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- # @author zfedoran / http://github.com/zfedoran
- import os
- import sys
- import math
- import operator
- import re
- import json
- import types
- import shutil
- # #####################################################
- # Globals
- # #####################################################
- option_triangulate = True
- option_textures = True
- option_copy_textures = True
- option_prefix = True
- option_geometry = False
- option_forced_y_up = False
- option_default_camera = False
- option_default_light = False
- option_pretty_print = False
- converter = None
- inputFolder = ""
- outputFolder = ""
- # #####################################################
- # Pretty Printing Hacks
- # #####################################################
- # Force an array to be printed fully on a single line
- class NoIndent(object):
- def __init__(self, value, separator = ','):
- self.separator = separator
- self.value = value
- def encode(self):
- if not self.value:
- return None
- return '[ %s ]' % self.separator.join(str(f) for f in self.value)
- # Force an array into chunks rather than printing each element on a new line
- class ChunkedIndent(object):
- def __init__(self, value, chunk_size = 15, force_rounding = False):
- self.value = value
- self.size = chunk_size
- self.force_rounding = force_rounding
- def encode(self):
- # Turn the flat array into an array of arrays where each subarray is of
- # length chunk_size. Then string concat the values in the chunked
- # arrays, delimited with a ', ' and round the values finally append
- # '{CHUNK}' so that we can find the strings with regex later
- if not self.value:
- return None
- if self.force_rounding:
- return ['{CHUNK}%s' % ', '.join(str(round(f, 6)) for f in self.value[i:i+self.size]) for i in range(0, len(self.value), self.size)]
- else:
- return ['{CHUNK}%s' % ', '.join(str(f) for f in self.value[i:i+self.size]) for i in range(0, len(self.value), self.size)]
- # This custom encoder looks for instances of NoIndent or ChunkedIndent.
- # When it finds
- class CustomEncoder(json.JSONEncoder):
- def default(self, obj):
- if isinstance(obj, NoIndent) or isinstance(obj, ChunkedIndent):
- return obj.encode()
- else:
- return json.JSONEncoder.default(self, obj)
- def executeRegexHacks(output_string):
- # turn strings of arrays into arrays (remove the double quotes)
- output_string = re.sub(':\s*\"(\[.*\])\"', r': \1', output_string)
- output_string = re.sub('(\n\s*)\"(\[.*\])\"', r'\1\2', output_string)
- output_string = re.sub('(\n\s*)\"{CHUNK}(.*)\"', r'\1\2', output_string)
- # replace '0metadata' with metadata
- output_string = re.sub('0metadata', r'metadata', output_string)
- # replace 'zchildren' with children
- output_string = re.sub('zchildren', r'children', output_string)
- # add an extra newline after '"children": {'
- output_string = re.sub('(children.*{\s*\n)', r'\1\n', output_string)
- # add an extra newline after '},'
- output_string = re.sub('},\s*\n', r'},\n\n', output_string)
- # add an extra newline after '\n\s*],'
- output_string = re.sub('(\n\s*)],\s*\n', r'\1],\n\n', output_string)
- return output_string
- # #####################################################
- # Object Serializers
- # #####################################################
- # FbxVector2 is not JSON serializable
- def serializeVector2(v, round_vector = False):
- # JSON does not support NaN or Inf
- if math.isnan(v[0]) or math.isinf(v[0]):
- v[0] = 0
- if math.isnan(v[1]) or math.isinf(v[1]):
- v[1] = 0
- if round_vector or option_pretty_print:
- v = (round(v[0], 5), round(v[1], 5))
- if option_pretty_print:
- return NoIndent([v[0], v[1]], ', ')
- else:
- return [v[0], v[1]]
- # FbxVector3 is not JSON serializable
- def serializeVector3(v, round_vector = False):
- # JSON does not support NaN or Inf
- if math.isnan(v[0]) or math.isinf(v[0]):
- v[0] = 0
- if math.isnan(v[1]) or math.isinf(v[1]):
- v[1] = 0
- if math.isnan(v[2]) or math.isinf(v[2]):
- v[2] = 0
- if round_vector or option_pretty_print:
- v = (round(v[0], 5), round(v[1], 5), round(v[2], 5))
- if option_pretty_print:
- return NoIndent([v[0], v[1], v[2]], ', ')
- else:
- return [v[0], v[1], v[2]]
- # FbxVector4 is not JSON serializable
- def serializeVector4(v, round_vector = False):
- # JSON does not support NaN or Inf
- if math.isnan(v[0]) or math.isinf(v[0]):
- v[0] = 0
- if math.isnan(v[1]) or math.isinf(v[1]):
- v[1] = 0
- if math.isnan(v[2]) or math.isinf(v[2]):
- v[2] = 0
- if math.isnan(v[3]) or math.isinf(v[3]):
- v[3] = 0
- if round_vector or option_pretty_print:
- v = (round(v[0], 5), round(v[1], 5), round(v[2], 5), round(v[3], 5))
- if option_pretty_print:
- return NoIndent([v[0], v[1], v[2], v[3]], ', ')
- else:
- return [v[0], v[1], v[2], v[3]]
- # #####################################################
- # Helpers
- # #####################################################
- def getRadians(v):
- return ((v[0]*math.pi)/180, (v[1]*math.pi)/180, (v[2]*math.pi)/180)
- def getHex(c):
- color = (int(c[0]*255) << 16) + (int(c[1]*255) << 8) + int(c[2]*255)
- return int(color)
- def setBit(value, position, on):
- if on:
- mask = 1 << position
- return (value | mask)
- else:
- mask = ~(1 << position)
- return (value & mask)
- def generate_uvs(uv_layers):
- layers = []
- for uvs in uv_layers:
- tmp = []
- for uv in uvs:
- tmp.append(uv[0])
- tmp.append(uv[1])
- if option_pretty_print:
- layer = ChunkedIndent(tmp)
- else:
- layer = tmp
- layers.append(layer)
- return layers
- # #####################################################
- # Object Name Helpers
- # #####################################################
- def hasUniqueName(o, class_id):
- scene = o.GetScene()
- object_name = o.GetName()
- object_id = o.GetUniqueID()
- object_count = scene.GetSrcObjectCount(FbxCriteria.ObjectType(class_id))
- for i in range(object_count):
- other = scene.GetSrcObject(FbxCriteria.ObjectType(class_id), i)
- other_id = other.GetUniqueID()
- other_name = other.GetName()
- if other_id == object_id:
- continue
- if other_name == object_name:
- return False
- return True
- def getObjectName(o, force_prefix = False):
- if not o:
- return ""
- object_name = o.GetName()
- object_id = o.GetUniqueID()
- if not force_prefix:
- force_prefix = not hasUniqueName(o, FbxNode.ClassId)
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Object_%s_" % object_id
- return prefix + object_name
- def getMaterialName(o, force_prefix = False):
- object_name = o.GetName()
- object_id = o.GetUniqueID()
- if not force_prefix:
- force_prefix = not hasUniqueName(o, FbxSurfaceMaterial.ClassId)
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Material_%s_" % object_id
- return prefix + object_name
- def getTextureName(t, force_prefix = False):
- if type(t) is FbxFileTexture:
- texture_file = t.GetFileName()
- texture_id = os.path.splitext(os.path.basename(texture_file))[0]
- else:
- texture_id = t.GetName()
- if texture_id == "_empty_":
- texture_id = ""
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Texture_%s_" % t.GetUniqueID()
- if len(texture_id) == 0:
- prefix = prefix[0:len(prefix)-1]
- return prefix + texture_id
- def getMtlTextureName(texture_name, texture_id, force_prefix = False):
- texture_name = os.path.splitext(texture_name)[0]
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Texture_%s_" % texture_id
