
|
+
|
|
|
|
+ projection_types = [ "perspective", "orthogonal" ]
|
|
|
|
+ projection = projection_types[camera.ProjectionType.Get()]
|
|
|
|
+
|
|
|
|
+ near = camera.NearPlane.Get()
|
|
|
|
+ far = camera.FarPlane.Get()
|
|
|
|
+
|
|
|
|
+ output = []
|
|
|
|
+
|
|
|
|
+ if projection == "perspective":
|
|
|
|
+
|
|
|
|
+ aspect = camera.PixelAspectRatio.Get()
|
|
|
|
+ fov = camera.FieldOfView.Get()
|
|
|
|
+ fov = 75
|
|
|
|
+ far = 1000
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
|
|
|
|
+ ' "type" : "PerspectiveCamera",',
|
|
|
|
+ ' "fov" : ' + str(fov) + ',',
|
|
|
|
+ ' "aspect" : ' + str(aspect) + ',',
|
|
|
|
+ ' "near" : ' + str(near) + ',',
|
|
|
|
+ ' "far" : ' + str(far) + ',',
|
|
|
|
+ ' "position" : ' + Vector3String( position ) + ( ',' if node.GetChildCount() > 0 else '' )
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ elif projection == "orthogonal":
|
|
|
|
+
|
|
|
|
+ left = ""
|
|
|
|
+ right = ""
|
|
|
|
+ top = ""
|
|
|
|
+ bottom = ""
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
|
|
|
|
+ ' "type" : "OrthographicCamera",',
|
|
|
|
+ ' "left" : ' + left + ',',
|
|
|
|
+ ' "right" : ' + right + ',',
|
|
|
|
+ ' "top" : ' + top + ',',
|
|
|
|
+ ' "bottom" : ' + bottom + ',',
|
|
|
|
+ ' "near" : ' + str(near) + ',',
|
|
|
|
+ ' "far" : ' + str(far) + ',',
|
|
|
|
+ ' "position" : ' + Vector3String( position ) + ( ',' if node.GetChildCount() > 0 else '' )
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', padding )
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Generate - Mesh Object
|
|
|
|
+# #####################################################
|
|
|
|
+def generate_mesh_object_string(node, padding):
|
|
|
|
+ mesh = node.GetNodeAttribute()
|
|
|
|
+ transform = node.EvaluateLocalTransform()
|
|
|
|
+ position = transform.GetT()
|
|
|
|
+ scale = transform.GetS()
|
|
|
|
+ rotation = getRadians(transform.GetR())
|
|
|
|
+
|
|
|
|
+ material_count = node.GetMaterialCount()
|
|
|
|
+ material_name = ""
|
|
|
|
+
|
|
|
|
+ if material_count > 0:
|
|
|
|
+ material_names = []
|
|
|
|
+ for l in range(mesh.GetLayerCount()):
|
|
|
|
+ materials = mesh.GetLayer(l).GetMaterials()
|
|
|
|
+ if materials:
|
|
|
|
+ if materials.GetReferenceMode() == FbxLayerElement.eIndex:
|
|
|
|
+ #Materials are in an undefined external table
|
|
|
|
+ continue
|
|
|
|
+ for i in range(material_count):
|
|
|
|
+ material = node.GetMaterial(i)
|
|
|
|
+ material_names.append( getMaterialName(material) )
|
|
|
|
+ #If this mesh has more than one material, use a proxy material
|
|
|
|
+ material_name = getMaterialName( node ) if material_count > 1 else material_names[0]
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
|
|
|
|
+ ' "geometry" : ' + LabelString( getGeometryName( node ) ) + ',',
|
|
|
|
+ ' "material" : ' + LabelString( material_name ) + ',',
|
|
|
|
+ ' "position" : ' + Vector3String( position ) + ',',
|
|
|
|
+ ' "rotation" : ' + Vector3String( rotation ) + ',',
|
|
|
|
+ ' "scale" : ' + Vector3String( scale ) + ',',
|
|
|
|
+ ' "visible" : ' + getObjectVisible( node ) + ( ',' if node.GetChildCount() > 0 else '' )
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', padding )
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Generate - Object
|
|
|
|
