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FbxParser.py
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1630 lines (1518 loc) · 59.7 KB
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#!/usr/bin/python2.7
# coding: utf-8
'''
FBX:
Fbx文件名、路径名以及3D场景中所有物体建议不要使用中文名称。
文件格式参考Samples
解析参数说明:
-normal 解析法线,默认不解析
-uv0 解析UV0,默认不解析
-uv1 解析UV1,默认不解析
-anim 解析动画,默认不解析
-world 使用全局坐标,默认使用局部坐标
-path 指定Fbx文件路径,默认则扫描当前目录
-quat 使用四元数骨骼,默认则使用3列四行矩阵
-max_quat 设置四元数最大骨骼,默认上限为56,超过则拆分模型
-max_m34 设置矩阵最大骨骼,默认上限为36,超过则拆分模型
'''
from FbxCommon import *
from platform import system
import argparse
import json
import logging
import os
import re
import struct
import sys
import zlib
# object
class LObject(object):
"""docstring for LObject"""
def __init__(self):
pass # end func
pass # end class
# 文件类型
MESH_TYPE = ".mesh"
ANIM_TYPE = ".anim"
CAMERA_TYPE = ".camera"
SCENE_TYPE = ".scene"
# 翻转
AXIS_FLIP_L = FbxAMatrix(FbxVector4(0, 0, 0), FbxVector4(-180, 0, 0), FbxVector4(1, -1, 1))
# 最大权重数量
MAX_WEIGHT_NUM = 4
# 最大顶点数
MAX_VERTEX_NUM = 65535
# 配置文件
config = LObject()
# 解析命令行参数
def parseArgument():
parser = argparse.ArgumentParser()
# 解析法线
parser.add_argument("-normal", help = "parse normal", action = "store_true", default = False)
# 解析切线
parser.add_argument("-tangent", help = "parse tangent", action = "store_true", default = False)
# 解析UV0
parser.add_argument("-uv0", help = "parse uv0", action = "store_true", default = False)
# 解析UV1
parser.add_argument("-uv1", help = "parse uv1", action = "store_true", default = False)
# 解析动画
parser.add_argument("-anim", help = "parse animation", action = "store_true", default = False)
# 使用geometry坐标
parser.add_argument("-geometry", help = "geometry transform", action = "store_true", default = False)
# 使用全局坐标
parser.add_argument("-world", help = "world Transofrm", action = "store_true", default = False)
# 指定Fbx文件路径
parser.add_argument("-path", help = "fbx file path ", action = "store", default = "")
# 使用四元数方式
parser.add_argument("-quat", help = "quat with anima", action = "store_true", default = False)
# 使用四元数时,最大骨骼数
parser.add_argument("-max_quat",help = "bone num with quat", action = "store", default = 56)
# 使用矩阵时,最大骨骼数
parser.add_argument("-max_m34", help = "bone num with m34", action = "store", default = 36)
# 挂节点
parser.add_argument("-mount", help = "mount bone, split by ','", action = "store", default = "Bone001")
# 压缩方式
parser.add_argument("-lzma", help = "compress by lzma", action = "store_true", default = False)
option = parser.parse_args()
option.mount = option.mount.split(",")
option.max_quat = int(option.max_quat)
option.max_m34 = int(option.max_m34)
logging.info(("parse arguments...", option))
return option
pass
# 扫描Fbx文件
def scanFbxFiles(args):
# 拼接fbx文件
fbxList = []
if os.path.isfile(args):
fbxList.append(args)
pass
else:
logging.info("scane current directory:%s" % os.getcwd())
for parentDir, _, fileNames in os.walk(os.getcwd()):
for fileName in fileNames:
if fileName.endswith('FBX') or fileName.endswith('fbx'):
filePath = os.path.join(parentDir, fileName)
fbxList.append(str(filePath))
pass
pass
pass
# 打印
for item in fbxList:
logging.info("find fbx file: %s" % item)
pass
return fbxList
pass # end func
# Matrix3D矩阵,通过FbxAMatrix初始化
# 使用主列矩阵,矩阵是反着的。
class Matrix3D(object):
"""docstring for Matrix3D"""
def __init__(self, mt):
super(Matrix3D, self).__init__()
self.rawData = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
for i in range(4):
row = mt.GetRow(i)
self.rawData[i * 4 + 0] = row[0]
self.rawData[i * 4 + 1] = row[1]
self.rawData[i * 4 + 2] = row[2]
self.rawData[i * 4 + 3] = row[3]
pass
pass
# 获取一列
def getRaw(self, raw):
vec = [0, 0, 0, 0]
vec[0] = self.rawData[raw + 0];
vec[1] = self.rawData[raw + 4];
vec[2] = self.rawData[raw + 8];
vec[3] = self.rawData[raw + 12];
return vec
pass
# 获取一行
def getColumn(self, column):
vec = [0, 0, 0, 0]
vec[0] = self.rawData[column * 4 + 0]
vec[1] = self.rawData[column * 4 + 1]
vec[2] = self.rawData[column * 4 + 2]
vec[3] = self.rawData[column * 4 + 3]
return vec
pass # end func
# deltaTransform
def deltaTransformVector(self, vec):
right = [self.rawData[0], self.rawData[4], self.rawData[8]]
up = [self.rawData[1], self.rawData[5], self.rawData[9]]
ddir = [self.rawData[2], self.rawData[6], self.rawData[10]]
out = [0, 0, 0]
out[0] = vec[0] * right[0] + vec[1] * right[1] + vec[2] * right[2]
out[1] = vec[0] * up[0] + vec[1] * up[1] + vec[2] * up[2]
out[2] = vec[0] * ddir[0] + vec[1] * ddir[1] + vec[2] * ddir[2]
return out
pass
# transform
def transformVector(self, vec):
right = [self.rawData[0], self.rawData[4], self.rawData[8]]
up = [self.rawData[1], self.rawData[5], self.rawData[9]]
ddir = [self.rawData[2], self.rawData[6], self.rawData[10]]
out = [self.rawData[12], self.rawData[13], self.rawData[14]]
out[0] = out[0] + vec[0] * right[0] + vec[1] * right[1] + vec[2] * right[2]
out[1] = out[1] + vec[0] * up[0] + vec[1] * up[1] + vec[2] * up[2]
out[2] = out[2] + vec[0] * ddir[0] + vec[1] * ddir[1] + vec[2] * ddir[2]
return out
pass
# 获取GeometryTransform
def GetGeometryTransform(node):
t = node.GetGeometricTranslation(FbxNode.eSourcePivot)
r = node.GetGeometricRotation(FbxNode.eSourcePivot)
s = node.GetGeometricScaling(FbxNode.eSourcePivot)
return FbxAMatrix(t, r, s)
pass # end func
# 生成FbxAMatrix数据
def getMatrix3DBytes(fbxAMatrix):
matrix = Matrix3D(fbxAMatrix)
data = b''
# 丢弃最后一列数据
for i in range(3):
raw = matrix.getRaw(i)
for j in range(len(raw)):
data += struct.pack('<f', raw[j])
pass
pass
return data
pass # end func
# 生成Quat数据
def getQuatBytesFromAMatrix(fbxAMatrix):
data = b''
t = fbxAMatrix.GetT()
q = fbxAMatrix.GetQ()
data += struct.pack('<ffff', t[0], t[1], t[2], 0)
data += struct.pack('<ffff', q[0], q[1], q[2], q[3])
return data
pass # end func
# 打印矩阵
def printFBXAMatrix(sstr, transform):
logging.info("%s TX:%f\tTY:%f\tTZ:%f" % (sstr, transform.GetT()[0], transform.GetT()[1], transform.GetT()[2]))
logging.info("%s RX:%f\tRY:%f\tRZ:%f" % (sstr, transform.GetR()[0], transform.GetR()[1], transform.GetR()[2]))
logging.info("%s SX:%f\tSY:%f\tSZ:%f" % (sstr, transform.GetS()[0], transform.GetS()[1], transform.GetS()[2]))
logging.info("%s RawData:%s" % (sstr, str(Matrix3D(transform).rawData)))
pass # end func
# 解析FBX文件目录
def parseFilepath(fbxfile):
filepath = re.compile("[\\\/]").split(fbxfile)[0:-1]
filepath.append("")
if sys.platform == 'win32':
filepath = "\\".join(filepath)
pass
else:
filepath = '/'.join(filepath)
pass
return filepath
pass # end func
# 相机
class Camera3D(object):
"""docstring for Camera3D"""
def __init__(self):
super(Camera3D, self).__init__()
self.fbxCamera = None # 相机
self.name = None # 相机名称
self.scene = None # scene
self.sdkManager = None # sdkMangaer
self.fbxFilePath = None # filepath
self.near = 0 # near
self.far = 3000 # far
self.fieldOfView = 1 # fieldofview
self.aspectWidth = 0
self.aspectHeight = 0
self.anim = [] # 动画
self.fileName = None # 相机文件路径
self.bytes = None # 相机数据
pass # end func
# 解析相机属性
def parseCameraProperties(self):
self.aspectWidth = self.fbxCamera.AspectWidth.Get()
self.aspectHeight= self.fbxCamera.AspectHeight.Get()
self.near = self.fbxCamera.NearPlane.Get()
self.far = self.fbxCamera.FarPlane.Get()
self.fieldOfView = self.fbxCamera.FieldOfView.Get()
logging.info("\tAspect Width: %f" % self.aspectWidth)
logging.info("\tAspect Height:%f" % self.aspectHeight)
logging.info("\tNear :%f" % self.near)
logging.info("\tFar :%f" % self.far)
logging.info("\tFieldOfView :%f" % self.fieldOfView)
pass # end func
# 解析相机动画
def parseCameraAnim(self):
# 获取stack
stack = self.scene.GetSrcObject(FbxAnimStack.ClassId, 0)
if not stack:
return
pass
self.scene.SetCurrentAnimationStack(stack)
# 获取时间
timeSpan = stack.GetLocalTimeSpan()
time = timeSpan.GetStart()
# frameTime
frameTime = FbxTime()
frameTime.SetTime(0, 0, 0, 1, 0, self.scene.GetGlobalSettings().GetTimeMode())
# 解析每一帧动画
while time <= timeSpan.GetStop():
animMt = AXIS_FLIP_L * self.fbxCamera.GetNode().EvaluateGlobalTransform(time) * self.invAxisTransform
matrix = Matrix3D(animMt)
clip = []
# 丢弃最后一列数据
for i in range(3):
raw = matrix.getRaw(i)
for j in range(len(raw)):
clip.append(raw[j])
pass
pass # end for
self.anim.append(clip)
time += frameTime
pass
pass # end func
# 生成相机数据
def generateBytes(self):
# 生成Mesh对应的文件名称
tokens = re.compile("[\\\/]").split(self.fbxFilePath)
fbxName = tokens[-1]
fbxName = fbxName.split(".")[0:-1]
fbxName = ".".join(fbxName)
fbxDir = parseFilepath(self.fbxFilePath)
self.fileName = fbxDir + fbxName + "_" + self.name + CAMERA_TYPE
# 数据
self.bytes = b''
size = len(str(self.name))
self.bytes += struct.pack('<i', size) # 名称长度
self.bytes += str(self.name) # 名称
self.bytes += struct.pack('<f', self.aspectWidth) # 宽度
self.bytes += struct.pack('<f', self.aspectHeight) # 高度
self.bytes += struct.pack('<f', self.near) # near
self.bytes += struct.pack('<f', self.far) # far
self.bytes += struct.pack('<f', self.fieldOfView) # fieldOfView
# 保存相机当前位置
animMt = AXIS_FLIP_L * self.fbxCamera.GetNode().EvaluateGlobalTransform() * self.invAxisTransform
matrix = Matrix3D(animMt)
# 丢弃最后一列数据
for i in range(3):
raw = matrix.getRaw(i)
for j in range(len(raw)):
self.bytes += struct.pack('<f', raw[j])
pass
pass
# 保存相机动画
size = len(self.anim)
self.bytes += struct.pack('<i', size) # 动画长度
# 写动画数据
for i in range(size):
clip = self.anim[i]
for j in range(len(clip)):
self.bytes += struct.pack('<f', clip[j])
pass
pass # end func
# 压缩数据
self.bytes = zlib.compress(self.bytes, 9)
pass # end func
# 通过FBXCamera初始化相机
def initWithFbxCamera(self, fbxCamera, sdkManager, scene, filepath):
logging.info("parse camera...")
