FBX Export, small changes made while looking into reported bug. (no functional changes)

- Warn for armature deformed meshes which are scaled, these don't work quite the same as in blender, reported as [#24663].
- Use matrix.decompose() to convert a matrix to loc/rot/scale.
- get vert/edge/face lists for each mesh only once.
- faster euler rad -> deg conversion function.
This commit is contained in:
Campbell Barton 2010-11-16 04:32:35 +00:00
parent efcf1ac357
commit f48f8d3bbc

@ -63,15 +63,9 @@ def copy_images(dest_dir, textures):
# I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX.
def eulerRadToDeg(eul):
ret = Euler()
ret.x = 180 / math.pi * eul[0]
ret.y = 180 / math.pi * eul[1]
ret.z = 180 / math.pi * eul[2]
return ret
# 180 / math.pi == 57.295779513
def tuple_rad_to_deg(eul):
return eul[0] * 57.295779513, eul[1] * 57.295779513, eul[2] * 57.295779513
# def strip_path(p):
# return p.split('\\')[-1].split('/')[-1]
@ -609,12 +603,12 @@ def save(operator, context, filepath="",
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = par_matrix.copy().invert() * matrix
matrix_rot = matrix.rotation_part()
loc = tuple(matrix.translation_part())
scale = tuple(matrix.scale_part())
rot = tuple(matrix_rot.to_euler())
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
loc = tuple(loc)
rot = tuple(rot.to_euler()) # quat -> euler
scale = tuple(scale)
else:
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
#if ob and not matrix: matrix = ob.matrix_world * GLOBAL_MATRIX
@ -625,20 +619,20 @@ def save(operator, context, filepath="",
# matrix = matrix_scale * matrix
if matrix:
loc = tuple(matrix.translation_part())
scale = tuple(matrix.scale_part())
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
matrix_rot = matrix.rotation_part()
# Lamps need to be rotated
if ob and ob.type =='LAMP':
matrix_rot = matrix_rot * mtx_x90
rot = tuple(matrix_rot.to_euler())
elif ob and ob.type =='CAMERA':
y = Vector((0.0, 1.0, 0.0)) * matrix_rot
matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot
rot = tuple(matrix_rot.to_euler())
else:
rot = tuple(matrix_rot.to_euler())
# else do nothing.
loc = tuple(loc)
rot = tuple(matrix_rot.to_euler())
scale = tuple(scale)
else:
if not loc:
loc = 0,0,0
@ -656,7 +650,7 @@ def save(operator, context, filepath="",
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple(eulerRadToDeg(rot)))
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple_rad_to_deg(rot))
# file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
return loc, rot, scale, matrix, matrix_rot
@ -1413,18 +1407,18 @@ def save(operator, context, filepath="",
me = my_mesh.blenData
# if there are non NULL materials on this mesh
if my_mesh.blenMaterials: do_materials = True
else: do_materials = False
if my_mesh.blenTextures: do_textures = True
else: do_textures = False
do_materials = bool(my_mesh.blenMaterials)
do_textures = bool(my_mesh.blenTextures)
do_uvs = bool(me.uv_textures)
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
file.write('\n\t\tVersion: 232') # newline is added in write_object_props
# convert into lists once.
me_vertices = me.vertices[:]
me_edges = me.edges[:]
me_faces = me.faces[:]
poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
pose_items.append((my_mesh.fbxName, poseMatrix))
@ -1439,7 +1433,7 @@ def save(operator, context, filepath="",
file.write('\n\t\tVertices: ')
i=-1
for v in me.vertices:
for v in me_vertices:
if i==-1:
file.write('%.6f,%.6f,%.6f' % tuple(v.co)); i=0
else:
@ -1450,7 +1444,7 @@ def save(operator, context, filepath="",
file.write('\n\t\tPolygonVertexIndex: ')
i=-1
for f in me.faces:
for f in me_faces:
fi = f.vertices[:]
# last index XORd w. -1 indicates end of face
@ -1470,7 +1464,7 @@ def save(operator, context, filepath="",
i+=1
# write loose edges as faces.
for ed in me.edges:
for ed in me_edges:
if ed.is_loose:
ed_val = ed.vertices[:]
ed_val = ed_val[0], ed_val[-1] ^ -1
@ -1488,7 +1482,7 @@ def save(operator, context, filepath="",
file.write('\n\t\tEdges: ')
i=-1
for ed in me.edges:
for ed in me_edges:
if i==-1:
file.write('%i,%i' % (ed.vertices[0], ed.vertices[1]))
i=0
@ -1510,7 +1504,7 @@ def save(operator, context, filepath="",
Normals: ''')
i=-1
for v in me.vertices:
for v in me_vertices:
if i==-1:
file.write('%.15f,%.15f,%.15f' % tuple(v.normal)); i=0
else:
@ -1530,7 +1524,7 @@ def save(operator, context, filepath="",
Smoothing: ''')
i=-1
for f in me.faces:
for f in me_faces:
if i==-1:
file.write('%i' % f.use_smooth); i=0
else:
@ -1551,7 +1545,7 @@ def save(operator, context, filepath="",
Smoothing: ''')
i=-1
for ed in me.edges:
for ed in me_edges:
if i==-1:
file.write('%i' % (ed.use_edge_sharp)); i=0
else:
@ -1589,7 +1583,7 @@ def save(operator, context, filepath="",
i = -1
ii = 0 # Count how many Colors we write
for f, cf in zip(me.faces, collayer.data):
for f, cf in zip(me_faces, collayer.data):
colors = [cf.color1, cf.color2, cf.color3, cf.color4]
# determine number of verts
@ -1756,11 +1750,11 @@ def save(operator, context, filepath="",
if me.uv_textures.active:
uv_faces = me.uv_textures.active.data
else:
uv_faces = [None] * len(me.faces)
uv_faces = [None] * len(me_faces)
i=-1
for f, uf in zip(me.faces, uv_faces):
# for f in me.faces:
for f, uf in zip(me_faces, uv_faces):
# for f in me_faces:
try: mat = mats[f.material_index]
except:mat = None
@ -2028,6 +2022,10 @@ def save(operator, context, filepath="",
if armob and armob not in ob_arms:
ob_arms.append(armob)
# Warning for scaled, mesh objects with armatures
if abs(ob.scale[0] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05:
operator.report('WARNING', "Object '%s' has a scale of (%.3f, %.3f, %.3f), Armature deformation will not work as expected!, Apply Scale to fix." % ((ob.name,) + tuple(ob.scale)))
else:
blenParentBoneName = armob = None
@ -2708,7 +2706,7 @@ Takes: {''')
for mtx in context_bone_anim_mats:
if prev_eul: prev_eul = mtx[1].to_euler('XYZ', prev_eul)
else: prev_eul = mtx[1].to_euler()
context_bone_anim_vecs.append(eulerRadToDeg(prev_eul))
context_bone_anim_vecs.append(tuple_rad_to_deg(prev_eul))
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation