diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2018-10-16 18:45:01 +0300 |
---|---|---|
committer | Bastien Montagne <montagne29@wanadoo.fr> | 2018-10-16 18:45:01 +0300 |
commit | 365f6cfc4759dc4ef85392275b92939e0de4d02e (patch) | |
tree | 35fa7c304be971b7c223cc0c185066a30781bbef /io_scene_fbx | |
parent | b3257c11365e38436a86a73cf42a300a305c33aa (diff) |
FBX IO: cleanup: replace OrderedDict usages by regular py dicts.
Python dictionaries are now ordered by definition, so no need to add
extra thingy here anymore to keep our well-ordered FBX structure.
Diffstat (limited to 'io_scene_fbx')
-rw-r--r-- | io_scene_fbx/__init__.py | 2 | ||||
-rw-r--r-- | io_scene_fbx/export_fbx_bin.py | 681 | ||||
-rw-r--r-- | io_scene_fbx/fbx_utils.py | 19 |
3 files changed, 343 insertions, 359 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py index 07d8a3b2..490a2ff6 100644 --- a/io_scene_fbx/__init__.py +++ b/io_scene_fbx/__init__.py @@ -21,7 +21,7 @@ bl_info = { "name": "FBX format", "author": "Campbell Barton, Bastien Montagne, Jens Restemeier", - "version": (4, 12, 0), + "version": (4, 12, 1), "blender": (2, 80, 0), "location": "File > Import-Export", "description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions", diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py index 165befae..b13bc978 100644 --- a/io_scene_fbx/export_fbx_bin.py +++ b/io_scene_fbx/export_fbx_bin.py @@ -27,7 +27,6 @@ import math import os import time -from collections import OrderedDict from itertools import zip_longest, chain if "bpy" in locals(): @@ -112,7 +111,7 @@ convert_rad_to_deg_iter = units_convertor_iter("radian", "degree") # TODO: check all those "default" values, they should match Blender's default as much as possible, I guess? def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict() + props = {} if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False]) @@ -120,91 +119,91 @@ def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0): gscale = settings.global_scale - props = OrderedDict(( - # Name, Value, Type, Animatable - (b"QuaternionInterpolate", (0, "p_enum", False)), # 0 = no quat interpolation. - (b"RotationOffset", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"RotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"ScalingOffset", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"ScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"TranslationActive", (False, "p_bool", False)), - (b"TranslationMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"TranslationMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"TranslationMinX", (False, "p_bool", False)), - (b"TranslationMinY", (False, "p_bool", False)), - (b"TranslationMinZ", (False, "p_bool", False)), - (b"TranslationMaxX", (False, "p_bool", False)), - (b"TranslationMaxY", (False, "p_bool", False)), - (b"TranslationMaxZ", (False, "p_bool", False)), - (b"RotationOrder", (0, "p_enum", False)), # we always use 'XYZ' order. - (b"RotationSpaceForLimitOnly", (False, "p_bool", False)), - (b"RotationStiffnessX", (0.0, "p_double", False)), - (b"RotationStiffnessY", (0.0, "p_double", False)), - (b"RotationStiffnessZ", (0.0, "p_double", False)), - (b"AxisLen", (10.0, "p_double", False)), - (b"PreRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"PostRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"RotationActive", (False, "p_bool", False)), - (b"RotationMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"RotationMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"RotationMinX", (False, "p_bool", False)), - (b"RotationMinY", (False, "p_bool", False)), - (b"RotationMinZ", (False, "p_bool", False)), - (b"RotationMaxX", (False, "p_bool", False)), - (b"RotationMaxY", (False, "p_bool", False)), - (b"RotationMaxZ", (False, "p_bool", False)), - (b"InheritType", (0, "p_enum", False)), # RrSs - (b"ScalingActive", (False, "p_bool", False)), - (b"ScalingMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"ScalingMax", ((1.0, 1.0, 1.0), "p_vector_3d", False)), - (b"ScalingMinX", (False, "p_bool", False)), - (b"ScalingMinY", (False, "p_bool", False)), - (b"ScalingMinZ", (False, "p_bool", False)), - (b"ScalingMaxX", (False, "p_bool", False)), - (b"ScalingMaxY", (False, "p_bool", False)), - (b"ScalingMaxZ", (False, "p_bool", False)), - (b"GeometricTranslation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"GeometricRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"GeometricScaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)), - (b"MinDampRangeX", (0.0, "p_double", False)), - (b"MinDampRangeY", (0.0, "p_double", False)), - (b"MinDampRangeZ", (0.0, "p_double", False)), - (b"MaxDampRangeX", (0.0, "p_double", False)), - (b"MaxDampRangeY", (0.0, "p_double", False)), - (b"MaxDampRangeZ", (0.0, "p_double", False)), - (b"MinDampStrengthX", (0.0, "p_double", False)), - (b"MinDampStrengthY", (0.0, "p_double", False)), - (b"MinDampStrengthZ", (0.0, "p_double", False)), - (b"MaxDampStrengthX", (0.0, "p_double", False)), - (b"MaxDampStrengthY", (0.0, "p_double", False)), - (b"MaxDampStrengthZ", (0.0, "p_double", False)), - (b"PreferedAngleX", (0.0, "p_double", False)), - (b"PreferedAngleY", (0.0, "p_double", False)), - (b"PreferedAngleZ", (0.0, "p_double", False)), - (b"LookAtProperty", (None, "p_object", False)), - (b"UpVectorProperty", (None, "p_object", False)), - (b"Show", (True, "p_bool", False)), - (b"NegativePercentShapeSupport", (True, "p_bool", False)), - (b"DefaultAttributeIndex", (-1, "p_integer", False)), - (b"Freeze", (False, "p_bool", False)), - (b"LODBox", (False, "p_bool", False)), - (b"Lcl Translation", ((0.0, 0.0, 0.0), "p_lcl_translation", True)), - (b"Lcl Rotation", ((0.0, 0.0, 0.0), "p_lcl_rotation", True)), - (b"Lcl Scaling", ((1.0, 1.0, 1.0), "p_lcl_scaling", True)), - (b"Visibility", (1.0, "p_visibility", True)), - (b"Visibility Inheritance", (1, "p_visibility_inheritance", False)), - )) + props = { + # Name, Value, Type, Animatable + b"QuaternionInterpolate": (0, "p_enum", False), # 0 = no quat interpolation. + b"RotationOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"RotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"ScalingOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"ScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"TranslationActive": (False, "p_bool", False), + b"TranslationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"TranslationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"TranslationMinX": (False, "p_bool", False), + b"TranslationMinY": (False, "p_bool", False), + b"TranslationMinZ": (False, "p_bool", False), + b"TranslationMaxX": (False, "p_bool", False), + b"TranslationMaxY": (False, "p_bool", False), + b"TranslationMaxZ": (False, "p_bool", False), + b"RotationOrder": (0, "p_enum", False), # we always use 'XYZ' order. + b"RotationSpaceForLimitOnly": (False, "p_bool", False), + b"RotationStiffnessX": (0.0, "p_double", False), + b"RotationStiffnessY": (0.0, "p_double", False), + b"RotationStiffnessZ": (0.0, "p_double", False), + b"AxisLen": (10.0, "p_double", False), + b"PreRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"PostRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"RotationActive": (False, "p_bool", False), + b"RotationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"RotationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"RotationMinX": (False, "p_bool", False), + b"RotationMinY": (False, "p_bool", False), + b"RotationMinZ": (False, "p_bool", False), + b"RotationMaxX": (False, "p_bool", False), + b"RotationMaxY": (False, "p_bool", False), + b"RotationMaxZ": (False, "p_bool", False), + b"InheritType": (0, "p_enum", False), # RrSs + b"ScalingActive": (False, "p_bool", False), + b"ScalingMin": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"ScalingMax": ((1.0, 1.0, 1.0), "p_vector_3d", False), + b"ScalingMinX": (False, "p_bool", False), + b"ScalingMinY": (False, "p_bool", False), + b"ScalingMinZ": (False, "p_bool", False), + b"ScalingMaxX": (False, "p_bool", False), + b"ScalingMaxY": (False, "p_bool", False), + b"ScalingMaxZ": (False, "p_bool", False), + b"GeometricTranslation": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"GeometricRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"GeometricScaling": ((1.0, 1.0, 1.0), "p_vector_3d", False), + b"MinDampRangeX": (0.0, "p_double", False), + b"MinDampRangeY": (0.0, "p_double", False), + b"MinDampRangeZ": (0.0, "p_double", False), + b"MaxDampRangeX": (0.0, "p_double", False), + b"MaxDampRangeY": (0.0, "p_double", False), + b"MaxDampRangeZ": (0.0, "p_double", False), + b"MinDampStrengthX": (0.0, "p_double", False), + b"MinDampStrengthY": (0.0, "p_double", False), + b"MinDampStrengthZ": (0.0, "p_double", False), + b"MaxDampStrengthX": (0.0, "p_double", False), + b"MaxDampStrengthY": (0.0, "p_double", False), + b"MaxDampStrengthZ": (0.0, "p_double", False), + b"PreferedAngleX": (0.0, "p_double", False), + b"PreferedAngleY": (0.0, "p_double", False), + b"PreferedAngleZ": (0.0, "p_double", False), + b"LookAtProperty": (None, "p_object", False), + b"UpVectorProperty": (None, "p_object", False), + b"Show": (True, "p_bool", False), + b"NegativePercentShapeSupport": (True, "p_bool", False), + b"DefaultAttributeIndex": (-1, "p_integer", False), + b"Freeze": (False, "p_bool", False), + b"LODBox": (False, "p_bool", False), + b"Lcl Translation": ((0.0, 0.0, 0.0), "p_lcl_translation", True), + b"Lcl Rotation": ((0.0, 0.0, 0.0), "p_lcl_rotation", True), + b"Lcl Scaling": ((1.0, 1.0, 1.0), "p_lcl_scaling", True), + b"Visibility": (1.0, "p_visibility", True), + b"Visibility Inheritance": (1, "p_visibility_inheritance", False), + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False]) def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict(( - (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)), - (b"Size", (100.0, "p_double", False)), - (b"Look", (1, "p_enum", False)), # Cross (0 is None, i.e. invisible?). - )) + props = { + b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False), + b"Size": (100.0, "p_double", False), + b"Look": (1, "p_enum", False), # Cross (0 is None, i.e. invisible?). + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False]) @@ -212,17 +211,17 @@ def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0): def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0): gscale = settings.global_scale - props = OrderedDict(( - (b"LightType", (0, "p_enum", False)), # Point light. - (b"CastLight", (True, "p_bool", False)), - (b"Color", ((1.0, 1.0, 1.0), "p_color", True)), - (b"Intensity", (100.0, "p_number", True)), # Times 100 compared to Blender values... - (b"DecayType", (2, "p_enum", False)), # Quadratic. - (b"DecayStart", (30.0 * gscale, "p_double", False)), - (b"CastShadows", (True, "p_bool", False)), - (b"ShadowColor", ((0.0, 0.0, 0.0), "p_color", True)), - (b"AreaLightShape", (0, "p_enum", False)), # Rectangle. - )) + props = { + b"LightType": (0, "p_enum", False), # Point light. + b"CastLight": (True, "p_bool", False), + b"Color": ((1.0, 1.0, 1.0), "p_color", True), + b"Intensity": (100.0, "p_number", True), # Times 100 compared to Blender values... + b"DecayType": (2, "p_enum", False), # Quadratic. + b"DecayStart": (30.0 * gscale, "p_double", False), + b"CastShadows": (True, "p_bool", False), + b"ShadowColor": ((0.0, 0.0, 0.0), "p_color", True), + b"AreaLightShape": (0, "p_enum", False), # Rectangle. + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False]) @@ -230,137 +229,137 @@ def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0) def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0): r = scene.render - props = OrderedDict(( - (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)), - (b"Position", ((0.0, 0.0, -50.0), "p_vector", True)), - (b"UpVector", ((0.0, 1.0, 0.0), "p_vector", True)), - (b"InterestPosition", ((0.0, 0.0, 0.0), "p_vector", True)), - (b"Roll", (0.0, "p_roll", True)), - (b"OpticalCenterX", (0.0, "p_opticalcenterx", True)), - (b"OpticalCenterY", (0.0, "p_opticalcentery", True)), - (b"BackgroundColor", ((0.63, 0.63, 0.63), "p_color", True)), - (b"TurnTable", (0.0, "p_number", True)), - (b"DisplayTurnTableIcon", (False, "p_bool", False)), - (b"UseMotionBlur", (False, "p_bool", False)), - (b"UseRealTimeMotionBlur", (True, "p_bool", False)), - (b"Motion Blur Intensity", (1.0, "p_number", True)), - (b"AspectRatioMode", (0, "p_enum", False)), # WindowSize. - (b"AspectWidth", (320.0, "p_double", False)), - (b"AspectHeight", (200.0, "p_double", False)), - (b"PixelAspectRatio", (1.0, "p_double", False)), - (b"FilmOffsetX", (0.0, "p_number", True)), - (b"FilmOffsetY", (0.0, "p_number", True)), - (b"FilmWidth", (0.816, "p_double", False)), - (b"FilmHeight", (0.612, "p_double", False)), - (b"FilmAspectRatio", (1.3333333333333333, "p_double", False)), - (b"FilmSqueezeRatio", (1.0, "p_double", False)), - (b"FilmFormatIndex", (0, "p_enum", False)), # Assuming this is ApertureFormat, 0 = custom. - (b"PreScale", (1.0, "p_number", True)), - (b"FilmTranslateX", (0.0, "p_number", True)), - (b"FilmTranslateY", (0.0, "p_number", True)), - (b"FilmRollPivotX", (0.0, "p_number", True)), - (b"FilmRollPivotY", (0.0, "p_number", True)), - (b"FilmRollValue", (0.0, "p_number", True)), - (b"FilmRollOrder", (0, "p_enum", False)), # 0 = rotate first (default). - (b"ApertureMode", (2, "p_enum", False)), # 2 = Vertical. - (b"GateFit", (0, "p_enum", False)), # 0 = no resolution gate fit. - (b"FieldOfView", (25.114999771118164, "p_fov", True)), - (b"FieldOfViewX", (40.0, "p_fov_x", True)), - (b"FieldOfViewY", (40.0, "p_fov_y", True)), - (b"FocalLength", (34.89327621672628, "p_number", True)), - (b"CameraFormat", (0, "p_enum", False)), # Custom camera format. - (b"UseFrameColor", (False, "p_bool", False)), - (b"FrameColor", ((0.3, 0.3, 0.3), "p_color_rgb", False)), - (b"ShowName", (True, "p_bool", False)), - (b"ShowInfoOnMoving", (True, "p_bool", False)), - (b"ShowGrid", (True, "p_bool", False)), - (b"ShowOpticalCenter", (False, "p_bool", False)), - (b"ShowAzimut", (True, "p_bool", False)), - (b"ShowTimeCode", (False, "p_bool", False)), - (b"ShowAudio", (False, "p_bool", False)), - (b"AudioColor", ((0.0, 1.0, 0.0), "p_vector_3d", False)), # Yep, vector3d, not corlorgb… :cry: - (b"NearPlane", (10.0, "p_double", False)), - (b"FarPlane", (4000.0, "p_double", False)), - (b"AutoComputeClipPanes", (False, "p_bool", False)), - (b"ViewCameraToLookAt", (True, "p_bool", False)), - (b"ViewFrustumNearFarPlane", (False, "p_bool", False)), - (b"ViewFrustumBackPlaneMode", (2, "p_enum", False)), # 2 = show back plane if texture added. - (b"BackPlaneDistance", (4000.0, "p_number", True)), - (b"BackPlaneDistanceMode", (1, "p_enum", False)), # 1 = relative to camera. - (b"ViewFrustumFrontPlaneMode", (2, "p_enum", False)), # 2 = show front plane if texture added. - (b"FrontPlaneDistance", (10.0, "p_number", True)), - (b"FrontPlaneDistanceMode", (1, "p_enum", False)), # 1 = relative to camera. - (b"LockMode", (False, "p_bool", False)), - (b"LockInterestNavigation", (False, "p_bool", False)), + props = { + b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False), + b"Position": ((0.0, 0.0, -50.0), "p_vector", True), + b"UpVector": ((0.0, 1.0, 0.0), "p_vector", True), + b"InterestPosition": ((0.0, 0.0, 0.0), "p_vector", True), + b"Roll": (0.0, "p_roll", True), + b"OpticalCenterX": (0.0, "p_opticalcenterx", True), + b"OpticalCenterY": (0.0, "p_opticalcentery", True), + b"BackgroundColor": ((0.63, 0.63, 0.63), "p_color", True), + b"TurnTable": (0.0, "p_number", True), + b"DisplayTurnTableIcon": (False, "p_bool", False), + b"UseMotionBlur": (False, "p_bool", False), + b"UseRealTimeMotionBlur": (True, "p_bool", False), + b"Motion Blur Intensity": (1.0, "p_number", True), + b"AspectRatioMode": (0, "p_enum", False), # WindowSize. + b"AspectWidth": (320.0, "p_double", False), + b"AspectHeight": (200.0, "p_double", False), + b"PixelAspectRatio": (1.0, "p_double", False), + b"FilmOffsetX": (0.0, "p_number", True), + b"FilmOffsetY": (0.0, "p_number", True), + b"FilmWidth": (0.816, "p_double", False), + b"FilmHeight": (0.612, "p_double", False), + b"FilmAspectRatio": (1.3333333333333333, "p_double", False), + b"FilmSqueezeRatio": (1.0, "p_double", False), + b"FilmFormatIndex": (0, "p_enum", False), # Assuming this is ApertureFormat, 0 = custom. + b"PreScale": (1.0, "p_number", True), + b"FilmTranslateX": (0.0, "p_number", True), + b"FilmTranslateY": (0.0, "p_number", True), + b"FilmRollPivotX": (0.0, "p_number", True), + b"FilmRollPivotY": (0.0, "p_number", True), + b"FilmRollValue": (0.0, "p_number", True), + b"FilmRollOrder": (0, "p_enum", False), # 0 = rotate first (default). + b"ApertureMode": (2, "p_enum", False), # 2 = Vertical. + b"GateFit": (0, "p_enum", False), # 0 = no resolution gate fit. + b"FieldOfView": (25.114999771118164, "p_fov", True), + b"FieldOfViewX": (40.0, "p_fov_x", True), + b"FieldOfViewY": (40.0, "p_fov_y", True), + b"FocalLength": (34.89327621672628, "p_number", True), + b"CameraFormat": (0, "p_enum", False), # Custom camera format. + b"UseFrameColor": (False, "p_bool", False), + b"FrameColor": ((0.3, 0.3, 0.3), "p_color_rgb", False), + b"ShowName": (True, "p_bool", False), + b"ShowInfoOnMoving": (True, "p_bool", False), + b"ShowGrid": (True, "p_bool", False), + b"ShowOpticalCenter": (False, "p_bool", False), + b"ShowAzimut": (True, "p_bool", False), + b"ShowTimeCode": (False, "p_bool", False), + b"ShowAudio": (False, "p_bool", False), + b"AudioColor": ((0.0, 1.0, 0.0), "p_vector_3d", False), # Yep, vector3d, not corlorgb… :cry: + b"NearPlane": (10.0, "p_double", False), + b"FarPlane": (4000.0, "p_double", False), + b"AutoComputeClipPanes": (False, "p_bool", False), + b"ViewCameraToLookAt": (True, "p_bool", False), + b"ViewFrustumNearFarPlane": (False, "p_bool", False), + b"ViewFrustumBackPlaneMode": (2, "p_enum", False), # 2 = show back plane if texture added. + b"BackPlaneDistance": (4000.0, "p_number", True), + b"BackPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera. + b"ViewFrustumFrontPlaneMode": (2, "p_enum", False), # 2 = show front plane if texture added. + b"FrontPlaneDistance": (10.0, "p_number", True), + b"FrontPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera. + b"LockMode": (False, "p_bool", False), + b"LockInterestNavigation": (False, "p_bool", False), # BackPlate... properties **arggggg!