self.fbxCamera = fbxCamera
self.sdkManager = sdkManager
self.scene = scene
self.fbxFilePath = filepath
# axis
self.axisTransform = AXIS_FLIP_L
self.invAxisTransform = FbxAMatrix(self.axisTransform)
self.invAxisTransform.Inverse()
# 相机名称
self.name = str(fbxCamera.GetNode().GetName())
logging.info("\t%s" % self.name)
# 解析相机属性
self.parseCameraProperties()
# 解析相机动画
if config.anim:
self.parseCameraAnim()
pass
# 生成数据
self.generateBytes()
# 写相机文件
open(self.fileName, 'w+b').write(self.bytes)
pass # end func
pass # end class
# 骨骼节点
class SkeletonJoint(object):
def __init__(self):
super(SkeletonJoint, self).__init__()
self.node = None # 骨骼Node
self.name = None # 骨骼名称
self.index = -1 # 骨骼索引
self.parentIndex = -1 # 父级骨骼索引
self.cluster = None # 骨骼
self.linkTransform = None # link Transform
pass # end func
# 通过cluster初始化
def initWithCluster(self, cluster):
self.node = cluster.GetLink()
self.name = str(self.node.GetName())
self.cluster = cluster
pass # end func
pass # end class
# 场景
class Scene3D(object):
"""docstring for Scene3D"""
def __init__(self):
super(Scene3D, self).__init__()
self.cameras = [] # 相机列表
self.meshes = [] # 模型列表
self.lights = [] # 灯光列表
pass # end func
pass # end class
# 材质
# 只会解析最基础的材质
class Material(object):
def __init__(self):
super(Material, self).__init__()
self.material = None # 材质
self.name = None # 材质名称
self.textures = {} # 所有的贴图
pass # end func
# 初始化
def initWithFbxMaterial(self, material):
self.material = material
self.name = self.material.GetName()
for i in range(FbxLayerElement.sTypeTextureCount()):
prop = self.material.FindProperty(FbxLayerElement.sTextureChannelNames(i))
count = prop.GetSrcObjectCount(FbxTexture.ClassId)
typeName = str(prop.GetName())
if not self.textures.get(typeName):
self.textures[typeName] = []
pass
for j in range(count):
texture = prop.GetSrcObject(FbxTexture.ClassId, j)
texName = re.compile("[\\\/]").split(texture.GetFileName())[-1]
texName = texName.replace(".dds", ".png")
texName = texName.replace(".tga", ".png")
self.textures[typeName].append(texName)
logging.info("\t%s -> %s" % (prop.GetName(), texName))
pass
pass
pass # end func
pass
# 模型
class Mesh(object):
"""docstring for Mesh"""
def __init__(self):
super(Mesh, self).__init__()
self.fbxMesh = None # FbxMesh
self.sdkManager = None # FbxSdk
self.scene = None # FbxScene
self.fbxFilePath = None # Fbx文件路径
self.name = None # 模型名称
self.skeleton = False # 是否为骨骼模型
self.transform = None # transform
self.geometryTransform = None # geometry矩阵
self.axisTransform = None # 坐标系矩阵
self.invAxisTransform = None # 坐标系逆矩阵
self.vertices = [] # 顶点
self.uvs0 = [] # UV0
self.uvs1 = [] # UV1,可能为烘焙贴图UV
self.normals = [] # 法线
self.tangents = [] # 切线
self.weightsAndIndices = [] # 权重以及索引
self.bounds = LObject() # 包围盒
self.anims = [] # 动画|如果为骨骼模型,那么保存骨骼数据,否则就保存帧Transform数据
self.verticesIndices = [] # 顶点索引
self.uvIndices = [] # uv索引
self.joints = [] # 骨骼列表
self.skeletonIndices = {} # 顶点索引,骨骼对应的顶点索引。
self.skeletonWeights = {} # 骨骼权重,骨骼对应的顶点权重。
self.meshBytes = None # Mesh数据
self.animBytes = None # 动作数据
self.meshFileName = None # Mesh文件名
self.animFileName = None # Anim文件名
self.bounds.min = [0, 0, 0] # min
self.bounds.max = [0, 0, 0] # max
self.geometries = [] # sub geometry
self.material = None # 材质
self.mounts = {} # 挂接点
pass #end func
# 解析矩阵
def parseTransform(self):
logging.info("\tparse transform...")
self.geometryTransform = GetGeometryTransform(self.fbxMesh.GetNode())
# 当geometry启用时,world将会失效
if config.geometry:
self.axisTransform = AXIS_FLIP_L * self.geometryTransform
pass
elif config.world:
self.axisTransform = AXIS_FLIP_L * self.fbxMesh.GetNode().EvaluateGlobalTransform() * self.geometryTransform
pass
else:
self.axisTransform = AXIS_FLIP_L * self.fbxMesh.GetNode().EvaluateLocalTransform() * self.geometryTransform
pass
# invert axis transform
self.invAxisTransform = FbxAMatrix(self.axisTransform)
self.invAxisTransform = self.invAxisTransform.Inverse()
# 启用geometry
if config.geometry:
self.transform = AXIS_FLIP_L * self.fbxMesh.GetNode().EvaluateGlobalTransform() * self.geometryTransform * self.invAxisTransform
pass
elif config.world:
self.transform = FbxAMatrix()
pass
else:
self.transform = AXIS_FLIP_L * self.fbxMesh.GetNode().EvaluateGlobalTransform() * self.geometryTransform * self.invAxisTransform
pass
printFBXAMatrix("\tTransform Matrix:", self.transform)
pass # end func
# 解析索引
def parseIndices(self):
logging.info("\tparse indices...")
