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- # @author zfedoran / http://github.com/zfedoran
- import os
- import sys
- import math
- import operator
- # #####################################################
- # Globals
- # #####################################################
- option_triangulate = True
- option_textures = True
- option_prefix = True
- option_geometry = False
- option_default_camera = False
- option_default_light = False
- converter = None
- global_up_vector = None
- # #####################################################
- # Templates
- # #####################################################
- def Vector2String(v, no_brackets = False):
- if no_brackets:
- return '%g,%g' % (v[0], v[1])
- else:
- return '[ %g, %g ]' % (v[0], v[1])
- def Vector3String(v, no_brackets = False):
- if no_brackets:
- return '%g,%g,%g' % (v[0], v[1], v[2])
- else:
- return '[ %g, %g, %g ]' % (v[0], v[1], v[2])
- def ColorString(c, no_brackets = False):
- if no_brackets:
- return '%g, %g, %g' % (c[0], c[1], c[2])
- else:
- return '[ %g, %g, %g ]' % (c[0], c[1], c[2])
- def LabelString(s):
- return '"%s"' % s
- def ArrayString(s):
- return '[ %s ]' % s
- def PaddingString(n):
- output = ""
- for i in range(n):
- output += "\t"
- return output
-
- def BoolString(value):
- if value:
- return "true"
- return "false"
- # #####################################################
- # Helpers
- # #####################################################
- def getObjectName(o, force_prefix = False):
- if not o:
- return ""
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Object_%s_" % o.GetUniqueID()
- return prefix + o.GetName()
-
- def getGeometryName(g, force_prefix = False):
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Geometry_%s_" % g.GetUniqueID()
- return prefix + g.GetName()
- def getEmbedName(e, force_prefix = False):
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Embed_%s_" % e.GetUniqueID()
- return prefix + e.GetName()
- def getMaterialName(m, force_prefix = False):
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Material_%s_" % m.GetUniqueID()
- return prefix + m.GetName()
- def getTextureName(t, force_prefix = False):
- texture_file = t.GetFileName()
- texture_id = os.path.splitext(os.path.basename(texture_file))[0]
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Texture_%s_" % t.GetUniqueID()
- return prefix + texture_id
- def getFogName(f, force_prefix = False):
- prefix = ""
- if option_prefix or force_prefix:
- prefix = "Fog_%s_" % f.GetUniqueID()
- return prefix + f.GetName()
- def getObjectVisible(n):
- return BoolString(True)
-
- 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 color
- def setBit(value, position, on):
- if on:
- mask = 1 << position
- return (value | mask)
- else:
- mask = ~(1 << position)
- return (value & mask)
- def convert_fbx_color(color):
- return [color.mRed, color.mGreen, color.mBlue, color.mAlpha]
-
- def convert_fbx_vec2(v):
- return [v[0], v[1]]
- def convert_fbx_vec3(v):
- return [v[0], v[1], v[2]]
-
- def generate_uvs(uv_layers):
- layers = []
- for uvs in uv_layers:
- layer = ",".join(Vector2String(n, True) for n in uvs)
- layers.append(layer)
- return ",".join("[%s]" % n for n in layers)
- def generateMultiLineString(lines, separator, padding):
- cleanLines = []
- for i in range(len(lines)):
- line = lines[i]
- line = PaddingString(padding) + line
- cleanLines.append(line)
- return separator.join(cleanLines)
- def get_up_vector(scene):
- global_settings = scene.GetGlobalSettings()
- axis_system = global_settings.GetAxisSystem()
- up_vector = axis_system.GetUpVector()
- tmp = [0,0,0]
- tmp[up_vector[0] - 1] = up_vector[1] * 1
- return FbxVector4(tmp[0], tmp[1], tmp[2], 1)
- def generate_bounding_box(vertices):
- minx = 0
- miny = 0
- minz = 0
- maxx = 0
- maxy = 0
- maxz = 0
- for vertex in vertices:
- 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]
-
- # #####################################################
- # Generate - Triangles
- # #####################################################
- 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.TriangulateInPlace(node);
-
- 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 String
- # #####################################################
- def generate_texture_bindings(material_property, texture_list):
- binding_types = {
- "DiffuseColor": "map", "DiffuseFactor": "diffuseFactor", "EmissiveColor": "emissiveMap",
- "EmissiveFactor": "emissiveFactor", "AmbientColor": "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(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_id = getTextureName(texture, True)
- texture_binding = ' "%s": "%s",' % (binding_types[str(material_property.GetName())], texture_id)
- texture_list.append(texture_binding)
- 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_id = getTextureName(texture, True)
- texture_binding = ' "%s": "%s",' % (binding_types[str(material_property.GetName())], texture_id)
- texture_list.append(texture_binding)
- def generate_material_string(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 = []
- if implementation:
- # This material is a hardware shader, skip it
- print("Shader materials are not supported")
- return ''
-
- elif material.GetClassId().Is(FbxSurfaceLambert.ClassId):
- ambient = str(getHex(material.Ambient.Get()))
- diffuse = str(getHex(material.Diffuse.Get()))
- emissive = str(getHex(material.Emissive.Get()))
- opacity = 1.0 - material.TransparencyFactor.Get()
- opacity = 1.0 if opacity == 0 else opacity
- opacity = str(opacity)
- transparent = BoolString(False)
- reflectivity = "1"
- output = [
- '\t' + LabelString( getMaterialName( material ) ) + ': {',
- ' "type" : "MeshLambertMaterial",',
- ' "parameters" : {',
- ' "color" : ' + diffuse + ',',
- ' "ambient" : ' + ambient + ',',
- ' "emissive" : ' + emissive + ',',
- ' "reflectivity" : ' + reflectivity + ',',
- ' "transparent" : ' + transparent + ',',
- ' "opacity" : ' + opacity + ',',
- ]
- elif material.GetClassId().Is(FbxSurfacePhong.ClassId):
- ambient = str(getHex(material.Ambient.Get()))
- diffuse = str(getHex(material.Diffuse.Get()))
- emissive = str(getHex(material.Emissive.Get()))
- specular = str(getHex(material.Specular.Get()))
- opacity = 1.0 - material.TransparencyFactor.Get()
- opacity = 1.0 if opacity == 0 else opacity
- opacity = str(opacity)
- shininess = str(material.Shininess.Get())
- transparent = BoolString(False)
- reflectivity = "1"
- bumpScale = "1"
- output = [
- '\t' + LabelString( getMaterialName( material ) ) + ': {',
- ' "type" : "MeshPhongMaterial",',
- ' "parameters" : {',
- ' "color" : ' + diffuse + ',',
- ' "ambient" : ' + ambient + ',',
- ' "emissive" : ' + emissive + ',',
- ' "specular" : ' + specular + ',',
- ' "shininess" : ' + shininess + ',',
- ' "bumpScale" : ' + bumpScale + ',',
- ' "reflectivity" : ' + reflectivity + ',',
- ' "transparent" : ' + transparent + ',',
- ' "opacity" : ' + opacity + ',',
- ]
- else:
- print("Unknown type of Material")
- return ''
- if option_textures:
- texture_list = []
- texture_count = FbxLayerElement.sTypeTextureCount()
- for texture_index in range(texture_count):
- material_property = material.FindProperty(FbxLayerElement.sTextureChannelNames(texture_index))
- generate_texture_bindings(material_property, texture_list)
- output += texture_list
- wireframe = BoolString(False)
- wireframeLinewidth = "1"
- output.append(' "wireframe" : ' + wireframe + ',')
- output.append(' "wireframeLinewidth" : ' + wireframeLinewidth)
- output.append(' }')
- output.append('}')
- return generateMultiLineString( output, '\n\t\t', 0 )
- def generate_proxy_material_string(node, material_names):
-
- output = [
- '\t' + LabelString( getMaterialName( node, True ) ) + ': {',
- ' "type" : "MeshFaceMaterial",',
- ' "parameters" : {',
- ' "materials" : ' + ArrayString( ",".join(LabelString(m) for m in material_names) ),
- ' }',
- '}'
- ]
- return generateMultiLineString( output, '\n\t\t', 0 )
- # #####################################################
- # Parse - Materials
- # #####################################################
- def extract_materials_from_node(node, material_list):
- 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))
- material_string = generate_material_string(material)
- material_list.append(material_string)
- if material_count > 1:
- proxy_material = generate_proxy_material_string(node, material_names)
- material_list.append(proxy_material)
- def generate_materials_from_hierarchy(node, material_list):
- if node.GetNodeAttribute() == None:
- pass
- else:
- attribute_type = (node.GetNodeAttribute().GetAttributeType())
- if attribute_type == FbxNodeAttribute.eMesh:
- extract_materials_from_node(node, material_list)
- for i in range(node.GetChildCount()):
- generate_materials_from_hierarchy(node.GetChild(i), material_list)
- def generate_material_list(scene):
- material_list = []
- node = scene.GetRootNode()
- if node:
- for i in range(node.GetChildCount()):
- generate_materials_from_hierarchy(node.GetChild(i), material_list)
- return material_list
- # #####################################################