+# #####################################################
|
|
|
|
+def generate_object_string(node, padding):
|
|
|
|
+ node_types = ["Unknown", "Null", "Marker", "Skeleton", "Mesh", "Nurbs", "Patch", "Camera",
|
|
|
|
+ "CameraStereo", "CameraSwitcher", "Light", "OpticalReference", "OpticalMarker", "NurbsCurve",
|
|
|
|
+ "TrimNurbsSurface", "Boundary", "NurbsSurface", "Shape", "LODGroup", "SubDiv", "CachedEffect", "Line"]
|
|
|
|
+
|
|
|
|
+ transform = node.EvaluateLocalTransform()
|
|
|
|
+ position = transform.GetT()
|
|
|
|
+ scale = transform.GetS()
|
|
|
|
+ rotation = getRadians(transform.GetR())
|
|
|
|
+
|
|
|
|
+ node_type = ""
|
|
|
|
+ if node.GetNodeAttribute() == None:
|
|
|
|
+ node_type = "Null"
|
|
|
|
+ else:
|
|
|
|
+ node_type = node_types[node.GetNodeAttribute().GetAttributeType()]
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
|
|
|
|
+ ' "fbx_type" : ' + LabelString( node_type ) + ',',
|
|
|
|
+ ' "position" : ' + Vector3String( position ) + ',',
|
|
|
|
+ ' "rotation" : ' + Vector3String( rotation ) + ',',
|
|
|
|
+ ' "scale" : ' + Vector3String( scale ) + ',',
|
|
|
|
+ ' "visible" : ' + getObjectVisible( node ) + ( ',' if node.GetChildCount() > 0 else '' )
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return generateMultiLineString( output, '\n\t\t', padding )
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Parse - Objects
|
|
|
|
+# #####################################################
|
|
|
|
+def generate_object_hierarchy(node, object_list, pad, siblings_left):
|
|
|
|
+ object_count = 0
|
|
|
|
+ if node.GetNodeAttribute() == None:
|
|
|
|
+ object_string = generate_object_string(node, pad)
|
|
|
|
+ object_list.append(object_string)
|
|
|
|
+ object_count += 1
|
|
|
|
+ else:
|
|
|
|
+ attribute_type = (node.GetNodeAttribute().GetAttributeType())
|
|
|
|
+ if attribute_type == FbxNodeAttribute.eMesh:
|
|
|
|
+ object_string = generate_mesh_object_string(node, pad)
|
|
|
|
+ object_list.append(object_string)
|
|
|
|
+ object_count += 1
|
|
|
|
+ elif attribute_type == FbxNodeAttribute.eLight:
|
|
|
|
+ object_string = generate_light_string(node, pad)
|
|
|
|
+ object_list.append(object_string)
|
|
|
|
+ object_count += 1
|
|
|
|
+ elif attribute_type == FbxNodeAttribute.eCamera:
|
|
|
|
+ object_string = generate_camera_string(node, pad)
|
|
|
|
+ object_list.append(object_string)
|
|
|
|
+ object_count += 1
|
|
|
|
+ else:
|
|
|
|
+ object_string = generate_object_string(node, pad)
|
|
|
|
+ object_list.append(object_string)
|
|
|
|
+ object_count += 1
|
|
|
|
+
|
|
|
|
+ if node.GetChildCount() > 0:
|
|
|
|
+ object_list.append( PaddingString( pad + 1 ) + '\t\t"children" : {\n' )
|
|
|
|
+
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ object_count += generate_object_hierarchy(node.GetChild(i), object_list, pad + 2, node.GetChildCount() - i - 1)
|
|
|
|
+
|
|
|
|
+ object_list.append( PaddingString( pad + 1 ) + '\t\t}' )
|
|
|
|
+ object_list.append( PaddingString( pad ) + '\t\t}' + (',\n' if siblings_left > 0 else ''))
|
|
|
|
+
|
|
|
|
+ return object_count
|
|
|
|
+
|
|
|
|
+def generate_scene_objects_string(scene):
|
|
|
|
+ object_count = 0
|
|
|
|
+ object_list = []
|
|
|
|
+
|
|
|
|
+ ambient_light = generate_ambient_light_string(scene)
|
|
|
|
+ if ambient_light:
|
|
|
|