count = self.fbxMesh.GetPolygonCount()
logging.info("\ttriangle num:%d" % (count))
for i in range(count):
for j in range(3):
# 顶点索引
vertIdx = self.fbxMesh.GetPolygonVertex(i, j)
self.verticesIndices.append(vertIdx)
# uv索引
uvIdx = self.fbxMesh.GetTextureUVIndex(i, j)
self.uvIndices.append(uvIdx)
pass # end for
pass # end for
pass # end func
# 解析包围盒,骨骼动画不会解析每一帧包围盒
def parseBounds(self):
count = len(self.vertices)
vert = self.vertices[0]
self.bounds.min = [vert[0], vert[1], vert[2]]
self.bounds.max = [vert[0], vert[1], vert[2]]
for i in range(count):
vert = self.vertices[i]
if vert[0] < self.bounds.min[0]:
self.bounds.min[0] = vert[0]
pass
if vert[1] < self.bounds.min[1]:
self.bounds.min[1] = vert[1]
pass
if vert[2] < self.bounds.min[2]:
self.bounds.min[2] = vert[2]
pass
if vert[0] > self.bounds.max[0]:
self.bounds.max[0] = vert[0]
pass
if vert[1] > self.bounds.max[1]:
self.bounds.max[1] = vert[1]
pass
if vert[2] > self.bounds.max[2]:
self.bounds.max[2] = vert[2]
pass
pass # end func
logging.info("\tbounds:Min[%f %f %f] Max:[%f %f %f]" % (self.bounds.min[0], self.bounds.min[1], self.bounds.min[2], self.bounds.max[0], self.bounds.max[1], self.bounds.max[2]))
pass # end func
# 解析顶点
def parseVertices(self):
logging.info("\tparse vertex...")
count = self.fbxMesh.GetControlPointsCount()
points= self.fbxMesh.GetControlPoints()
for i in range(count):
vert = points[i]
self.vertices.append(vert)
pass # end for
# 组织顶点数据
vertices = []
count = len(self.verticesIndices)
for i in range(count):
idx = self.verticesIndices[i]
vert= self.vertices[idx]
vertices.append(vert)
pass
self.vertices = vertices
logging.info("\tvetex num:%d" % (len(self.vertices)))
# 对顶点坐标轴转换
count = len(self.vertices)
for i in range(count):
vert = self.vertices[i]
vert = self.axisTransform.MultT(vert)
self.vertices[i] = [vert[0], vert[1], vert[2]]
pass # end for
# 重构顶点索引顺序
count = count / 3
for i in range(count):
v0 = self.vertices[i * 3 + 0]
v1 = self.vertices[i * 3 + 1]
v2 = self.vertices[i * 3 + 2]
self.vertices[i * 3 + 0] = v2
self.vertices[i * 3 + 1] = v1
self.vertices[i * 3 + 2] = v0
pass # end for
# 解析包围盒
self.parseBounds()
pass # end func
# 解析UV0
def parseUV0(self):
layerCount = self.fbxMesh.GetLayerCount()
# 解析UV0
if layerCount >= 1:
logging.info("\tparse UV0...")