- # Generate - Texture String
- # #####################################################
- def generate_texture_string(texture):
- #TODO: extract more texture properties
- wrap_u = texture.GetWrapModeU()
- wrap_v = texture.GetWrapModeV()
- offset = texture.GetUVTranslation()
- output = [
- '\t' + LabelString( getTextureName( texture, True ) ) + ': {',
- ' "url" : "' + texture.GetFileName() + '",',
- ' "repeat" : ' + Vector2String( (1,1) ) + ',',
- ' "offset" : ' + Vector2String( texture.GetUVTranslation() ) + ',',
- ' "magFilter" : ' + LabelString( "LinearFilter" ) + ',',
- ' "minFilter" : ' + LabelString( "LinearMipMapLinearFilter" ) + ',',
- ' "anisotropy" : ' + BoolString( True ),
- '}'
- ]
- return generateMultiLineString( output, '\n\t\t', 0 )
- # #####################################################
- # Parse - Textures
- # #####################################################
- 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
- # #####################################################
- # Extract - Fbx 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):
- positions.append(convert_fbx_vec3(control_points[i]))
- node = mesh.GetNode()
- if node and 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)
- for i in range(len(positions)):
- v = positions[i]
- position = FbxVector4(v[0], v[1], v[2])
- position = transform.MultNormalize(position)
- positions[i] = convert_fbx_vec3(position)
- 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 = convert_fbx_vec3(normals_array.GetAt(i))
- normal_values.append(normal)
- node = mesh.GetNode()
- if node and option_geometry:
- # FbxMeshes are local to their node, we need the normals in global space
- # when scene nodes are not exported
- transform = node.EvaluateGlobalTransform()
- transform.SetT(FbxVector4(0,0,0,0))
- transform = FbxMatrix(transform)
- for i in range(len(normal_values)):
- n = normal_values[i]
- normal = FbxVector4(n[0], n[1], n[2])
- normal = transform.MultNormalize(normal)
- normal_values[i] = convert_fbx_vec3(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)
- 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 = convert_fbx_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)
- 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]
- 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 = convert_fbx_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
- # #####################################################
- # Generate - Mesh String (for scene output)
- # #####################################################
- def generate_mesh_string_for_scene_output(node):
- mesh = node.GetNodeAttribute()
- mesh_list = [ mesh ]
- 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)
- faces = process_mesh_polygons(mesh_list,
- normals_to_indices,
- colors_to_indices,
- uvs_to_indices_list,
- vertex_offsets,
- material_offsets)
- 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)
-
- aabb_min, aabb_max = generate_bounding_box(vertices)
- aabb_min = ",".join(str(f) for f in aabb_min)
- aabb_max = ",".join(str(f) for f in aabb_max)
- vertices = ",".join(Vector3String(v, True) for v in vertices)
- normals = ",".join(Vector3String(v, True) for v in normal_values)
- colors = ",".join(Vector3String(v, True) for v in color_values)
- faces = ",".join(faces)
- uvs = generate_uvs(uv_values)
- output = [
- '\t' + LabelString( getEmbedName( node, True ) ) + ' : {',
- ' "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 - Mesh String (for non-scene output)
- # #####################################################
- def generate_mesh_string_for_non_scene_output(scene):
- mesh_list = generate_mesh_list(scene)
- 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)
- faces = process_mesh_polygons(mesh_list,
- normals_to_indices,
- colors_to_indices,
- uvs_to_indices_list,
- vertex_offsets,
- material_offsets)
- 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)
- aabb_min, aabb_max = generate_bounding_box(vertices)
- aabb_min = ",".join(str(f) for f in aabb_min)
- aabb_max = ",".join(str(f) for f in aabb_max)
- vertices = ",".join(Vector3String(v, True) for v in vertices)
- normals = ",".join(Vector3String(v, True) for v in normal_values)
- colors = ",".join(Vector3String(v, True) for v in color_values)
- faces = ",".join(faces)
- uvs = generate_uvs(uv_values)
- output = [
- '{',
- ' "metadata" : {',
- ' "formatVersion" : 3.2,',
- ' "type" : "geometry",',
- ' "generatedBy" : "convert-to-threejs.py"' + ',',
- ' "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', 0 )
- # #####################################################