+ if scene.GetNodeCount() > 0 or option_default_light or option_default_camera:
|
|
|
|
+ ambient_light += (',\n')
|
|
|
|
+ object_list.append(ambient_light)
|
|
|
|
+ object_count += 1
|
|
|
|
+
|
|
|
|
+ if option_default_light:
|
|
|
|
+ default_light = generate_default_light_string(0)
|
|
|
|
+ if scene.GetNodeCount() > 0 or option_default_camera:
|
|
|
|
+ default_light += (',\n')
|
|
|
|
+ object_list.append(default_light)
|
|
|
|
+ object_count += 1
|
|
|
|
+
|
|
|
|
+ if option_default_camera:
|
|
|
|
+ default_camera = generate_default_camera_string(0)
|
|
|
|
+ if scene.GetNodeCount() > 0:
|
|
|
|
+ default_camera += (',\n')
|
|
|
|
+ object_list.append(default_camera)
|
|
|
|
+ object_count += 1
|
|
|
|
+
|
|
|
|
+ node = scene.GetRootNode()
|
|
|
|
+ if node:
|
|
|
|
+ for i in range(node.GetChildCount()):
|
|
|
|
+ object_count += generate_object_hierarchy(node.GetChild(i), object_list, 0, node.GetChildCount() - i - 1)
|
|
|
|
+
|
|
|
|
+ return "\n".join(object_list), object_count
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# Parse - Scene
|
|
|
|
+# #####################################################
|
|
|
|
+def extract_scene(scene, filename):
|
|
|
|
+ objects, nobjects = generate_scene_objects_string(scene)
|
|
|
|
+
|
|
|
|
+ textures = generate_texture_list(scene)
|
|
|
|
+ materials = generate_material_list(scene)
|
|
|
|
+ geometries = generate_geometry_list(scene)
|
|
|
|
+ embeds = generate_embed_list(scene)
|
|
|
|
+ fogs = []
|
|
|
|
+
|
|
|
|
+ ntextures = len(textures)
|
|
|
|
+ nmaterials = len(materials)
|
|
|
|
+ ngeometries = len(geometries)
|
|
|
|
+
|
|
|
|
+ position = Vector3String( (0,0,0) )
|
|
|
|
+ rotation = Vector3String( (0,0,0) )
|
|
|
|
+ scale = Vector3String( (1,1,1) )
|
|
|
|
+
|
|
|
|
+ camera_names = generate_camera_name_list(scene)
|
|
|
|
+ scene_settings = scene.GetGlobalSettings()
|
|
|
|
+
|
|
|
|
+ bgcolor = Vector3String( (0.667,0.667,0.667) )
|
|
|
|
+ bgalpha = 1
|
|
|
|
+ defcamera = LabelString(camera_names[0] if len(camera_names) > 0 else "")
|
|
|
|
+ if option_default_camera:
|
|
|
|
+ defcamera = LabelString('default_camera')
|
|
|
|
+
|
|
|
|
+ #TODO: extract fog info from scene
|
|
|
|
+ deffog = LabelString("")
|
|
|
|
+
|
|
|
|
+ geometries = generateMultiLineString( geometries, ",\n\n\t", 0 )
|
|
|
|
+ materials = generateMultiLineString( materials, ",\n\n\t", 0 )
|
|
|
|
+ textures = generateMultiLineString( textures, ",\n\n\t", 0 )
|
|
|
|
+ embeds = generateMultiLineString( embeds, ",\n\n\t", 0 )
|
|
|
|
+ fogs = generateMultiLineString( fogs, ",\n\n\t", 0 )
|
|
|
|
+
|
|
|
|
+ output = [
|
|
|
|
+
|
|
|
|
+ '{',
|
|
|
|
+ ' "metadata": {',
|
|
|
|
+ ' "formatVersion" : 3.2,',
|
|
|
|
+ ' "type" : "scene",',
|
|
|
|
+ ' "generatedBy" : "convert-to-threejs.py",',
|
|
|
|
+ ' "objects" : ' + str(nobjects) + ',',
|
|
|
|
+ ' "geometries" : ' + str(ngeometries) + ',',
|
|
|
|
+ ' "materials" : ' + str(nmaterials) + ',',
|
|
|
|
+ ' "textures" : ' + str(ntextures),
|
|
|
|
+ ' },',
|
|
|
|
+
|
|
|
|
+ '',
|
|
|
|
+ ' "urlBaseType": "relativeToScene",',
|
|
|
|
+ '',
|
|
|
|
+
|
|
|
|
+ ' "objects" :',
|
|
|
|
+ ' {',
|
|
|
|
+ objects,
|
|
|
|
+ ' },',
|
|
|
|
+ '',
|
|
|
|
+
|
|
|
|
+ ' "geometries" :',
|
|
|
|
+ ' {',
|
|
|
|
+ '\t' + geometries,
|
|
|