** - (b"FitImage", (False, "p_bool", False)), - (b"Crop", (False, "p_bool", False)), - (b"Center", (True, "p_bool", False)), - (b"KeepRatio", (True, "p_bool", False)), + b"FitImage": (False, "p_bool", False), + b"Crop": (False, "p_bool", False), + b"Center": (True, "p_bool", False), + b"KeepRatio": (True, "p_bool", False), # End of BackPlate... - (b"BackgroundAlphaTreshold", (0.5, "p_double", False)), - (b"ShowBackplate", (True, "p_bool", False)), - (b"BackPlaneOffsetX", (0.0, "p_number", True)), - (b"BackPlaneOffsetY", (0.0, "p_number", True)), - (b"BackPlaneRotation", (0.0, "p_number", True)), - (b"BackPlaneScaleX", (1.0, "p_number", True)), - (b"BackPlaneScaleY", (1.0, "p_number", True)), - (b"Background Texture", (None, "p_object", False)), - (b"FrontPlateFitImage", (True, "p_bool", False)), - (b"FrontPlateCrop", (False, "p_bool", False)), - (b"FrontPlateCenter", (True, "p_bool", False)), - (b"FrontPlateKeepRatio", (True, "p_bool", False)), - (b"Foreground Opacity", (1.0, "p_double", False)), - (b"ShowFrontplate", (True, "p_bool", False)), - (b"FrontPlaneOffsetX", (0.0, "p_number", True)), - (b"FrontPlaneOffsetY", (0.0, "p_number", True)), - (b"FrontPlaneRotation", (0.0, "p_number", True)), - (b"FrontPlaneScaleX", (1.0, "p_number", True)), - (b"FrontPlaneScaleY", (1.0, "p_number", True)), - (b"Foreground Texture", (None, "p_object", False)), - (b"DisplaySafeArea", (False, "p_bool", False)), - (b"DisplaySafeAreaOnRender", (False, "p_bool", False)), - (b"SafeAreaDisplayStyle", (1, "p_enum", False)), # 1 = rounded corners. - (b"SafeAreaAspectRatio", (1.3333333333333333, "p_double", False)), - (b"Use2DMagnifierZoom", (False, "p_bool", False)), - (b"2D Magnifier Zoom", (100.0, "p_number", True)), - (b"2D Magnifier X", (50.0, "p_number", True)), - (b"2D Magnifier Y", (50.0, "p_number", True)), - (b"CameraProjectionType", (0, "p_enum", False)), # 0 = perspective, 1 = orthogonal. - (b"OrthoZoom", (1.0, "p_double", False)), - (b"UseRealTimeDOFAndAA", (False, "p_bool", False)), - (b"UseDepthOfField", (False, "p_bool", False)), - (b"FocusSource", (0, "p_enum", False)), # 0 = camera interest, 1 = distance from camera interest. - (b"FocusAngle", (3.5, "p_double", False)), # ??? - (b"FocusDistance", (200.0, "p_double", False)), - (b"UseAntialiasing", (False, "p_bool", False)), - (b"AntialiasingIntensity", (0.77777, "p_double", False)), - (b"AntialiasingMethod", (0, "p_enum", False)), # 0 = oversampling, 1 = hardware. - (b"UseAccumulationBuffer", (False, "p_bool", False)), - (b"FrameSamplingCount", (7, "p_integer", False)), - (b"FrameSamplingType", (1, "p_enum", False)), # 0 = uniform, 1 = stochastic. - )) + b"BackgroundAlphaTreshold": (0.5, "p_double", False), + b"ShowBackplate": (True, "p_bool", False), + b"BackPlaneOffsetX": (0.0, "p_number", True), + b"BackPlaneOffsetY": (0.0, "p_number", True), + b"BackPlaneRotation": (0.0, "p_number", True), + b"BackPlaneScaleX": (1.0, "p_number", True), + b"BackPlaneScaleY": (1.0, "p_number", True), + b"Background Texture": (None, "p_object", False), + b"FrontPlateFitImage": (True, "p_bool", False), + b"FrontPlateCrop": (False, "p_bool", False), + b"FrontPlateCenter": (True, "p_bool", False), + b"FrontPlateKeepRatio": (True, "p_bool", False), + b"Foreground Opacity": (1.0, "p_double", False), + b"ShowFrontplate": (True, "p_bool", False), + b"FrontPlaneOffsetX": (0.0, "p_number", True), + b"FrontPlaneOffsetY": (0.0, "p_number", True), + b"FrontPlaneRotation": (0.0, "p_number", True), + b"FrontPlaneScaleX": (1.0, "p_number", True), + b"FrontPlaneScaleY": (1.0, "p_number", True), + b"Foreground Texture": (None, "p_object", False), + b"DisplaySafeArea": (False, "p_bool", False), + b"DisplaySafeAreaOnRender": (False, "p_bool", False), + b"SafeAreaDisplayStyle": (1, "p_enum", False), # 1 = rounded corners. + b"SafeAreaAspectRatio": (1.3333333333333333, "p_double", False), + b"Use2DMagnifierZoom": (False, "p_bool", False), + b"2D Magnifier Zoom": (100.0, "p_number", True), + b"2D Magnifier X": (50.0, "p_number", True), + b"2D Magnifier Y": (50.0, "p_number", True), + b"CameraProjectionType": (0, "p_enum", False), # 0 = perspective, 1 = orthogonal. + b"OrthoZoom": (1.0, "p_double", False), + b"UseRealTimeDOFAndAA": (False, "p_bool", False), + b"UseDepthOfField": (False, "p_bool", False), + b"FocusSource": (0, "p_enum", False), # 0 = camera interest, 1 = distance from camera interest. + b"FocusAngle": (3.5, "p_double", False), # ??? + b"FocusDistance": (200.0, "p_double", False), + b"UseAntialiasing": (False, "p_bool", False), + b"AntialiasingIntensity": (0.77777, "p_double", False), + b"AntialiasingMethod": (0, "p_enum", False), # 0 = oversampling, 1 = hardware. + b"UseAccumulationBuffer": (False, "p_bool", False), + b"FrameSamplingCount": (7, "p_integer", False), + b"FrameSamplingType": (1, "p_enum", False), # 0 = uniform, 1 = stochastic. + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False]) def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict() + props = {} if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False]) def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict(( - (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)), - (b"BBoxMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"BBoxMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"Primary Visibility", (True, "p_bool", False)), - (b"Casts Shadows", (True, "p_bool", False)), - (b"Receive Shadows", (True, "p_bool", False)), - )) + props = { + b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False), + b"BBoxMin": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"BBoxMax": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"Primary Visibility": (True, "p_bool", False), + b"Casts Shadows": (True, "p_bool", False), + b"Receive Shadows": (True, "p_bool", False), + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False]) @@ -368,37 +367,37 @@ def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0): # WIP... - props = OrderedDict(( - (b"ShadingModel", ("Phong", "p_string", False)), - (b"MultiLayer", (False, "p_bool", False)), + props = { + b"ShadingModel": ("Phong", "p_string", False), + b"MultiLayer": (False, "p_bool", False), # Lambert-specific. - (b"EmissiveColor", ((0.0, 0.0, 0.0), "p_color", True)), - (b"EmissiveFactor", (1.0, "p_number", True)), - (b"AmbientColor", ((0.2, 0.2, 0.2), "p_color", True)), - (b"AmbientFactor", (1.0, "p_number", True)), - (b"DiffuseColor", ((0.8, 0.8, 0.8), "p_color", True)), - (b"DiffuseFactor", (1.0, "p_number", True)), - (b"TransparentColor", ((0.0, 0.0, 0.0), "p_color", True)), - (b"TransparencyFactor", (0.0, "p_number", True)), - (b"Opacity", (1.0, "p_number", True)), - (b"NormalMap", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"Bump", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"BumpFactor", (1.0, "p_double", False)), - (b"DisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)), - (b"DisplacementFactor", (1.0, "p_double", False)), - (b"VectorDisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)), - (b"VectorDisplacementFactor", (1.0, "p_double", False)), + b"EmissiveColor": ((0.0, 0.0, 0.0), "p_color", True), + b"EmissiveFactor": (1.0, "p_number", True), + b"AmbientColor": ((0.2, 0.2, 0.2), "p_color", True), + b"AmbientFactor": (1.0, "p_number", True), + b"DiffuseColor": ((0.8, 0.8, 0.8), "p_color", True), + b"DiffuseFactor": (1.0, "p_number", True), + b"TransparentColor": ((0.0, 0.0, 0.0), "p_color", True), + b"TransparencyFactor": (0.0, "p_number", True), + b"Opacity": (1.0, "p_number", True), + b"NormalMap": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"BumpFactor": (1.0, "p_double", False), + b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False), + b"DisplacementFactor": (1.0, "p_double", False), + b"VectorDisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False), + b"VectorDisplacementFactor": (1.0, "p_double", False), # Phong-specific. - (b"SpecularColor", ((0.2, 0.2, 0.2), "p_color", True)), - (b"SpecularFactor", (1.0, "p_number", True)), + b"SpecularColor": ((0.2, 0.2, 0.2), "p_color", True), + b"SpecularFactor": (1.0, "p_number", True), # Not sure about the name, importer uses this (but ShininessExponent for tex prop name!) # And in fbx exported by sdk, you have one in template, the other in actual material!!! :/ # For now, using both. - (b"Shininess", (20.0, "p_number", True)), - (b"ShininessExponent", (20.0, "p_number", True)), - (b"ReflectionColor", ((0.0, 0.0, 0.0), "p_color", True)), - (b"ReflectionFactor", (1.0, "p_number", True)), - )) + b"Shininess": (20.0, "p_number", True), + b"ShininessExponent": (20.0, "p_number", True), + b"ReflectionColor": ((0.0, 0.0, 0.0), "p_color", True), + b"ReflectionFactor": (1.0, "p_number", True), + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False]) @@ -407,26 +406,26 @@ def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0): # WIP... # XXX Not sure about all names! - props = OrderedDict(( - (b"TextureTypeUse", (0, "p_enum", False)), # Standard. - (b"AlphaSource", (2, "p_enum", False)), # Black (i.e. texture's alpha), XXX name guessed!. - (b"Texture alpha", (1.0, "p_double", False)), - (b"PremultiplyAlpha", (True, "p_bool", False)), - (b"CurrentTextureBlendMode", (1, "p_enum", False)), # Additive... - (b"CurrentMappingType", (0, "p_enum", False)), # UV. - (b"UVSet", ("default", "p_string", False)), # UVMap name. - (b"WrapModeU", (0, "p_enum", False)), # Repeat. - (b"WrapModeV", (0, "p_enum", False)), # Repeat. - (b"UVSwap", (False, "p_bool", False)), - (b"Translation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"Rotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"Scaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)), - (b"TextureRotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)), - (b"TextureScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)), + props = { + b"TextureTypeUse": (0, "p_enum", False), # Standard. + b"AlphaSource": (2, "p_enum", False), # Black (i.e. texture's alpha), XXX name guessed!. + b"Texture alpha": (1.0, "p_double", False), + b"PremultiplyAlpha": (True, "p_bool", False), + b"CurrentTextureBlendMode": (1, "p_enum", False), # Additive... + b"CurrentMappingType": (0, "p_enum", False), # UV. + b"UVSet": ("default", "p_string", False), # UVMap name. + b"WrapModeU": (0, "p_enum", False), # Repeat. + b"WrapModeV": (0, "p_enum", False), # Repeat. + b"UVSwap": (False, "p_bool", False), + b"Translation": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"Rotation": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"Scaling": ((1.0, 1.0, 1.0), "p_vector_3d", False), + b"TextureRotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False), + b"TextureScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False), # Not sure about those