uvs = self.fbxMesh.GetLayer(0).GetUVs()
data = uvs.GetDirectArray()
polygonCount = self.fbxMesh.GetPolygonCount()
vertIdx = 0
for i in range(polygonCount):
for j in range(3):
controlPointIndex = self.fbxMesh.GetPolygonVertex(i, j)
# by point
if uvs.GetMappingMode() == FbxLayerElement.eByControlPoint:
if uvs.GetReferenceMode() == FbxLayerElement.eDirect:
uv = data.GetAt(controlPointIndex)
pass
elif uvs.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
idx = uvs.GetIndexArray().GetAt(controlPointIndex)
uv = data.GetAt(idx)
pass
pass # end if
elif uvs.GetMappingMode() == FbxLayerElement.eByPolygonVertex:
if uvs.GetReferenceMode() == FbxLayerElement.eDirect:
uv = data.GetAt(vertIdx)
pass #end
elif uvs.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
idx = uvs.GetIndexArray().GetAt(vertIdx)
uv = data.GetAt(idx)
pass
pass # end
self.uvs0.append([uv[0], 1 - uv[1]])
vertIdx += 1
pass # end for polygon size
pass # end for polygon count
logging.info("\tUV0 num:%d" % (len(self.uvs0)))
# 重构uv0索引顺序
count = len(self.uvs0)
count = count / 3
for i in range(count):
v0 = self.uvs0[i * 3 + 0]
v1 = self.uvs0[i * 3 + 1]
v2 = self.uvs0[i * 3 + 2]
self.uvs0[i * 3 + 0] = v2
self.uvs0[i * 3 + 1] = v1
self.uvs0[i * 3 + 2] = v0
pass # end for
pass # end if
pass # end func
# 解析UV1
def parseUV1(self):
layerCount = self.fbxMesh.GetLayerCount()
if layerCount >= 2:
logging.info("\tparse UV1...")
uvs = self.fbxMesh.GetLayer(1).GetUVs()
data = uvs.GetDirectArray()
polygonCount = self.fbxMesh.GetPolygonCount()
vertIdx = 0
for i in range(polygonCount):
for j in range(3):
controlPointIndex = self.fbxMesh.GetPolygonVertex(i, j)
# by point
if uvs.GetMappingMode() == FbxLayerElement.eByControlPoint:
if uvs.GetReferenceMode() == FbxLayerElement.eDirect:
uv = data.GetAt(controlPointIndex)
pass
elif uvs.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
idx = uvs.GetIndexArray().GetAt(controlPointIndex)
uv = data.GetAt(idx)
pass
pass # end if
elif uvs.GetMappingMode() == FbxLayerElement.eByPolygonVertex:
if uvs.GetReferenceMode() == FbxLayerElement.eDirect:
uv = data.GetAt(vertIdx)
pass #end
elif uvs.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
idx = uvs.GetIndexArray().GetAt(vertIdx)
uv = data.GetAt(idx)
pass
pass # end
self.uvs1.append([uv[0], 1 - uv[1]])
vertIdx += 1
pass # end for
pass # end for
logging.info("\tUV1 num:%d" % (len(self.uvs1)))
# 重构uv1索引顺序
count = len(self.uvs1)
count = count / 3
for i in range(count):
v0 = self.uvs1[i * 3 + 0]
v1 = self.uvs1[i * 3 + 1]
v2 = self.uvs1[i * 3 + 2]
self.uvs1[i * 3 + 0] = v2
self.uvs1[i * 3 + 1] = v1
self.uvs1[i * 3 + 2] = v0
pass # end for
pass # end if
pass # end func
# 解析法线
def parseNormals(self):
logging.info("\tparse normals...")
normals = self.fbxMesh.GetLayer(0).GetNormals()
if not normals:
return
pass
data = normals.GetDirectArray()
polygonCount = self.fbxMesh.GetPolygonCount()
vertIdx = 0
for i in range(polygonCount):
for j in range(3):
controlPointIndex = self.fbxMesh.GetPolygonVertex(i, j)
# by point
if normals.GetMappingMode() == FbxLayerElement.eByControlPoint:
if normals.GetReferenceMode() == FbxLayerElement.eDirect:
nrm = data.GetAt(controlPointIndex)
pass
elif normals.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
idx = normals.GetIndexArray().GetAt(controlPointIndex)
nrm = data.GetAt(idx)
pass
pass # end if
elif normals.GetMappingMode() == FbxLayerElement.eByPolygonVertex:
if normals.GetReferenceMode() == FbxLayerElement.eDirect:
nrm = data.GetAt(vertIdx)
pass #end
elif normals.GetReferenceMode() == FbxLayerElement.eIndexToDirect:
idx = normals.GetIndexArray().GetAt(vertIdx)
nrm = data.GetAt(idx)
pass
pass # end
self.normals.append(nrm)
vertIdx += 1
pass # end for
pass # end for
# 对法线进行转换
count = len(self.normals)
axis = Matrix3D(self.axisTransform)
for i in range(count):
nrm = self.normals[i]
nrm = axis.deltaTransformVector(nrm)
nrm = FbxVector4(nrm[0], nrm[1], nrm[2], 1)
nrm.Normalize()
self.normals[i] = [nrm[0], nrm[1], nrm[2]]
pass # end for
# 重构法线索引顺序
count = count / 3
for i in range(count):
v0 = self.normals[i * 3 + 0]
v1 = self.normals[i * 3 + 1]
v2 = self.normals[i * 3 + 2]
self.normals[i * 3 + 0] = v2
self.normals[i * 3 + 1] = v1
self.normals[i * 3 + 2] = v0
pass # end for
pass # end func
# 解析切线
def parseTangent(self):
logging.info("\tparse tangents...")