|
+ ' },',
|
|
|
|
+ '',
|
|
|
|
+
|
|
|
|
+ ' "materials" :',
|
|
|
|
+ ' {',
|
|
|
|
+ '\t' + materials,
|
|
|
|
+ ' },',
|
|
|
|
+ '',
|
|
|
|
+
|
|
|
|
+ ' "textures" :',
|
|
|
|
+ ' {',
|
|
|
|
+ '\t' + textures,
|
|
|
|
+ ' },',
|
|
|
|
+ '',
|
|
|
|
+
|
|
|
|
+ ' "embeds" :',
|
|
|
|
+ ' {',
|
|
|
|
+ '\t' + embeds,
|
|
|
|
+ ' },',
|
|
|
|
+ '',
|
|
|
|
+
|
|
|
|
+ ' "fogs" :',
|
|
|
|
+ ' {',
|
|
|
|
+ '\t' + fogs,
|
|
|
|
+ ' },',
|
|
|
|
+ '',
|
|
|
|
+
|
|
|
|
+ ' "transform" :',
|
|
|
|
+ ' {',
|
|
|
|
+ ' "position" : ' + position + ',',
|
|
|
|
+ ' "rotation" : ' + rotation + ',',
|
|
|
|
+ ' "scale" : ' + scale,
|
|
|
|
+ ' },',
|
|
|
|
+ '',
|
|
|
|
+
|
|
|
|
+ ' "defaults" :',
|
|
|
|
+ ' {',
|
|
|
|
+ ' "bgcolor" : ' + str(bgcolor) + ',',
|
|
|
|
+ ' "bgalpha" : ' + str(bgalpha) + ',',
|
|
|
|
+ ' "camera" : ' + defcamera + ',',
|
|
|
|
+ ' "fog" : ' + deffog,
|
|
|
|
+ ' }',
|
|
|
|
+ '}'
|
|
|
|
+
|
|
|
|
+ ]
|
|
|
|
+
|
|
|
|
+ return "\n".join(output)
|
|
|
|
+
|
|
|
|
+# #####################################################
|
|
|
|
+# file helpers
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+# #####################################################
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+def write_file(fname, content):
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+ out = open(fname, "w")
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+ out.write(content)
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+ out.close()
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+
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+# #####################################################
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+# main
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+# #####################################################
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+if __name__ == "__main__":
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+ from optparse import OptionParser
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+
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+ try:
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+ from FbxCommon import *
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+ except ImportError:
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+ import platform
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+ msg = 'Could not locate the python FBX SDK!\n'
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+ msg += 'You need to copy the FBX SDK into your python install folder such as '
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+ if platform.system() == 'Windows' or platform.system() == 'Microsoft':
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+ msg += '"Python26/Lib/site-packages"'
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+ elif platform.system() == 'Linux':
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+ msg += '"/usr/local/lib/python2.6/site-packages"'
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+ elif platform.system() == 'Darwin':
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+ msg += '"/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages"'
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+ msg += ' folder.'