two... - (b"UseMaterial", (False, "p_bool", False)), - (b"UseMipMap", (False, "p_bool", False)), - )) + b"UseMaterial": (False, "p_bool", False), + b"UseMipMap": (False, "p_bool", False), + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False]) @@ -434,86 +433,86 @@ def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_u def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0): # WIP... - props = OrderedDict(( + props = { # All pictures. - (b"Width", (0, "p_integer", False)), - (b"Height", (0, "p_integer", False)), - (b"Path", ("", "p_string_url", False)), - (b"AccessMode", (0, "p_enum", False)), # Disk (0=Disk, 1=Mem, 2=DiskAsync). + b"Width": (0, "p_integer", False), + b"Height": (0, "p_integer", False), + b"Path": ("", "p_string_url", False), + b"AccessMode": (0, "p_enum", False), # Disk (0=Disk, 1=Mem, 2=DiskAsync). # All videos. - (b"StartFrame", (0, "p_integer", False)), - (b"StopFrame", (0, "p_integer", False)), - (b"Offset", (0, "p_timestamp", False)), - (b"PlaySpeed", (0.0, "p_double", False)), - (b"FreeRunning", (False, "p_bool", False)), - (b"Loop", (False, "p_bool", False)), - (b"InterlaceMode", (0, "p_enum", False)), # None, i.e. progressive. + b"StartFrame": (0, "p_integer", False), + b"StopFrame": (0, "p_integer", False), + b"Offset": (0, "p_timestamp", False), + b"PlaySpeed": (0.0, "p_double", False), + b"FreeRunning": (False, "p_bool", False), + b"Loop": (False, "p_bool", False), + b"InterlaceMode": (0, "p_enum", False), # None, i.e. progressive. # Image sequences. - (b"ImageSequence", (False, "p_bool", False)), - (b"ImageSequenceOffset", (0, "p_integer", False)), - (b"FrameRate", (0.0, "p_double", False)), - (b"LastFrame", (0, "p_integer", False)), - )) + b"ImageSequence": (False, "p_bool", False), + b"ImageSequenceOffset": (0, "p_integer", False), + b"FrameRate": (0.0, "p_double", False), + b"LastFrame": (0, "p_integer", False), + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False]) def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict() + props = {} if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"Pose", b"", props, nbr_users, [False]) def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict() + props = {} if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"Deformer", b"", props, nbr_users, [False]) def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict(( - (b"Description", ("", "p_string", False)), - (b"LocalStart", (0, "p_timestamp", False)), - (b"LocalStop", (0, "p_timestamp", False)), - (b"ReferenceStart", (0, "p_timestamp", False)), - (b"ReferenceStop", (0, "p_timestamp", False)), - )) + props = { + b"Description": ("", "p_string", False), + b"LocalStart": (0, "p_timestamp", False), + b"LocalStop": (0, "p_timestamp", False), + b"ReferenceStart": (0, "p_timestamp", False), + b"ReferenceStop": (0, "p_timestamp", False), + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False]) def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict(( - (b"Weight", (100.0, "p_number", True)), - (b"Mute", (False, "p_bool", False)), - (b"Solo", (False, "p_bool", False)), - (b"Lock", (False, "p_bool", False)), - (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)), - (b"BlendMode", (0, "p_enum", False)), - (b"RotationAccumulationMode", (0, "p_enum", False)), - (b"ScaleAccumulationMode", (0, "p_enum", False)), - (b"BlendModeBypass", (0, "p_ulonglong", False)), - )) + props = { + b"Weight": (100.0, "p_number", True), + b"Mute": (False, "p_bool", False), + b"Solo": (False, "p_bool", False), + b"Lock": (False, "p_bool", False), + b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False), + b"BlendMode": (0, "p_enum", False), + b"RotationAccumulationMode": (0, "p_enum", False), + b"ScaleAccumulationMode": (0, "p_enum", False), + b"BlendModeBypass": (0, "p_ulonglong", False), + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False]) def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict(( - (FBX_ANIM_PROPSGROUP_NAME.encode(), (None, "p_compound", False)), - )) + props = { + FBX_ANIM_PROPSGROUP_NAME.encode(): (None, "p_compound", False), + } if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False]) def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0): - props = OrderedDict() + props = {} if override_defaults is not None: props.update(override_defaults) return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False]) @@ -1463,7 +1462,7 @@ def fbx_data_armature_elements(root, arm_obj, scene_data): bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups} valid_idxs = set(bo_vg_idx.values()) - vgroups = {vg.index: OrderedDict() for vg in ob.vertex_groups} + vgroups = {vg.index: {} for vg in ob.vertex_groups} verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs), key=lambda e: e[1], reverse=True) for v in me.vertices) @@ -1756,7 +1755,7 @@ def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes, data_empties[arm_obj] = get_blender_empty_key(arm_obj.bdata) arm_data = arm_obj.bdata.data - bones = OrderedDict() + bones = {} for bo in arm_obj.bones: if settings.use_armature_deform_only: if bo.bdata.use_deform: @@ -1770,7 +1769,7 @@ def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes, else: bones[bo] = True - bones = OrderedDict((bo, None) for bo, use in bones.items() if use) + bones = {bo: None for bo, use in bones.items() if use} if not bones: return @@ -1798,8 +1797,8 @@ def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes, # Note: bindpose have no relations at all (no connections), so no need for any preprocess for them. # Create skin & clusters relations (note skins are connected to geometry, *not* model!). _key, me, _free = data_meshes[ob_obj] - clusters = OrderedDict((bo, get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata)) for bo in bones) - data_deformers_skin.setdefault(arm_obj, OrderedDict())[me] = (get_blender_armature_skin_key(arm_obj.bdata, me), + clusters = {bo: get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata) for bo in bones} + data_deformers_skin.setdefault(arm_obj, {})[me] = (get_blender_armature_skin_key(arm_obj.bdata, me), ob_obj, clusters) # We don't want a regular parent relationship for those in FBX... @@ -1867,7 +1866,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No objects = scene_data.objects back_currframe = scene.frame_current - animdata_ob = OrderedDict() + animdata_ob = {} p_rots = {} for ob_obj in objects: @@ -1883,8 +1882,8 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No p_rots[ob_obj] = rot force_key = (simplify_fac == 0.0) + animdata_shapes = {} - animdata_shapes = OrderedDict() for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items(): # Ignore absolute shape keys for now! if not me.shape_keys.use_relative: @@ -1895,7 +1894,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No acnode.add_group(me_key, shape.name, shape.name, (shape.name,)) animdata_shapes[channel_key] = (acnode, me, shape) - animdata_cameras = OrderedDict() + animdata_cameras = {} for cam_obj, cam_key in scene_data.data_cameras.items(): cam = cam_obj.bdata.data acnode = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCAL', force_key, force_sek, (cam.lens,)) @@ -1924,7 +1923,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No scene.frame_set(back_currframe, subframe=0.0) - animations = OrderedDict() + animations = {} # And now, produce final data (usable by FBX export code) # Objects-like loc/rot/scale... @@ -1934,34 +1933,28 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No if not anim: continue for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep): - anim_data = animations.get(obj_key) - if anim_data is None: - anim_data = animations[obj_key] = ("dummy_unused_key", OrderedDict()) + anim_data = animations.setdefault(obj_key, ("dummy_unused_key", {})) anim_data[1][fbx_group] = (group_key, group, fbx_gname) # And meshes' shape keys. for channel_key, (anim_shape, me, shape) in animdata_shapes.items(): - final_keys = OrderedDict() + final_keys = {} anim_shape.simplify(simplify_fac, bake_step, force_keep) if not anim_shape: continue for elem_key, group_key, group, fbx_group, fbx_gname in anim_shape.get_final_data(scene, ref_id, force_keep): - anim_data = animations.get(elem_key) - if anim_data is None: - anim_data = animations[elem_key] = ("dummy_unused_key", OrderedDict()) - anim_data[1][fbx_group] = (group_key, group, fbx_gname) + anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {})) + anim_data[1][fbx_group] = (group_key, group, fbx_gname) # And cameras' lens keys. for cam_key, (anim_camera, camera) in animdata_cameras.items(): - final_keys = OrderedDict() + final_keys = {} anim_camera.simplify(simplify_fac, bake_step, force_keep) if not anim_camera: continue for elem_key, group_key, group, fbx_group, fbx_gname in anim_camera.get_final_data(scene, ref_id, force_keep): - anim_data = animations.get(elem_key) - if anim_data is None: - anim_data = animations[elem_key] = ("dummy_unused_key", OrderedDict()) - anim_data[1][fbx_group] = (group_key, group, fbx_gname) + anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {})) + anim_data[1][fbx_group] = (group_key, group, fbx_gname) astack_key = get_blender_anim_stack_key(scene, ref_id) alayer_key = get_blender_anim_layer_key(scene, ref_id) @@ -2141,7 +2134,7 @@ def fbx_data_from_scene(scene, depsgraph, settings): # This is rather simple for now, maybe we could end generating templates with most-used values # instead of default ones? - objects = OrderedDict() # Because we do not have any ordered set... + objects = {} # Because we do not have any ordered set... for ob in settings.context_objects: if ob.type not in objtypes: continue @@ -2155,18 +2148,18 @@ def fbx_data_from_scene(scene, depsgraph, settings): perfmon.step("FBX export prepare: Wrapping Data (lamps, cameras, empties)...") - data_lights = OrderedDict((ob_obj.bdata.data, get_blenderID_key(ob_obj.bdata.data)) - for ob_obj in objects if ob_obj.type == 'LIGHT') + data_lights = {ob_obj.bdata.data: get_blenderID_key(ob_obj.bdata.data) + for ob_obj in objects if ob_obj.type == 'LIGHT'} # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)... - data_cameras = OrderedDict((ob_obj, get_blenderID_key(ob_obj.bdata.data)) - for ob_obj in objects if ob_obj.type == 'CAMERA') + data_cameras = {ob_obj: get_blenderID_key(ob_obj.bdata.data) + for ob_obj in objects if ob_obj.type == 'CAMERA'} # Yep! Contains nothing, but needed! - data_empties = OrderedDict((ob_obj, get_blender_empty_key(ob_obj.bdata)) - for ob_obj in objects if ob_obj.type == 'EMPTY') + data_empties = {ob_obj: get_blender_empty_key(ob_obj.bdata) + for ob_obj in objects if ob_obj.type == 'EMPTY'} perfmon.step("FBX export prepare: Wrapping Meshes...") - data_meshes = OrderedDict() + data_meshes = {} for ob_obj in objects: if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE: continue @@ -2214,7 +2207,7 @@ def fbx_data_from_scene(scene, depsgraph, settings): perfmon.step("FBX export prepare: Wrapping ShapeKeys...") # ShapeKeys. - data_deformers_shape = OrderedDict() + data_deformers_shape = {} geom_mat_co = settings.global_matrix if settings.bake_space_transform else None for me_key, me, _free in data_meshes.values(): if not (me.shape_keys and len(me.shape_keys.key_blocks) > 1): # We do not want basis-only relative skeys... @@ -2252,13 +2245,13 @@ def fbx_data_from_scene(scene, depsgraph, settings): continue channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape) data = (channel_key, geom_key, shape_verts_co, shape_verts_idx) - data_deformers_shape.setdefault(me, (me_key, shapes_key, OrderedDict()))[2][shape] = data + data_deformers_shape.setdefault(me, (me_key, shapes_key, {}))[2][shape] = data perfmon.step("FBX export prepare: Wrapping Armatures...") # Armatures! - data_deformers_skin = OrderedDict() - data_bones = OrderedDict() + data_deformers_skin = {} + data_bones = {} arm_parents = set() for ob_obj in tuple(objects): if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}): @@ -2275,9 +2268,9 @@ def fbx_data_from_scene(scene, depsgraph, settings): # Some world settings are embedded in FBX materials... if scene.world: - data_world = OrderedDict(((scene.world, get_blenderID_key(scene.world)),)) + data_world = {scene.world: get_blenderID_key(scene.world)} else: - data_world = OrderedDict() + data_world = {} perfmon.step("FBX export prepare: Wrapping Materials...") @@ -2285,7 +2278,7 @@ def fbx_data_from_scene(scene, depsgraph, settings): # (we can then have the same mesh used with different materials...). # *Should* work, as FBX always links its materials to Models (i.e. objects). # XXX However, material indices would probably break... - data_materials = OrderedDict() + data_materials = {} for ob_obj in objects: # If obj is not a valid object for materials, wrapper will just return an empty tuple... for ma_s in ob_obj.material_slots: @@ -2295,19 +2288,16 @@ def fbx_data_from_scene(scene, depsgraph, settings): # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc. # However, I doubt anything else than Lambert/Phong is really portable! # Note we want to keep a 'dummy' empty material even when we can't really support it, see T41396. - ma_data = data_materials.get(ma) - if ma_data is not None: - ma_data[1].append(ob_obj) - else: - data_materials[ma] = (get_blenderID_key(ma), [ob_obj]) + ma_data = data_materials.setdefault(ma, (get_blenderID_key(ma), [])) + ma_data[1].append(ob_obj) perfmon.step("FBX export prepare: Wrapping Textures...") # Note FBX textures also hold their mapping info. # TODO: Support layers? - data_textures = OrderedDict() + data_textures = {} # FbxVideo also used to store static images... - data_videos = OrderedDict() + data_videos = {} # For now, do not use world textures, don't think they can be linked to anything FBX wise... for ma in data_materials.keys(): # Note: with nodal shaders, we'll could be generating much more textures, but that's kind of unavoidable, @@ -2321,11 +2311,8 @@ def fbx_data_from_scene(scene, depsgraph, settings): data_textures[blender_tex_key] = (get_blender_nodetexture_key(*blender_tex_key), fbx_name) img = tex.image - vid_data = data_videos.get(img) - if vid_data is not None: - vid_data[1].append(blender_tex_key) - else: - data_videos[img] = (get_blenderID_key(img), [blender_tex_key]) + vid_data = data_videos.setdefault(img, (get_blenderID_key(img), [])) + vid_data[1].append(blender_tex_key) perfmon.step("FBX export prepare: Wrapping Animations...") @@ -2350,7 +2337,7 @@ def fbx_data_from_scene(scene, depsgraph, settings): perfmon.step("FBX export prepare: Generating templates...") - templates = OrderedDict() + templates = {} templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1) if data_empties: @@ -2497,7 +2484,7 @@ def fbx_data_from_scene(scene, depsgraph, settings): connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None)) # Materials - mesh_material_indices = OrderedDict() + mesh_material_indices = {} _objs_indices = {} for ma, (ma_key, ob_objs) in data_materials.items(): for ob_obj in ob_objs: @@ -2511,7 +2498,7 @@ def fbx_data_from_scene(scene, depsgraph, settings): continue _mesh_key, me, _free = data_meshes[ob_obj] idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1 - mesh_material_indices.setdefault(me, OrderedDict())[ma] = idx + mesh_material_indices.setdefault(me, {})[ma] = idx del _objs_indices # Textures diff --git a/io_scene_fbx/fbx_utils.py b/io_scene_fbx/fbx_utils.py index 75f6c499..c8e14ac4 100644 --- a/io_scene_fbx/fbx_utils.py +++ b/io_scene_fbx/fbx_utils.py @@ -24,7 +24,7 @@ import math import time -from collections import namedtuple, OrderedDict +from collections import namedtuple from collections.abc import Iterable from itertools import zip_longest, chain @@ -618,12 +618,12 @@ def elem_props_template_init(templates, template_type): """ Init a writing template of given type, for *one* element's properties. """ - ret = OrderedDict() + ret = {} tmpl = templates.get(template_type) if tmpl is not None: written = tmpl.written[0] props = tmpl.properties - ret = OrderedDict((name, [val, ptype, anim, written]) for name, (val, ptype, anim) in props.items()) + ret = {name: [val, ptype, anim, written] for name, (val, ptype, anim) in props.items()} return ret @@ -675,14 +675,11 @@ def fbx_templates_generate(root, fbx_templates): # for Lights, Cameras, LibNodes, etc.). ref_templates = {(tmpl.type_name, tmpl.prop_type_name): tmpl for tmpl in fbx_templates.values()} - templates = OrderedDict() + templates = {} for type_name, prop_type_name, properties, nbr_users, _written in fbx_templates.values(): - tmpl = templates.get(type_name) - if tmpl is None: - templates[type_name] = [OrderedDict(((prop_type_name, (properties, nbr_users)),)), nbr_users] - else: - tmpl[0][prop_type_name] = (properties, nbr_users) - tmpl[1] += nbr_users + tmpl = templates.setdefault(type_name, [{}, 0]) + tmpl[0][prop_type_name] = (properties, nbr_users) + tmpl[1] += nbr_users for type_name, (subprops, nbr_users) in templates.items(): template = elem_data_single_string(root, b"ObjectType", type_name) @@ -848,7 +845,7 @@ class AnimationCurveNodeWrapper: for elem_key, fbx_group, fbx_gname, fbx_props in \ zip(self.elem_keys, self.fbx_group, self.fbx_gname, self.fbx_props): group_key = get_blender_anim_curve_node_key(scene, ref_id, elem_key, fbx_group) - group = OrderedDict() + group = {} for c, def_val, fbx_item in zip(curves, self.default_values, fbx_props): fbx_item = FBX_ANIM_PROPSGROUP_NAME + "|" + fbx_item curve_key = get_blender_anim_curve_key(scene, ref_id, elem_key, fbx_group, fbx_item) |