if not config.normal:
self.parseNormals()
pass
# 计算切线
self.fbxMesh.GenerateTangentsDataForAllUVSets()
tangents = self.fbxMesh.GetLayer(0).GetTangents()
count = tangents.GetDirectArray().GetCount()
data = tangents.GetDirectArray()
logging.info("\ttangent num:%d" % count)
for i in range(count):
self.tangents.append(data.GetAt(i))
pass
# 对切线进行转换
count = len(self.tangents)
axis = Matrix3D(self.axisTransform)
for i in range(count):
tan = self.tangents[i]
tan = axis.deltaTransformVector(tan)
tan = FbxVector4(tan[0], tan[1], tan[2], 1)
tan.Normalize()
self.tangents[i] = [tan[0], tan[1], tan[2]]
pass # end for
# 重构切线索引顺序
count = count / 3
for i in range(count):
v0 = self.tangents[i * 3 + 0]
v1 = self.tangents[i * 3 + 1]
v2 = self.tangents[i * 3 + 2]
self.tangents[i * 3 + 0] = v2
self.tangents[i * 3 + 1] = v1
self.tangents[i * 3 + 2] = v0
pass # end for
pass # end func
# 解析权重以及索引
def parseIndicesAndWeights(self):
count = self.fbxMesh.GetControlPointsCount()
indicesAndWeights = []
for i in range(count):
skeJoints = self.skeletonIndices[i]
skeWeights = self.skeletonWeights[i]
indices = []
weights = []
size = len(skeJoints)
# 最多允许四个权重
if size > MAX_WEIGHT_NUM:
size = MAX_WEIGHT_NUM
pass
# 保存权重以及索引数据
for j in range(size):
weights.append(skeWeights[j])
indices.append(skeJoints[j].index)
pass
for j in range(MAX_WEIGHT_NUM - size):
weights.append(0)
indices.append(0)
pass
indicesAndWeights.append(weights + indices)
pass
# 组织权重数据
count = self.fbxMesh.GetPolygonCount()
for i in range(count):
for j in range(3):
# 顶点索引
vertIdx = self.fbxMesh.GetPolygonVertex(i, j)
self.weightsAndIndices.append(indicesAndWeights[vertIdx])
pass
pass
# 重构索引
for i in range(count):
v0 = self.weightsAndIndices[i * 3 + 0]
v1 = self.weightsAndIndices[i * 3 + 1]
v2 = self.weightsAndIndices[i * 3 + 2]
self.weightsAndIndices[i * 3 + 0] = v2
self.weightsAndIndices[i * 3 + 1] = v1
self.weightsAndIndices[i * 3 + 2] = v0
pass # end for
pass # end func
# 解析骨骼权重以及索引
def parseCluster(self):
logging.info("\tparse skeleton...")