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+ print(msg)
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+ sys.exit(1)
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+
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+ usage = "Usage: %prog [source_file.fbx] [output_file.js] [options]"
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|
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+ parser = OptionParser(usage=usage)
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+
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+ parser.add_option('-t', '--triangulate', action='store_true', dest='triangulate', help="force quad geometry into triangles", default=False)
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+ parser.add_option('-x', '--no-textures', action='store_true', dest='notextures', help="don't include texture references in output file", default=False)
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+ parser.add_option('-p', '--no-prefix', action='store_true', dest='noprefix', help="don't prefix object names in output file", default=False)
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|
|
+ parser.add_option('-g', '--geometry-only', action='store_true', dest='geometry', help="output geometry only", default=False)
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|
|
+ parser.add_option('-c', '--default-camera', action='store_true', dest='defcamera', help="include default camera in output scene", default=False)
|
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|
|
+ parser.add_option('-l', '--defualt-light', action='store_true', dest='deflight', help="include default light in output scene", default=False)
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|
|
+
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|
|
+ (options, args) = parser.parse_args()
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|
|
+
|
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|
|
+ option_triangulate = options.triangulate
|
|
|
|
+ option_textures = True if not options.notextures else False
|
|
|
|
+ option_prefix = True if not options.noprefix else False
|
|
|
|
+ option_geometry = options.geometry
|
|
|
|
+ option_default_camera = options.defcamera
|
|
|
|
+ option_default_light = options.deflight
|
|
|
|
+
|
|
|
|
+ # Prepare the FBX SDK.
|
|
|
|
+ sdk_manager, scene = InitializeSdkObjects()
|
|
|
|
+ converter = FbxGeometryConverter(sdk_manager)
|
|
|
|
+
|
|
|
|
+ # The converter takes an FBX file as an argument.
|
|
|
|
+ if len(args) > 1:
|
|
|
|
+ print("\nLoading file: %s" % args[0])
|
|
|
|
+ result = LoadScene(sdk_manager, scene, args[0])
|
|
|
|
+ else:
|
|
|
|
+ result = False
|
|
|
|
+ print("\nUsage: convert_fbx_to_threejs [source_file.fbx] [output_file.js]\n")
|
|
|
|
+
|
|
|
|
+ if not result:
|
|
|
|
+ print("\nAn error occurred while loading the file...")
|
|
|
|
+ else:
|
|
|
|
+ if option_triangulate:
|
|
|
|
+ print("\nForcing geometry to triangles")
|
|
|
|
+ triangulate_scene(scene)
|
|
|
|
+
|
|
|
|
+ output_content = extract_scene(scene, os.path.basename(args[0]))
|
|
|
|
+ output_path = os.path.join(os.getcwd(), args[1])
|
|
|
|
+ write_file(output_path, output_content)
|
|
|
|
+ print("\nExported Three.js file to:\n%s\n" % output_path)
|
|
|
|
+ # SaveScene(sdk_manager, scene, args[2], 8)
|
|
|
|
+
|
|
|
|
+ # Destroy all objects created by the FBX SDK.
|
|
|
|
+ sdk_manager.Destroy()
|
|
|
|
+ sys.exit(0)
|