- return prefix + texture_name
- def getPrefixedName(o, prefix):
- return (prefix + '_%s_') % o.GetUniqueID() + o.GetName()
- # #####################################################
- # Triangulation
- # #####################################################
- def triangulate_node_hierarchy(node):
- node_attribute = node.GetNodeAttribute();
- if node_attribute:
- if node_attribute.GetAttributeType() == FbxNodeAttribute.eMesh or \
- node_attribute.GetAttributeType() == FbxNodeAttribute.eNurbs or \
- node_attribute.GetAttributeType() == FbxNodeAttribute.eNurbsSurface or \
- node_attribute.GetAttributeType() == FbxNodeAttribute.ePatch:
- converter.Triangulate(node.GetNodeAttribute(), True);
- child_count = node.GetChildCount()
- for i in range(child_count):
- triangulate_node_hierarchy(node.GetChild(i))
- def triangulate_scene(scene):
- node = scene.GetRootNode()
- if node:
- for i in range(node.GetChildCount()):
- triangulate_node_hierarchy(node.GetChild(i))
- # #####################################################
- # Generate Material Object
- # #####################################################
- def generate_texture_bindings(material_property, material_params):
- # FBX to Three.js texture types
- binding_types = {
- "DiffuseColor": "map",
- "DiffuseFactor": "diffuseFactor",
- "EmissiveColor": "emissiveMap",
- "EmissiveFactor": "emissiveFactor",
- "AmbientColor": "lightMap", # "ambientMap",
- "AmbientFactor": "ambientFactor",
- "SpecularColor": "specularMap",
- "SpecularFactor": "specularFactor",
- "ShininessExponent": "shininessExponent",
- "NormalMap": "normalMap",
- "Bump": "bumpMap",
- "TransparentColor": "transparentMap",
- "TransparencyFactor": "transparentFactor",
- "ReflectionColor": "reflectionMap",
- "ReflectionFactor": "reflectionFactor",
- "DisplacementColor": "displacementMap",
- "VectorDisplacementColor": "vectorDisplacementMap"
- }
- if material_property.IsValid():
- #Here we have to check if it's layeredtextures, or just textures:
- layered_texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId))
- if layered_texture_count > 0:
- for j in range(layered_texture_count):
- layered_texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId), j)
- texture_count = layered_texture.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
- for k in range(texture_count):
- texture = layered_texture.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),k)
- if texture:
- texture_id = getTextureName(texture, True)
- material_params[binding_types[str(material_property.GetName())]] = texture_id
- else:
- # no layered texture simply get on the property
- texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
- for j in range(texture_count):
- texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),j)
- if texture:
- texture_id = getTextureName(texture, True)
- material_params[binding_types[str(material_property.GetName())]] = texture_id
- def generate_material_object(material):
- #Get the implementation to see if it's a hardware shader.
- implementation = GetImplementation(material, "ImplementationHLSL")
- implementation_type = "HLSL"
- if not implementation:
- implementation = GetImplementation(material, "ImplementationCGFX")
- implementation_type = "CGFX"
- output = None
- material_params = None
- material_type = None
- if implementation:
- print("Shader materials are not supported")
- elif material.GetClassId().Is(FbxSurfaceLambert.ClassId):
- ambient = getHex(material.Ambient.Get())
- diffuse = getHex(material.Diffuse.Get())
- emissive = getHex(material.Emissive.Get())
- opacity = 1.0 - material.TransparencyFactor.Get()
- opacity = 1.0 if opacity == 0 else opacity
- opacity = opacity
- transparent = False
- reflectivity = 1
- material_type = 'MeshBasicMaterial'
- # material_type = 'MeshLambertMaterial'
- material_params = {
- 'color' : diffuse,
- 'ambient' : ambient,
- 'emissive' : emissive,
- 'reflectivity' : reflectivity,
- 'transparent' : transparent,
- 'opacity' : opacity
- }
- elif material.GetClassId().Is(FbxSurfacePhong.ClassId):
- ambient = getHex(material.Ambient.Get())
- diffuse = getHex(material.Diffuse.Get())
- emissive = getHex(material.Emissive.Get())
- specular = getHex(material.Specular.Get())
- opacity = 1.0 - material.TransparencyFactor.Get()
- opacity = 1.0 if opacity == 0 else opacity
- opacity = opacity
- shininess = material.Shininess.Get()
- transparent = False
- reflectivity = 1
- bumpScale = 1
- material_type = 'MeshPhongMaterial'
- material_params = {
- 'color' : diffuse,
- 'ambient' : ambient,
- 'emissive' : emissive,
- 'specular' : specular,
- 'shininess' : shininess,
- 'bumpScale' : bumpScale,
- 'reflectivity' : reflectivity,
- 'transparent' : transparent,
- 'opacity' : opacity
- }
- else:
- print ("Unknown type of Material"), getMaterialName(material)
- # default to Lambert Material if the current Material type cannot be handeled
- if not material_type:
- ambient = getHex((0,0,0))
- diffuse = getHex((0.5,0.5,0.5))
- emissive = getHex((0,0,0))
- opacity = 1
- transparent = False
- reflectivity = 1
- material_type = 'MeshLambertMaterial'
- material_params = {
- 'color' : diffuse,
- 'ambient' : ambient,
- 'emissive' : emissive,
- 'reflectivity' : reflectivity,
- 'transparent' : transparent,
- 'opacity' : opacity
- }
- if option_textures:
- texture_count = FbxLayerElement.sTypeTextureCount()
- for texture_index in range(texture_count):
- material_property = material.FindProperty(FbxLayerElement.sTextureChannelNames(texture_index))
- generate_texture_bindings(material_property, material_params)
- material_params['wireframe'] = False
- material_params['wireframeLinewidth'] = 1
- output = {
- 'type' : material_type,
- 'parameters' : material_params
- }
- return output
- def generate_proxy_material_object(node, material_names):
- material_type = 'MultiMaterial'
- material_params = {
- 'materials' : material_names
- }
- output = {
- 'type' : material_type,
- 'parameters' : material_params
- }
- return output
- # #####################################################
- # Find Scene Materials
- # #####################################################
- def extract_materials_from_node(node, material_dict):
- name = node.GetName()
- mesh = node.GetNodeAttribute()
- node = None
- if mesh:
- node = mesh.GetNode()
- if node:
- material_count = node.GetMaterialCount()
- 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 material_count > 1:
- proxy_material = generate_proxy_material_object(node, material_names)
- proxy_name = getMaterialName(node, True)
- material_dict[proxy_name] = proxy_material
- def generate_materials_from_hierarchy(node, material_dict):
- if node.GetNodeAttribute() == None:
- pass
- else:
- attribute_type = (node.GetNodeAttribute().GetAttributeType())
- if attribute_type == FbxNodeAttribute.eMesh:
- extract_materials_from_node(node, material_dict)
- for i in range(node.GetChildCount()):
- generate_materials_from_hierarchy(node.GetChild(i), material_dict)
- def generate_material_dict(scene):
- material_dict = {}
- # generate all materials for this scene
- material_count = scene.GetSrcObjectCount(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId))
- for i in range(material_count):
- material = scene.GetSrcObject(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId), i)
- material_object = generate_material_object(material)