skinDeformer = self.fbxMesh.GetDeformer(0, FbxDeformer.eSkin)
clusterCount = skinDeformer.GetClusterCount()
logging.info("\tmesh:[%s] has %d bones..." % (self.name, clusterCount))
for clusterIdx in range(clusterCount):
cluster = skinDeformer.GetCluster(clusterIdx)
joint = SkeletonJoint()
joint.initWithCluster(cluster)
joint.index = clusterIdx
self.joints.append(joint)
logging.info("\tBoneName:%s" % joint.name)
# 解析骨骼权重以及顶点索引
indices = cluster.GetControlPointIndices() # 顶点的索引
weights = cluster.GetControlPointWeights() # 顶点的权重
count = len(indices)
for i in range(count):
verIdx = indices[i]
weight = weights[i]
# 顶点还未被记录到字典
if not self.skeletonIndices.get(verIdx):
self.skeletonIndices[verIdx] = []
self.skeletonWeights[verIdx] = []
pass
# 将骨骼保存到对应的顶点中去
self.skeletonIndices[verIdx].append(joint)
# 将权重保存到对应的顶点中去
self.skeletonWeights[verIdx].append(weight)
pass # end for
pass # end for
pass # end
# 解析骨骼的帧动画
def parseJointFrameAnim(self, joint, time):
cluster = joint.cluster
# 获取当前帧骨骼的global transform
frameGlobalTransform = cluster.GetLink().EvaluateGlobalTransform(time)
# 获取bindtransform
bindTransform = FbxAMatrix()
cluster.GetTransformMatrix(bindTransform)
bindTransform *= self.geometryTransform
# 骨骼global初始矩阵
clusterGlobalInitTransform = FbxAMatrix()
cluster.GetTransformLinkMatrix(clusterGlobalInitTransform)
# 转换 vert * axis * invAxis * bindTransform * invGlobalInit * BoneGlobal * InvMeshGlobal * AXIS_FLIP_X
vertexTransform = AXIS_FLIP_L * frameGlobalTransform * clusterGlobalInitTransform.Inverse() * bindTransform * self.invAxisTransform
return vertexTransform
pass
# 解析骨骼动画
def parseSkeletonAnim(self, time):
clip = []
count = len(self.joints)
for i in range(count):
clip.append(self.parseJointFrameAnim(self.joints[i], time))
pass # end func
self.anims.append(clip)
boneCount = self.scene.GetSrcObjectCount(FbxSkeleton.ClassId)
for i in range(boneCount):
skeleton = self.scene.GetSrcObject(FbxSkeleton.ClassId, i)
boneName = skeleton.GetNode().GetName()
boneNode = skeleton.GetNode()
if boneName in config.mount:
if not self.mounts.get(boneName):
self.mounts[boneName] = []
pass # end dict
transform = boneNode.EvaluateGlobalTransform(time)
invTansform = FbxAMatrix(AXIS_FLIP_L)
invTansform = invTansform.Inverse()
transform = AXIS_FLIP_L * transform * invTansform
self.mounts[boneName].append(transform)
pass # end in mount
pass # end for
pass
# 解析帧动画
def parseFrameAnim(self, time):
# 检查使用的模式。如果使用world模式,那么需要转换帧动画
animMt = AXIS_FLIP_L * self.fbxMesh.GetNode().EvaluateGlobalTransform(time) * self.geometryTransform * self.invAxisTransform
matrix = Matrix3D(animMt)
clip = []
# 丢弃最后一列数据
for i in range(3):
raw = matrix.getRaw(i)
for j in range(len(raw)):
clip.append(raw[j])
pass
pass
# 保存数据
self.anims.append(clip)
pass # end func
# 解析动画
def parseAnim(self):
logging.info("\tparse animation...")
# 检测是否为骨骼动画
skinCount = self.fbxMesh.GetDeformerCount(FbxDeformer.eSkin)
self.skeleton = skinCount > 0
logging.info("\tis skeleton:%s" % str(self.skeleton))
# 如果为骨骼动画,则需要事先解析骨骼
if self.skeleton:
self.parseCluster()
self.parseIndicesAndWeights()
pass #
# 获取stack
stack = self.scene.GetSrcObject(FbxAnimStack.ClassId, 0)
if not stack:
return
pass
self.scene.SetCurrentAnimationStack(stack)
# 获取时间
timeSpan = stack.GetLocalTimeSpan()
time = timeSpan.GetStart()
# frameTime
frameTime = FbxTime()
frameTime.SetTime(0, 0, 0, 1, 0, self.scene.GetGlobalSettings().GetTimeMode())
# 解析每一帧动画
while time <= timeSpan.GetStop():
if self.skeleton:
self.parseSkeletonAnim(time) # 解析骨骼动画
pass
else:
self.parseFrameAnim(time) # 解析帧动画
pass
time += frameTime
pass
pass # end func
# 生成模型数据
def generateMeshBytes(self):
# 生成Mesh对应的文件名称
tokens = re.compile("[\\\/]").split(self.fbxFilePath)
fbxName = tokens[-1]
fbxName = fbxName.split(".")[0:-1]
fbxName = ".".join(fbxName)
fbxDir = parseFilepath(self.fbxFilePath)
self.meshFileName = fbxDir + fbxName + "_" + self.name + MESH_TYPE
# 组织Mesh数据
data = b''
# 写名称
data += struct.pack('<i', len(self.name))
data += str(self.name)
# 写坐标
data += getMatrix3DBytes(self.transform)
# 写SubMesh数量
subNum = len(self.geometries)