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authorBastien Montagne <montagne29@wanadoo.fr>2014-09-30 16:46:51 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-09-30 16:54:21 +0400
commitc58170fbe21e23f54c0217bc9d4fba9046b8fde0 (patch)
tree7d2d3ca64222d535cb777a5ef16c5bf8d6db104d /io_scene_fbx
parentc50d384159477dc8ccf84ecb64cddac859dbd8c9 (diff)
Fix T41999: "bake transformation" feature was not implemented for shapes.
Diffstat (limited to 'io_scene_fbx')
-rw-r--r--io_scene_fbx/export_fbx_bin.py41
-rw-r--r--io_scene_fbx/fbx_utils.py14
2 files changed, 33 insertions, 22 deletions
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index 38c72c49..34a9d338 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -62,6 +62,8 @@ from .fbx_utils import (
RIGHT_HAND_AXES, FBX_FRAMERATES,
# Miscellaneous utils.
units_convertor, units_convertor_iter, matrix4_to_array, similar_values, similar_values_iter,
+ # Mesh transform helpers.
+ vcos_transformed_gen, nors_transformed_gen,
# UUID from key.
get_fbx_uuid_from_key,
# Key generators.
@@ -841,12 +843,7 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
# Vertex cos.
t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
me.vertices.foreach_get("co", t_co)
- if geom_mat_co is not None:
- def _vcos_transformed_gen(raw_cos, m=None):
- # Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
- return chain(*(m * Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
- t_co = _vcos_transformed_gen(t_co, geom_mat_co)
- elem_data_single_float64_array(geom, b"Vertices", t_co)
+ elem_data_single_float64_array(geom, b"Vertices", chain(*vcos_transformed_gen(t_co, geom_mat_co)))
del t_co
# Polygon indices.
@@ -955,16 +952,9 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
# but this does not seem well supported by apps currently...
me.calc_normals_split()
- def _nortuples_gen(raw_nors, m):
- # Great, now normals are also expected 4D!
- # XXX Back to 3D normals for now!
- # gen = zip(*(iter(raw_nors),) * 3 + (_infinite_gen(1.0),))
- gen = zip(*(iter(raw_nors),) * 3)
- return gen if m is None else (m * Vector(v) for v in gen)
-
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
me.loops.foreach_get("normal", t_ln)
- t_ln = _nortuples_gen(t_ln, geom_mat_no)
+ t_ln = nors_transformed_gen(t_ln, geom_mat_no)
if 0:
t_ln = tuple(t_ln) # No choice... :/
@@ -1014,7 +1004,8 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
elem_data_single_string_unicode(lay_nor, b"Name", name)
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
- elem_data_single_float64_array(lay_nor, b"Binormals", chain(*_nortuples_gen(t_ln, geom_mat_no)))
+ elem_data_single_float64_array(lay_nor, b"Binormals",
+ chain(*nors_transformed_gen(t_ln, geom_mat_no)))
# Binormal weights, no idea what it is.
# elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)
@@ -1026,7 +1017,8 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
elem_data_single_string_unicode(lay_nor, b"Name", name)
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
- elem_data_single_float64_array(lay_nor, b"Tangents", chain(*_nortuples_gen(t_ln, geom_mat_no)))
+ elem_data_single_float64_array(lay_nor, b"Tangents",
+ chain(*nors_transformed_gen(t_ln, geom_mat_no)))
# Tangent weights, no idea what it is.
# elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
@@ -1035,7 +1027,6 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
me.free_tangents()
me.free_normals_split()
- del _nortuples_gen
# Write VertexColor Layers.
vcolnumber = len(me.vertex_colors)
@@ -2018,21 +2009,29 @@ def fbx_data_from_scene(scene, settings):
# ShapeKeys.
data_deformers_shape = OrderedDict()
- for me_key, me, _org in data_meshes.values():
+ geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
+ for me_obj, (me_key, me, _org) in data_meshes.items():
if not (me.shape_keys and me.shape_keys.key_blocks):
continue
+
shapes_key = get_blender_mesh_shape_key(me)
+ _cos = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
+ me.vertices.foreach_get("co", _cos)
+ v_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co))
for shape in me.shape_keys.key_blocks:
# Only write vertices really different from org coordinates!
# XXX FBX does not like empty shapes (makes Unity crash e.g.), so we have to do this here... :/
shape_verts_co = []
shape_verts_idx = []
- for idx, (sv, v) in enumerate(zip(shape.data, me.vertices)):
- if similar_values_iter(sv.co, v.co):
+
+ shape.data.foreach_get("co", _cos)
+ sv_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co))
+ for idx, (sv_co, v_co) in enumerate(zip(sv_cos, v_cos)):
+ if similar_values_iter(sv_co, v_co):
# Note: Maybe this is a bit too simplistic, should we use real shape base here? Though FBX does not
# have this at all... Anyway, this should cover most common cases imho.
continue
- shape_verts_co.extend(sv.co - v.co)
+ shape_verts_co.extend(sv_co - v_co)
shape_verts_idx.append(idx)
if not shape_verts_co:
continue
diff --git a/io_scene_fbx/fbx_utils.py b/io_scene_fbx/fbx_utils.py
index 2b96fe0b..8e632ea4 100644
--- a/io_scene_fbx/fbx_utils.py
+++ b/io_scene_fbx/fbx_utils.py
@@ -30,7 +30,7 @@ from itertools import zip_longest, chain
import bpy
import bpy_extras
from bpy.types import Object, Bone, PoseBone, DupliObject
-from mathutils import Matrix
+from mathutils import Vector, Matrix
from . import encode_bin, data_types
@@ -208,6 +208,18 @@ def similar_values_iter(v1, v2, e=1e-6):
return False
return True
+def vcos_transformed_gen(raw_cos, m=None):
+ # Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
+ gen = zip(*(iter(raw_cos),) * 3)
+ return gen if m is None else (m * Vector(v) for v in gen)
+
+def nors_transformed_gen(raw_nors, m=None):
+ # Great, now normals are also expected 4D!
+ # XXX Back to 3D normals for now!
+ # gen = zip(*(iter(raw_nors),) * 3 + (_infinite_gen(1.0),))
+ gen = zip(*(iter(raw_nors),) * 3)
+ return gen if m is None else (m * Vector(v) for v in gen)
+
# ##### UIDs code. #####