- material_name = getMaterialName(material)
- material_dict[material_name] = material_object
- # generate material porxies
- # Three.js does not support meshs with multiple materials, however it does
- # support materials with multiple submaterials
- node = scene.GetRootNode()
- if node:
- for i in range(node.GetChildCount()):
- generate_materials_from_hierarchy(node.GetChild(i), material_dict)
- return material_dict
- # #####################################################
- # Generate Texture Object
- # #####################################################
- def generate_texture_object(texture):
- #TODO: extract more texture properties
- wrap_u = texture.GetWrapModeU()
- wrap_v = texture.GetWrapModeV()
- offset = texture.GetUVTranslation()
- if type(texture) is FbxFileTexture:
- url = texture.GetFileName()
- else:
- url = getTextureName( texture )
- #url = replace_inFolder2OutFolder( url )
- #print( url )
- index = url.rfind( '/' )
- if index == -1:
- index = url.rfind( '\\' )
- filename = url[ index+1 : len(url) ]
- output = {
- 'url': filename,
- 'fullpath': url,
- 'repeat': serializeVector2( (1,1) ),
- 'offset': serializeVector2( texture.GetUVTranslation() ),
- 'magFilter': 'LinearFilter',
- 'minFilter': 'LinearMipMapLinearFilter',
- 'anisotropy': True
- }
- return output
- # #####################################################
- # Replace Texture input path to output
- # #####################################################
- def replace_inFolder2OutFolder(url):
- folderIndex = url.find(inputFolder)
- if folderIndex != -1:
- url = url[ folderIndex+len(inputFolder): ]
- url = outputFolder + url
- return url
- # #####################################################
- # Replace Texture output path to input
- # #####################################################
- def replace_OutFolder2inFolder(url):
- folderIndex = url.find(outputFolder)
- if folderIndex != -1:
- url = url[ folderIndex+len(outputFolder): ]
- url = inputFolder + url
- return url
- # #####################################################
- # Find Scene Textures
- # #####################################################
- def extract_material_textures(material_property, texture_dict):
- if material_property.IsValid():
- #Here we have to check if it's layeredtextures, or just textures:
- layered_texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId))
- if layered_texture_count > 0:
- for j in range(layered_texture_count):
- layered_texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId), j)
- texture_count = layered_texture.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
- for k in range(texture_count):
- texture = layered_texture.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),k)
- if texture:
- texture_object = generate_texture_object(texture)
- texture_name = getTextureName( texture, True )
- texture_dict[texture_name] = texture_object
- else:
- # no layered texture simply get on the property
- texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
- for j in range(texture_count):
- texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),j)
- if texture:
- texture_object = generate_texture_object(texture)
- texture_name = getTextureName( texture, True )
- texture_dict[texture_name] = texture_object
- def extract_textures_from_node(node, texture_dict):
- name = node.GetName()
- mesh = node.GetNodeAttribute()
- #for all materials attached to this mesh
- material_count = mesh.GetNode().GetSrcObjectCount(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId))
- for material_index in range(material_count):
- material = mesh.GetNode().GetSrcObject(FbxCriteria.ObjectType(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_dict)
- def generate_textures_from_hierarchy(node, texture_dict):
- if node.GetNodeAttribute() == None:
- pass
- else:
- attribute_type = (node.GetNodeAttribute().GetAttributeType())
- if attribute_type == FbxNodeAttribute.eMesh:
- extract_textures_from_node(node, texture_dict)
- for i in range(node.GetChildCount()):
- generate_textures_from_hierarchy(node.GetChild(i), texture_dict)
- def generate_texture_dict(scene):
- if not option_textures:
- return {}
- texture_dict = {}
- node = scene.GetRootNode()
- if node:
- for i in range(node.GetChildCount()):
- generate_textures_from_hierarchy(node.GetChild(i), texture_dict)
- return texture_dict
- # #####################################################
- # Extract Fbx SDK Mesh Data
- # #####################################################
- def extract_fbx_vertex_positions(mesh):
- control_points_count = mesh.GetControlPointsCount()
- control_points = mesh.GetControlPoints()
- positions = []
- for i in range(control_points_count):
- tmp = control_points[i]
- tmp = [tmp[0], tmp[1], tmp[2]]
- positions.append(tmp)
- node = mesh.GetNode()
- if node:
- t = node.GeometricTranslation.Get()
- t = FbxVector4(t[0], t[1], t[2], 1)
- r = node.GeometricRotation.Get()
- r = FbxVector4(r[0], r[1], r[2], 1)
- s = node.GeometricScaling.Get()
- s = FbxVector4(s[0], s[1], s[2], 1)
- hasGeometricTransform = False
- if t[0] != 0 or t[1] != 0 or t[2] != 0 or \
- r[0] != 0 or r[1] != 0 or r[2] != 0 or \
- s[0] != 1 or s[1] != 1 or s[2] != 1:
- hasGeometricTransform = True
- if hasGeometricTransform:
- geo_transform = FbxMatrix(t,r,s)
- else:
- geo_transform = FbxMatrix()
- transform = None
- if option_geometry:
- # FbxMeshes are local to their node, we need the vertices in global space
- # when scene nodes are not exported
- transform = node.EvaluateGlobalTransform()
- transform = FbxMatrix(transform) * geo_transform
- elif hasGeometricTransform:
- transform = geo_transform
- if transform:
- for i in range(len(positions)):
- v = positions[i]
- position = FbxVector4(v[0], v[1], v[2])
- position = transform.MultNormalize(position)
- positions[i] = [position[0], position[1], position[2]]
- return positions
- def extract_fbx_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 = normals_array.GetAt(i)
- normal = [normal[0], normal[1], normal[2]]
- normal_values.append(normal)
- node = mesh.GetNode()
- if node:
- t = node.GeometricTranslation.Get()
- t = FbxVector4(t[0], t[1], t[2], 1)
- r = node.GeometricRotation.Get()
- r = FbxVector4(r[0], r[1], r[2], 1)
- s = node.GeometricScaling.Get()
- s = FbxVector4(s[0], s[1], s[2], 1)
- hasGeometricTransform = False
- if t[0] != 0 or t[1] != 0 or t[2] != 0 or \
- r[0] != 0 or r[1] != 0 or r[2] != 0 or \
- s[0] != 1 or s[1] != 1 or s[2] != 1:
- hasGeometricTransform = True
- if hasGeometricTransform:
- geo_transform = FbxMatrix(t,r,s)
- else:
- geo_transform = FbxMatrix()
- transform = None
- if option_geometry:
- # FbxMeshes are local to their node, we need the vertices in global space
- # when scene nodes are not exported
- transform = node.EvaluateGlobalTransform()
- transform = FbxMatrix(transform) * geo_transform
- elif hasGeometricTransform:
- transform = geo_transform
- if transform:
- t = FbxVector4(0,0,0,1)
- transform.SetRow(3, t)
- for i in range(len(normal_values)):
- n = normal_values[i]
- normal = FbxVector4(n[0], n[1], n[2])
- normal = transform.MultNormalize(normal)
- normal.Normalize()
- normal = [normal[0], normal[1], normal[2]]
- normal_values[i] = 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)
- # mapping mode is by control points. The mesh should be smooth and soft.
- # we can get normals by retrieving each control point
- if mesh_normals.GetMappingMode() == FbxLayerElement.eByControlPoint:
- # reference mode is direct, the normal index is same as vertex index.
- # get normals by the index of control vertex
- 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)
- # mapping mode is by polygon-vertex.
- # we can get normals by retrieving polygon-vertex.
- 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)
- normal_values = []
- normal_indices = []
- # Three.js only supports one layer of normals
- if len(layered_normal_values) > 0:
- normal_values = layered_normal_values[0]
- normal_indices = layered_normal_indices[0]
- return normal_values, normal_indices
- def extract_fbx_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 = colors_array.GetAt(i)
- color = [color.mRed, color.mGreen, color.mBlue, color.mAlpha]
- 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_indices.append( color_indices )
- layered_color_values.append( color_values )
- color_values = []
- color_indices = []
- # Three.js only supports one layer of colors
- if len(layered_color_values) > 0:
- color_values = layered_color_values[0]
- color_indices = layered_color_indices[0]
- '''
- # The Fbx SDK defaults mesh.Color to (0.8, 0.8, 0.8)
- # This causes most models to receive incorrect vertex colors
- if len(color_values) == 0:
- color = mesh.Color.Get()
- color_values = [[color[0], color[1], color[2]]]
- color_indices = []
- for p in range(poly_count):
- poly_size = mesh.GetPolygonSize(p)
- color_indices.append([0] * poly_size)
- '''
- return color_values, color_indices
- def extract_fbx_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 = uvs_array.GetAt(i)
- uv = [uv[0], uv[1]]
- 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_uvs.GetIndexArray().GetAt(vertexId)
- 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
- # #####################################################
- # Process Mesh Geometry
- # #####################################################
- def generate_normal_key(normal):
- return (round(normal[0], 6), round(normal[1], 6), round(normal[2], 6))
- def generate_color_key(color):
- return getHex(color)
- def generate_uv_key(uv):
- return (round(uv[0], 6), round(uv[1], 6))
- def append_non_duplicate_uvs(source_uvs, dest_uvs, counts):
- source_layer_count = len(source_uvs)
- for layer_index in range(source_layer_count):
- dest_layer_count = len(dest_uvs)
- if dest_layer_count <= layer_index:
- dest_uv_layer = {}
- count = 0
- dest_uvs.append(dest_uv_layer)
- counts.append(count)
- else:
- dest_uv_layer = dest_uvs[layer_index]
- count = counts[layer_index]
- source_uv_layer = source_uvs[layer_index]
- for uv in source_uv_layer:
- key = generate_uv_key(uv)
- if key not in dest_uv_layer:
- dest_uv_layer[key] = count
- count += 1
- counts[layer_index] = count
- return counts
- def generate_unique_normals_dictionary(mesh_list):
- normals_dictionary = {}
- nnormals = 0
- # Merge meshes, remove duplicate data
- for mesh in mesh_list:
- node = mesh.GetNode()
- normal_values, normal_indices = extract_fbx_vertex_normals(mesh)
- if len(normal_values) > 0:
- for normal in normal_values:
- key = generate_normal_key(normal)
- if key not in normals_dictionary:
- normals_dictionary[key] = nnormals
- nnormals += 1
- return normals_dictionary
- def generate_unique_colors_dictionary(mesh_list):
- colors_dictionary = {}
- ncolors = 0
- # Merge meshes, remove duplicate data
- for mesh in mesh_list:
- color_values, color_indices = extract_fbx_vertex_colors(mesh)
- if len(color_values) > 0:
- for color in color_values:
- key = generate_color_key(color)
- if key not in colors_dictionary:
- colors_dictionary[key] = ncolors
- ncolors += 1
- return colors_dictionary
- def generate_unique_uvs_dictionary_layers(mesh_list):
- uvs_dictionary_layers = []
- nuvs_list = []
- # Merge meshes, remove duplicate data
- for mesh in mesh_list:
- uv_values, uv_indices = extract_fbx_vertex_uvs(mesh)
- if len(uv_values) > 0:
- nuvs_list = append_non_duplicate_uvs(uv_values, uvs_dictionary_layers, nuvs_list)
- return uvs_dictionary_layers
- def generate_normals_from_dictionary(normals_dictionary):
- normal_values = []
- for key, index in sorted(normals_dictionary.items(), key = operator.itemgetter(1)):
- normal_values.append(key)
- return normal_values
- def generate_colors_from_dictionary(colors_dictionary):
- color_values = []
- for key, index in sorted(colors_dictionary.items(), key = operator.itemgetter(1)):
- color_values.append(key)
- return color_values
- def generate_uvs_from_dictionary_layers(uvs_dictionary_layers):
- uv_values = []
- for uvs_dictionary in uvs_dictionary_layers:
- uv_values_layer = []
- for key, index in sorted(uvs_dictionary.items(), key = operator.itemgetter(1)):
- uv_values_layer.append(key)
- uv_values.append(uv_values_layer)
- return uv_values
- def generate_normal_indices_for_poly(poly_index, mesh_normal_values, mesh_normal_indices, normals_to_indices):
- if len(mesh_normal_indices) <= 0:
- return []
- poly_normal_indices = mesh_normal_indices[poly_index]
- poly_size = len(poly_normal_indices)
- output_poly_normal_indices = []
- for v in range(poly_size):
- normal_index = poly_normal_indices[v]
- normal_value = mesh_normal_values[normal_index]
- key = generate_normal_key(normal_value)
- output_index = normals_to_indices[key]
- output_poly_normal_indices.append(output_index)
- return output_poly_normal_indices
- def generate_color_indices_for_poly(poly_index, mesh_color_values, mesh_color_indices, colors_to_indices):
- if len(mesh_color_indices) <= 0:
- return []
- poly_color_indices = mesh_color_indices[poly_index]
- poly_size = len(poly_color_indices)
- output_poly_color_indices = []
- for v in range(poly_size):
- color_index = poly_color_indices[v]
- color_value = mesh_color_values[color_index]
- key = generate_color_key(color_value)
- output_index = colors_to_indices[key]
- output_poly_color_indices.append(output_index)
- return output_poly_color_indices
- def generate_uv_indices_for_poly(poly_index, mesh_uv_values, mesh_uv_indices, uvs_to_indices):
- if len(mesh_uv_indices) <= 0:
- return []
- poly_uv_indices = mesh_uv_indices[poly_index]
- poly_size = len(poly_uv_indices)
- output_poly_uv_indices = []
- for v in range(poly_size):
- uv_index = poly_uv_indices[v]
- uv_value = mesh_uv_values[uv_index]
- key = generate_uv_key(uv_value)
- output_index = uvs_to_indices[key]
- output_poly_uv_indices.append(output_index)
- return output_poly_uv_indices
- def process_mesh_vertices(mesh_list):
- vertex_offset = 0
- vertex_offset_list = [0]
- vertices = []
- for mesh in mesh_list:
- node = mesh.GetNode()
- mesh_vertices = extract_fbx_vertex_positions(mesh)
- vertices.extend(mesh_vertices[:])
