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authorYann Granjon <[email protected]>2013-06-05 16:13:15 +0200
committerYann Granjon <[email protected]>2013-06-05 16:13:15 +0200
commit1ef133c52d12daf3fdad1d979e5a71cb39fa0d2e (patch)
tree31e2cd5c6b0497f58762a63e3536dab76654324a /3D/fbx/fbx2JSON.py
downloadChess3D-1ef133c52d12daf3fdad1d979e5a71cb39fa0d2e.tar.xz
Chess3D-1ef133c52d12daf3fdad1d979e5a71cb39fa0d2e.zip
Initial Commit
Diffstat (limited to '3D/fbx/fbx2JSON.py')
-rw-r--r--3D/fbx/fbx2JSON.py1883
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diff --git a/3D/fbx/fbx2JSON.py b/3D/fbx/fbx2JSON.py
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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)