- # 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] = count
- count += 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]
- 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]
- face = generate_mesh_face(mesh,
- poly_index,
- face_vertices,
- face_normals,
- face_colors,
- face_uv_layers,
- vertex_offset,
- material_offset)
- faces.append(face)
- return faces
- def generate_mesh_face(mesh, polygon_index, vertex_indices, normals, colors, uv_layers, vertex_offset, material_offset):
- 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)
- tmp = []
- for i in range(nVertices):
- tmp.append(vertex_indices[i])
- 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 ",".join( map(str, faceData) )
- # #####################################################
- # Generate - Mesh List
- # #####################################################
- 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.TriangulateInPlace(node);
- 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 - 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_for_scene_output(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, True ) ) + ' : {',
- ' "type" : "embedded",',
- ' "id" : ' + LabelString( getEmbedName( node, True ) ),
- '}'
- ]
- 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":
- # 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(global_up_vector)
- output = [
- '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
- ' "type" : "DirectionalLight",',
- ' "color" : ' + str(getHex(light.Color.Get())) + ',',
- ' "intensity" : ' + str(light.Intensity.Get()/100.0) + ',',
- ' "direction" : ' + Vector3String( direction ) + ',',
- ' "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()*math.pi)/180) + ',',
- ' "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()
- 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, True) if material_count > 1 else material_names[0]
- output = [
- '\t\t' + LabelString( getObjectName( node ) ) + ' : {',
- ' "geometry" : ' + LabelString( getGeometryName( node, True ) ) + ',',
- ' "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 - Geometry (non-scene output)
- # #####################################################
- def extract_geometry(scene, filename):
- mesh_string = generate_mesh_string_for_non_scene_output(scene)
- return mesh_string
- # #####################################################
- # Parse - Scene (scene output)
- # #####################################################
- def extract_scene(scene, filename):
- global_settings = scene.GetGlobalSettings()
- 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)
- #TODO: extract actual root/scene data here
- 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()
- #TODO: this might exist as part of the FBX spec
- bgcolor = Vector3String( (0.667,0.667,0.667) )
- bgalpha = 1
- # This does not seem to be any help here
- # global_settings.GetDefaultCamera()
- 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
- # #####################################################
- def write_file(fname, content):
- out = open(fname, "w")
- out.write(content)
- out.close()
- # #####################################################
- # 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', '--no-textures', action='store_true', dest='notextures', help="don't include texture references in output file", default=False)
- parser.add_option('-p', '--prefix', action='store_true', dest='prefix', help="prefix object names in output file", default=False)
- parser.add_option('-g', '--geometry-only', action='store_true', dest='geometry', help="output geometry only", default=False)
- parser.add_option('-c', '--default-camera', action='store_true', dest='defcamera', help="include default camera in output scene", default=False)
- parser.add_option('-l', '--defualt-light', action='store_true', dest='deflight', help="include default light in output scene", default=False)
- (options, args) = parser.parse_args()
- option_triangulate = options.triangulate
- option_textures = True if not options.notextures else False
- option_prefix = options.prefix
- 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)
- global_up_vector = get_up_vector(scene)
- # 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)
- if option_geometry:
- output_content = extract_geometry(scene, os.path.basename(args[0]))
- else:
- 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)
- # Destroy all objects created by the FBX SDK.
- sdk_manager.Destroy()
- sys.exit(0)
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