- vertex_offset += len(mesh_vertices)
- vertex_offset_list.append(vertex_offset)
- return vertices, vertex_offset_list
- def process_mesh_materials(mesh_list):
- material_offset = 0
- material_offset_list = [0]
- materials_list = []
- #TODO: remove duplicate mesh references
- for mesh in mesh_list:
- node = mesh.GetNode()
- material_count = node.GetMaterialCount()
- if material_count > 0:
- 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)
- materials_list.append( material )
- material_offset += material_count
- material_offset_list.append(material_offset)
- return materials_list, material_offset_list
- def process_mesh_polygons(mesh_list, normals_to_indices, colors_to_indices, uvs_to_indices_list, vertex_offset_list, material_offset_list):
- faces = []
- for mesh_index in range(len(mesh_list)):
- mesh = mesh_list[mesh_index]
- flipWindingOrder = False
- node = mesh.GetNode()
- if node:
- local_scale = node.EvaluateLocalScaling()
- if local_scale[0] < 0 or local_scale[1] < 0 or local_scale[2] < 0:
- flipWindingOrder = True
- poly_count = mesh.GetPolygonCount()
- control_points = mesh.GetControlPoints()
- normal_values, normal_indices = extract_fbx_vertex_normals(mesh)
- color_values, color_indices = extract_fbx_vertex_colors(mesh)
- uv_values_layers, uv_indices_layers = extract_fbx_vertex_uvs(mesh)
- for poly_index in range(poly_count):
- poly_size = mesh.GetPolygonSize(poly_index)
- face_normals = generate_normal_indices_for_poly(poly_index, normal_values, normal_indices, normals_to_indices)
- face_colors = generate_color_indices_for_poly(poly_index, color_values, color_indices, colors_to_indices)
- face_uv_layers = []
- for l in range(len(uv_indices_layers)):
- uv_values = uv_values_layers[l]
- uv_indices = uv_indices_layers[l]
- face_uv_indices = generate_uv_indices_for_poly(poly_index, uv_values, uv_indices, uvs_to_indices_list[l])
- face_uv_layers.append(face_uv_indices)
- face_vertices = []
- for vertex_index in range(poly_size):
- control_point_index = mesh.GetPolygonVertex(poly_index, vertex_index)
- face_vertices.append(control_point_index)
- #TODO: assign a default material to any mesh without one
- if len(material_offset_list) <= mesh_index:
- material_offset = 0
- else:
- material_offset = material_offset_list[mesh_index]
- vertex_offset = vertex_offset_list[mesh_index]
- if poly_size > 4:
- new_face_normals = []
- new_face_colors = []
- new_face_uv_layers = []
- for i in range(poly_size - 2):
- new_face_vertices = [face_vertices[0], face_vertices[i+1], face_vertices[i+2]]
- if len(face_normals):
- new_face_normals = [face_normals[0], face_normals[i+1], face_normals[i+2]]
- if len(face_colors):
- new_face_colors = [face_colors[0], face_colors[i+1], face_colors[i+2]]
- if len(face_uv_layers):
- new_face_uv_layers = []
- for layer in face_uv_layers:
- new_face_uv_layers.append([layer[0], layer[i+1], layer[i+2]])
- face = generate_mesh_face(mesh,
- poly_index,
- new_face_vertices,
- new_face_normals,
- new_face_colors,
- new_face_uv_layers,
- vertex_offset,
- material_offset,
- flipWindingOrder)
- faces.append(face)
- else:
- face = generate_mesh_face(mesh,
- poly_index,
- face_vertices,
- face_normals,
- face_colors,
- face_uv_layers,
- vertex_offset,
- material_offset,
- flipWindingOrder)
- faces.append(face)
- return faces
- def generate_mesh_face(mesh, polygon_index, vertex_indices, normals, colors, uv_layers, vertex_offset, material_offset, flipOrder):
- isTriangle = ( len(vertex_indices) == 3 )
- nVertices = 3 if isTriangle else 4
- hasMaterial = False
- for l in range(mesh.GetLayerCount()):
- materials = mesh.GetLayer(l).GetMaterials()
- if materials:
- hasMaterial = True
- break
- hasFaceUvs = False
- hasFaceVertexUvs = len(uv_layers) > 0
- hasFaceNormals = False
- 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)
- if flipOrder:
- if nVertices == 3:
- vertex_indices = [vertex_indices[0], vertex_indices[2], vertex_indices[1]]
- if hasFaceVertexNormals:
- normals = [normals[0], normals[2], normals[1]]
- if hasFaceVertexColors:
- colors = [colors[0], colors[2], colors[1]]
- if hasFaceVertexUvs:
- tmp = []
- for polygon_uvs in uv_layers:
- tmp.append([polygon_uvs[0], polygon_uvs[2], polygon_uvs[1]])
- uv_layers = tmp
- else:
- vertex_indices = [vertex_indices[0], vertex_indices[3], vertex_indices[2], vertex_indices[1]]
- if hasFaceVertexNormals:
- normals = [normals[0], normals[3], normals[2], normals[1]]
- if hasFaceVertexColors:
- colors = [colors[0], colors[3], colors[2], colors[1]]
- if hasFaceVertexUvs:
- tmp = []
- for polygon_uvs in uv_layers:
- tmp.append([polygon_uvs[0], polygon_uvs[3], polygon_uvs[2], polygon_uvs[3]])
- uv_layers = tmp
- for i in range(nVertices):
- index = vertex_indices[i] + vertex_offset
- faceData.append(index)
- if hasMaterial:
- material_id = 0
- for l in range(mesh.GetLayerCount()):
- materials = mesh.GetLayer(l).GetMaterials()
- if materials:
- material_id = materials.GetIndexArray().GetAt(polygon_index)
- break
- material_id += material_offset
- faceData.append( material_id )
- if hasFaceVertexUvs:
- for polygon_uvs in uv_layers:
- for i in range(nVertices):
- index = polygon_uvs[i]
- faceData.append(index)
- if hasFaceVertexNormals:
- for i in range(nVertices):
- index = normals[i]
- faceData.append(index)
- if hasFaceVertexColors:
- for i in range(nVertices):
- index = colors[i]
- faceData.append(index)
- return faceData
- # #####################################################
- # Generate Mesh Object (for scene output format)
- # #####################################################
- def generate_scene_output(node):
- mesh = node.GetNodeAttribute()
- # This is done in order to keep the scene output and non-scene output code DRY
- mesh_list = [ mesh ]
- # Extract the mesh data into arrays
- vertices, vertex_offsets = process_mesh_vertices(mesh_list)
- materials, material_offsets = process_mesh_materials(mesh_list)
- normals_to_indices = generate_unique_normals_dictionary(mesh_list)
- colors_to_indices = generate_unique_colors_dictionary(mesh_list)
- uvs_to_indices_list = generate_unique_uvs_dictionary_layers(mesh_list)
- normal_values = generate_normals_from_dictionary(normals_to_indices)
- color_values = generate_colors_from_dictionary(colors_to_indices)
- uv_values = generate_uvs_from_dictionary_layers(uvs_to_indices_list)
- # Generate mesh faces for the Three.js file format
- faces = process_mesh_polygons(mesh_list,
- normals_to_indices,
- colors_to_indices,
- uvs_to_indices_list,
- vertex_offsets,
- material_offsets)
- # Generate counts for uvs, vertices, normals, colors, and faces
- 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)
- # Flatten the arrays, currently they are in the form of [[0, 1, 2], [3, 4, 5], ...]
- vertices = [val for v in vertices for val in v]
- normal_values = [val for n in normal_values for val in n]
- color_values = [c for c in color_values]
- faces = [val for f in faces for val in f]
- uv_values = generate_uvs(uv_values)
- # Disable automatic json indenting when pretty printing for the arrays
- if option_pretty_print:
- nuvs = NoIndent(nuvs)
- vertices = ChunkedIndent(vertices, 15, True)
- normal_values = ChunkedIndent(normal_values, 15, True)
- color_values = ChunkedIndent(color_values, 15)
- faces = ChunkedIndent(faces, 30)
- metadata = {
- 'vertices' : nvertices,
- 'normals' : nnormals,
- 'colors' : ncolors,
- 'faces' : nfaces,
- 'uvs' : nuvs
- }
- output = {
- 'scale' : 1,
- 'materials' : [],
- 'vertices' : vertices,
- 'normals' : [] if nnormals <= 0 else normal_values,
- 'colors' : [] if ncolors <= 0 else color_values,
- 'uvs' : uv_values,
- 'faces' : faces
- }
- if option_pretty_print:
- output['0metadata'] = metadata
- else:
- output['metadata'] = metadata
- return output
- # #####################################################
- # Generate Mesh Object (for non-scene output)
- # #####################################################
- def generate_non_scene_output(scene):
- mesh_list = generate_mesh_list(scene)
- # Extract the mesh data into arrays
- vertices, vertex_offsets = process_mesh_vertices(mesh_list)
- materials, material_offsets = process_mesh_materials(mesh_list)
- normals_to_indices = generate_unique_normals_dictionary(mesh_list)
- colors_to_indices = generate_unique_colors_dictionary(mesh_list)
- uvs_to_indices_list = generate_unique_uvs_dictionary_layers(mesh_list)
- normal_values = generate_normals_from_dictionary(normals_to_indices)
- color_values = generate_colors_from_dictionary(colors_to_indices)
- uv_values = generate_uvs_from_dictionary_layers(uvs_to_indices_list)
- # Generate mesh faces for the Three.js file format
- faces = process_mesh_polygons(mesh_list,
- normals_to_indices,
- colors_to_indices,
- uvs_to_indices_list,
- vertex_offsets,
- material_offsets)
- # Generate counts for uvs, vertices, normals, colors, and faces
- 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)
- # Flatten the arrays, currently they are in the form of [[0, 1, 2], [3, 4, 5], ...]
- vertices = [val for v in vertices for val in v]
- normal_values = [val for n in normal_values for val in n]
- color_values = [c for c in color_values]
- faces = [val for f in faces for val in f]
- uv_values = generate_uvs(uv_values)
- # Disable json indenting when pretty printing for the arrays
- if option_pretty_print:
- nuvs = NoIndent(nuvs)
- vertices = NoIndent(vertices)
- normal_values = NoIndent(normal_values)
- color_values = NoIndent(color_values)
- faces = NoIndent(faces)
- metadata = {
- 'formatVersion' : 3,
- 'type' : 'geometry',
- 'generatedBy' : 'convert-to-threejs.py',
- 'vertices' : nvertices,
- 'normals' : nnormals,
- 'colors' : ncolors,
- 'faces' : nfaces,
- 'uvs' : nuvs
- }
- output = {
- 'scale' : 1,
- 'materials' : [],
- 'vertices' : vertices,
- 'normals' : [] if nnormals <= 0 else normal_values,
- 'colors' : [] if ncolors <= 0 else color_values,
- 'uvs' : uv_values,
- 'faces' : faces,
- 'textures': {}
- }
- if option_pretty_print:
- output['0metadata'] = metadata
- else:
- output['metadata'] = metadata
- return output
- def generate_mesh_list_from_hierarchy(node, mesh_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.Triangulate(node.GetNodeAttribute(), True);
- mesh_list.append(node.GetNodeAttribute())
- for i in range(node.GetChildCount()):
- generate_mesh_list_from_hierarchy(node.GetChild(i), mesh_list)
- def generate_mesh_list(scene):
- mesh_list = []
- node = scene.GetRootNode()
- if node:
- for i in range(node.GetChildCount()):
- generate_mesh_list_from_hierarchy(node.GetChild(i), mesh_list)
- return mesh_list
- # #####################################################
- # Generate Embed Objects
- # #####################################################
- def generate_embed_dict_from_hierarchy(node, embed_dict):
- 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.Triangulate(node.GetNodeAttribute(), True);
- embed_object = generate_scene_output(node)
- embed_name = getPrefixedName(node, 'Embed')
- embed_dict[embed_name] = embed_object
- for i in range(node.GetChildCount()):
- generate_embed_dict_from_hierarchy(node.GetChild(i), embed_dict)
- def generate_embed_dict(scene):
- embed_dict = {}
- node = scene.GetRootNode()
- if node:
- for i in range(node.GetChildCount()):
- generate_embed_dict_from_hierarchy(node.GetChild(i), embed_dict)
- return embed_dict
- # #####################################################
- # Generate Geometry Objects
- # #####################################################
- def generate_geometry_object(node):
- output = {
- 'type' : 'embedded',
- 'id' : getPrefixedName( node, 'Embed' )
- }
- return output
- def generate_geometry_dict_from_hierarchy(node, geometry_dict):
- if node.GetNodeAttribute() == None:
- pass
- else:
- attribute_type = (node.GetNodeAttribute().GetAttributeType())
- if attribute_type == FbxNodeAttribute.eMesh:
- geometry_object = generate_geometry_object(node)
- geometry_name = getPrefixedName( node, 'Geometry' )
- geometry_dict[geometry_name] = geometry_object
- for i in range(node.GetChildCount()):
- generate_geometry_dict_from_hierarchy(node.GetChild(i), geometry_dict)
- def generate_geometry_dict(scene):
- geometry_dict = {}
- node = scene.GetRootNode()
- if node:
- for i in range(node.GetChildCount()):
- generate_geometry_dict_from_hierarchy(node.GetChild(i), geometry_dict)
- return geometry_dict
- # #####################################################
- # Generate Light Node Objects
- # #####################################################
- def generate_default_light():
- direction = (1,1,1)
- color = (1,1,1)
- intensity = 80.0
- output = {
- 'type': 'DirectionalLight',
- 'color': getHex(color),
- 'intensity': intensity/100.00,
- 'direction': serializeVector3( direction ),
- 'target': getObjectName( None )
- }
- return output
- def generate_light_object(node):
- light = node.GetNodeAttribute()
- light_types = ["point", "directional", "spot", "area", "volume"]
- light_type = light_types[light.LightType.Get()]
- transform = node.EvaluateLocalTransform()
- position = transform.GetT()
- output = None
- if light_type == "directional":
- # Three.js directional lights emit light from a point in 3d space to a target node or the origin.
- # When there is no target, we need to take a point, one unit away from the origin, and move it
- # into the right location so that the origin acts like the target
- if node.GetTarget():
- direction = position
- else:
- translation = FbxVector4(0,0,0,0)
- scale = FbxVector4(1,1,1,1)
- rotation = transform.GetR()
- matrix = FbxMatrix(translation, rotation, scale)
- direction = matrix.MultNormalize(FbxVector4(0,1,0,1))
- output = {
- 'type': 'DirectionalLight',
- 'color': getHex(light.Color.Get()),
- 'intensity': light.Intensity.Get()/100.0,
- 'direction': serializeVector3( direction ),
- 'target': getObjectName( node.GetTarget() )
- }
- elif light_type == "point":
- output = {
- 'type': 'PointLight',
- 'color': getHex(light.Color.Get()),
- 'intensity': light.Intensity.Get()/100.0,
- 'position': serializeVector3( position ),
- 'distance': light.FarAttenuationEnd.Get()
- }
- elif light_type == "spot":
- output = {
- 'type': 'SpotLight',
- 'color': getHex(light.Color.Get()),
- 'intensity': light.Intensity.Get()/100.0,
- 'position': serializeVector3( position ),
- 'distance': light.FarAttenuationEnd.Get(),
- 'angle': light.OuterAngle.Get()*math.pi/180,
- 'exponent': light.DecayType.Get(),
- 'target': getObjectName( node.GetTarget() )
- }
- # TODO (abelnation): handle area lights
- return output
- def generate_ambient_light(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
- output = {
- 'type': 'AmbientLight',
- 'color': getHex(ambient_color)
- }
- return output
- # #####################################################
- # Generate Camera Node Objects
- # #####################################################
- def generate_default_camera():
- position = (100, 100, 100)
- near = 0.1
- far = 1000
- fov = 75
- output = {
- 'type': 'PerspectiveCamera',
- 'fov': fov,
- 'near': near,
- 'far': far,
- 'position': serializeVector3( position )
- }
- return output
- def generate_camera_object(node):
- camera = node.GetNodeAttribute()
- position = camera.Position.Get()
- projection_types = [ "perspective", "orthogonal" ]
- projection = projection_types[camera.ProjectionType.Get()]
- near = camera.NearPlane.Get()
- far = camera.FarPlane.Get()
- name = getObjectName( node )
- output = {}
- if projection == "perspective":
- aspect = camera.PixelAspectRatio.Get()
- fov = camera.FieldOfView.Get()
- output = {
- 'type': 'PerspectiveCamera',
- 'fov': fov,
- 'aspect': aspect,
- 'near': near,
- 'far': far,
- 'position': serializeVector3( position )
- }
- elif projection == "orthogonal":
- left = ""
- right = ""
- top = ""
- bottom = ""
- output = {
- 'type': 'PerspectiveCamera',
- 'left': left,
- 'right': right,
- 'top': top,
- 'bottom': bottom,
- 'near': near,
- 'far': far,
- 'position': serializeVector3( position )
- }
- return output
- # #####################################################
- # 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 Mesh Node Object
- # #####################################################
- def generate_mesh_object(node):
- mesh = node.GetNodeAttribute()
- transform = node.EvaluateLocalTransform()
- position = transform.GetT()
- scale = transform.GetS()
- rotation = getRadians(transform.GetR())
- quaternion = transform.GetQ()
- 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 not material_count > 1 and not len(material_names) > 0:
- material_names.append('')
- #If this mesh has more than one material, use a proxy material
- material_name = getMaterialName( node, True) if material_count > 1 else material_names[0]
- output = {
- 'geometry': getPrefixedName( node, 'Geometry' ),
- 'material': material_name,
- 'position': serializeVector3( position ),
- 'quaternion': serializeVector4( quaternion ),
- 'scale': serializeVector3( scale ),
- 'visible': True,
- }
- return output
- # #####################################################
- # Generate Node Object
- # #####################################################
- def generate_object(node):
- 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())
- quaternion = transform.GetQ()
- node_type = ""
- if node.GetNodeAttribute() == None:
- node_type = "Null"
- else:
- node_type = node_types[node.GetNodeAttribute().GetAttributeType()]
- name = getObjectName( node )
- output = {
- 'fbx_type': node_type,
- 'position': serializeVector3( position ),
- 'quaternion': serializeVector4( quaternion ),
- 'scale': serializeVector3( scale ),
- 'visible': True
- }
- return output
- # #####################################################
- # Parse Scene Node Objects
- # #####################################################
- def generate_object_hierarchy(node, object_dict):
- object_count = 0
- if node.GetNodeAttribute() == None:
- object_data = generate_object(node)
- else:
- attribute_type = (node.GetNodeAttribute().GetAttributeType())
- if attribute_type == FbxNodeAttribute.eMesh:
- object_data = generate_mesh_object(node)
- elif attribute_type == FbxNodeAttribute.eLight:
- object_data = generate_light_object(node)
- elif attribute_type == FbxNodeAttribute.eCamera:
- object_data = generate_camera_object(node)
- else:
- object_data = generate_object(node)
- object_count += 1
- object_name = getObjectName(node)
- object_children = {}
- for i in range(node.GetChildCount()):
- object_count += generate_object_hierarchy(node.GetChild(i), object_children)
- if node.GetChildCount() > 0:
- # Having 'children' above other attributes is hard to read.
- # We can send it to the bottom using the last letter of the alphabet 'z'.
- # This letter is removed from the final output.
- if option_pretty_print:
- object_data['zchildren'] = object_children
- else:
- object_data['children'] = object_children
- object_dict[object_name] = object_data
- return object_count
- def generate_scene_objects(scene):
- object_count = 0
- object_dict = {}
- ambient_light = generate_ambient_light(scene)
- if ambient_light:
- object_dict['AmbientLight'] = ambient_light
- object_count += 1
- if option_default_light:
- default_light = generate_default_light()
- object_dict['DefaultLight'] = default_light
- object_count += 1
- if option_default_camera:
- default_camera = generate_default_camera()
- object_dict['DefaultCamera'] = 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_dict)
- return object_dict, object_count
- # #####################################################
- # Generate Scene Output
- # #####################################################
- def extract_scene(scene, filename):
- global_settings = scene.GetGlobalSettings()
- objects, nobjects = generate_scene_objects(scene)
- textures = generate_texture_dict(scene)
- materials = generate_material_dict(scene)
- geometries = generate_geometry_dict(scene)
- embeds = generate_embed_dict(scene)
- ntextures = len(textures)
- nmaterials = len(materials)
- ngeometries = len(geometries)
- position = serializeVector3( (0,0,0) )
- rotation = serializeVector3( (0,0,0) )
- scale = serializeVector3( (1,1,1) )
- camera_names = generate_camera_name_list(scene)
- scene_settings = scene.GetGlobalSettings()
- # This does not seem to be any help here
- # global_settings.GetDefaultCamera()
- defcamera = camera_names[0] if len(camera_names) > 0 else ""
- if option_default_camera:
- defcamera = 'default_camera'
- metadata = {
- 'formatVersion': 3.2,
- 'type': 'scene',
- 'generatedBy': 'convert-to-threejs.py',
- 'objects': nobjects,
- 'geometries': ngeometries,
- 'materials': nmaterials,
- 'textures': ntextures
- }
- transform = {
- 'position' : position,
- 'rotation' : rotation,
- 'scale' : scale
- }
- defaults = {
- 'bgcolor' : 0,
- 'camera' : defcamera,
- 'fog' : ''
- }
- output = {
- 'objects': objects,
- 'geometries': geometries,
- 'materials': materials,
- 'textures': textures,
- 'embeds': embeds,
- 'transform': transform,
- 'defaults': defaults,
- }
- if option_pretty_print:
- output['0metadata'] = metadata
- else:
- output['metadata'] = metadata
- return output
- # #####################################################
- # Generate Non-Scene Output
- # #####################################################
- def extract_geometry(scene, filename):
- output = generate_non_scene_output(scene)
- return output
- # #####################################################
- # File Helpers
- # #####################################################
- def write_file(filepath, content):
- index = filepath.rfind('/')
- dir = filepath[0:index]
- #if not os.path.exists(dir):
- #os.makedirs(dir)
- out = open(filepath, "w")
- out.write(content.encode('utf8', 'replace'))
- out.close()
- def read_file(filepath):
- f = open(filepath)
- content = f.readlines()
- f.close()
- return content
- def copy_textures(textures):
- texture_dict = {}
- for key in textures:
- url = textures[key]['fullpath']
- #src = replace_OutFolder2inFolder(url)
- #print( src )
- #print( url )
- if url in texture_dict: # texture has been copied
- continue
- if not os.path.exists(url):
- print("copy_texture error: we can't find this texture at " + url)
- continue
- try:
- index = url.rfind('/')
- if index == -1:
- index = url.rfind( '\\' )
- filename = url[index+1:len(url)]
- saveFolder = "maps"
- saveFilename = saveFolder + "/" + filename
- #print( src )
- #print( url )
- #print( saveFilename )
- if not os.path.exists(saveFolder):
- os.makedirs(saveFolder)
- shutil.copyfile(url, saveFilename)
- texture_dict[url] = True
- except IOError as e:
- print ("I/O error({0}): {1} {2}").format(e.errno, e.strerror, url)
- def findFilesWithExt(directory, ext, include_path = True):
- ext = ext.lower()
- found = []
- for root, dirs, files in os.walk(directory):
- for filename in files:
- current_ext = os.path.splitext(filename)[1].lower()
- if current_ext == ext:
- if include_path:
- found.append(os.path.join(root, filename))
- else:
- found.append(filename)
- return found
- # #####################################################
- # main
- # #####################################################
- if __name__ == "__main__":
- from optparse import OptionParser
- try:
- from FbxCommon import *
- except ImportError:
- import platform
- msg = 'Could not locate the python FBX SDK!\n'
- msg += 'You need to copy the FBX SDK into your python install folder such as '
- if platform.system() == 'Windows' or platform.system() == 'Microsoft':
- msg += '"Python26/Lib/site-packages"'
- elif platform.system() == 'Linux':
- msg += '"/usr/local/lib/python2.6/site-packages"'
- elif platform.system() == 'Darwin':
- msg += '"/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages"'
- msg += ' folder.'
- print(msg)
- sys.exit(1)
- usage = "Usage: %prog [source_file.fbx] [output_file.js] [options]"
- parser = OptionParser(usage=usage)
- parser.add_option('-t', '--triangulate', action='store_true', dest='triangulate', help="force quad geometry into triangles", default=False)
- parser.add_option('-x', '--ignore-textures', action='store_true', dest='notextures', help="don't include texture references in output file", default=False)
- parser.add_option('-n', '--no-texture-copy', action='store_true', dest='notexturecopy', help="don't copy texture files", default=False)
- parser.add_option('-u', '--force-prefix', action='store_true', dest='prefix', help="prefix all object names in output file to ensure uniqueness", default=False)
- parser.add_option('-f', '--flatten-scene', action='store_true', dest='geometry', help="merge all geometries and apply node transforms", default=False)
- parser.add_option('-y', '--force-y-up', action='store_true', dest='forceyup', help="ensure that the y axis shows up", default=False)
- parser.add_option('-c', '--add-camera', action='store_true', dest='defcamera', help="include default camera in output scene", default=False)
- parser.add_option('-l', '--add-light', action='store_true', dest='deflight', help="include default light in output scene", default=False)
- parser.add_option('-p', '--pretty-print', action='store_true', dest='pretty', help="prefix all object names in output file", default=False)
- (options, args) = parser.parse_args()
- option_triangulate = options.triangulate
- option_textures = True if not options.notextures else False
- option_copy_textures = True if not options.notexturecopy else False
- option_prefix = options.prefix
- option_geometry = options.geometry
- option_forced_y_up = options.forceyup
- option_default_camera = options.defcamera
- option_default_light = options.deflight
- option_pretty_print = options.pretty
- # 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)
- axis_system = FbxAxisSystem.MayaYUp
- if not option_forced_y_up:
- # According to asset's coordinate to convert scene
- upVector = scene.GetGlobalSettings().GetAxisSystem().GetUpVector();
- if upVector[0] == 3:
- axis_system = FbxAxisSystem.MayaZUp
- axis_system.ConvertScene(scene)
- inputFolder = args[0].replace( "\\", "/" );
- index = args[0].rfind( "/" );
- inputFolder = inputFolder[:index]
- outputFolder = args[1].replace( "\\", "/" );
- index = args[1].rfind( "/" );
- outputFolder = outputFolder[:index]
- if option_geometry:
- output_content = extract_geometry(scene, os.path.basename(args[0]))
- else:
- output_content = extract_scene(scene, os.path.basename(args[0]))
- if option_pretty_print:
- output_string = json.dumps(output_content, indent=4, cls=CustomEncoder, separators=(',', ': '), sort_keys=True)
- output_string = executeRegexHacks(output_string)
- else:
- output_string = json.dumps(output_content, separators=(',', ': '), sort_keys=True)
- output_path = os.path.join(os.getcwd(), args[1])
- write_file(output_path, output_string)
- if option_copy_textures:
- copy_textures( output_content['textures'] )
- print("\nExported Three.js file to:\n%s\n" % output_path)
- # Destroy all objects created by the FBX SDK.
- sdk_manager.Destroy()
- sys.exit(0)
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