FBX Import: Speed up geometry with numpy #104482

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Bastien Montagne merged 1 commits from Mysteryem/blender-addons:fbx_import_polys_verts_edges_np_pr into main 2023-04-03 15:07:49 +02:00
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@ -1422,9 +1422,6 @@ def blen_read_geom_layer_normal(fbx_obj, mesh, xform=None):
def blen_read_geom(fbx_tmpl, fbx_obj, settings):
from itertools import chain
import array
# Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
# global matrix, so we need to apply the global matrix to the vertices to get the correct result.
geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
@ -1442,36 +1439,61 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
fbx_polys = elem_prop_first(elem_find_first(fbx_obj, b'PolygonVertexIndex'))
fbx_edges = elem_prop_first(elem_find_first(fbx_obj, b'Edges'))
if geom_mat_co is not None:
def _vcos_transformed_gen(raw_cos, m=None):
# Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
return chain(*(m @ Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
fbx_verts = array.array(fbx_verts.typecode, _vcos_transformed_gen(fbx_verts, geom_mat_co))
bl_vcos_dtype = np.single
if fbx_verts is None:
fbx_verts = ()
if fbx_polys is None:
fbx_polys = ()
# The dtypes when empty don't matter, but are set to what the fbx arrays are expected to be.
fbx_verts = parray_as_ndarray(fbx_verts) if fbx_verts else np.empty(0, dtype=data_types.ARRAY_FLOAT64)
fbx_polys = parray_as_ndarray(fbx_polys) if fbx_polys else np.empty(0, dtype=data_types.ARRAY_INT32)
fbx_edges = parray_as_ndarray(fbx_edges) if fbx_edges else np.empty(0, dtype=data_types.ARRAY_INT32)
# Each vert is a 3d vector so is made of 3 components.
tot_verts = len(fbx_verts) // 3
if tot_verts * 3 != len(fbx_verts):
print("ERROR: Not a whole number of vertices. Ignoring the partial vertex!")
# Remove any remainder.
fbx_verts = fbx_verts[:tot_verts * 3]
tot_loops = len(fbx_polys)
tot_edges = len(fbx_edges)
mesh = bpy.data.meshes.new(name=elem_name_utf8)
mesh.vertices.add(len(fbx_verts) // 3)
mesh.vertices.foreach_set("co", fbx_verts)
if fbx_polys:
mesh.loops.add(len(fbx_polys))
poly_loop_starts = []
poly_loop_totals = []
poly_loop_prev = 0
for i, l in enumerate(mesh.loops):
index = fbx_polys[i]
if index < 0:
poly_loop_starts.append(poly_loop_prev)
poly_loop_totals.append((i - poly_loop_prev) + 1)
poly_loop_prev = i + 1
index ^= -1
l.vertex_index = index
if tot_verts:
if geom_mat_co is not None:
fbx_verts = vcos_transformed(fbx_verts, geom_mat_co, bl_vcos_dtype)
else:
fbx_verts = fbx_verts.astype(bl_vcos_dtype, copy=False)
mesh.polygons.add(len(poly_loop_starts))
mesh.vertices.add(tot_verts)
mesh.vertices.foreach_set("co", fbx_verts.ravel())
if tot_loops:
bl_loop_start_dtype = bl_loop_total_dtype = bl_loop_vertex_index_dtype = np.uintc
mesh.loops.add(tot_loops)
# The end of each polygon is specified by an inverted index.
fbx_loop_end_idx = np.flatnonzero(fbx_polys < 0)
tot_polys = len(fbx_loop_end_idx)
# Un-invert the loop ends.
fbx_polys[fbx_loop_end_idx] ^= -1
# Set loop vertex indices, casting to the Blender C type first for performance.
mesh.loops.foreach_set("vertex_index", astype_view_signedness(fbx_polys, bl_loop_vertex_index_dtype))
poly_loop_totals = np.empty(tot_polys, dtype=bl_loop_total_dtype)
# The loop total of the first polygon is first loop end index plus 1.
poly_loop_totals[0] = fbx_loop_end_idx[0] + 1
# The differences between consecutive loop end indices are the remaining loop totals.
poly_loop_totals[1:] = np.diff(fbx_loop_end_idx)
poly_loop_starts = np.empty(tot_polys, dtype=bl_loop_start_dtype)
# The first loop is always a loop start.
poly_loop_starts[0] = 0
# Ignoring the last loop end, the indices after every loop end are the remaining loop starts.
poly_loop_starts[1:] = fbx_loop_end_idx[:-1] + 1
mesh.polygons.add(tot_polys)
mesh.polygons.foreach_set("loop_start", poly_loop_starts)
mesh.polygons.foreach_set("loop_total", poly_loop_totals)
@ -1479,36 +1501,40 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
blen_read_geom_layer_uv(fbx_obj, mesh)
blen_read_geom_layer_color(fbx_obj, mesh, settings.colors_type)
if fbx_edges:
# edges in fact index the polygons (NOT the vertices)
import array
tot_edges = len(fbx_edges)
edges_conv = array.array('i', [0]) * (tot_edges * 2)
if tot_edges:
# edges in fact index the polygons (NOT the vertices)
bl_edge_vertex_indices_dtype = np.uintc
edge_index = 0
for i in fbx_edges:
e_a = fbx_polys[i]
if e_a >= 0:
e_b = fbx_polys[i + 1]
if e_b < 0:
e_b ^= -1
else:
# Last index of polygon, wrap back to the start.
# The first vertex index of each edge is the vertex index of the corresponding loop in fbx_polys.
edges_a = fbx_polys[fbx_edges]
# ideally we wouldn't have to search back,
# but it should only be 2-3 iterations.
j = i - 1
while j >= 0 and fbx_polys[j] >= 0:
j -= 1
e_a ^= -1
e_b = fbx_polys[j + 1]
# The second vertex index of each edge is the vertex index of the next loop in the same polygon. The
# complexity here is that if the first vertex index was the last loop of that polygon in fbx_polys, the next
# loop in the polygon is the first loop of that polygon, which is not the next loop in fbx_polys.
edges_conv[edge_index] = e_a
edges_conv[edge_index + 1] = e_b
edge_index += 2
# Copy fbx_polys, but rolled backwards by 1 so that indexing the result by [fbx_edges] will get the next
# loop of the same polygon unless the first vertex index was the last loop of the polygon.
fbx_polys_next = np.roll(fbx_polys, -1)
# Get the first loop of each polygon and set them into fbx_polys_next at the same indices as the last loop
# of each polygon in fbx_polys.
fbx_polys_next[fbx_loop_end_idx] = fbx_polys[poly_loop_starts]
mesh.edges.add(tot_edges)
mesh.edges.foreach_set("vertices", edges_conv)
# Indexing fbx_polys_next by fbx_edges now gets the vertex index of the next loop in fbx_polys.
edges_b = fbx_polys_next[fbx_edges]
# edges_a and edges_b need to be combined so that the first vertex index of each edge is immediately
# followed by the second vertex index of that same edge.
# Stack edges_a and edges_b as individual columns like np.column_stack((edges_a, edges_b)).
# np.concatenate is used because np.column_stack doesn't allow specifying the dtype of the returned array.
edges_conv = np.concatenate((edges_a.reshape(-1, 1), edges_b.reshape(-1, 1)),
axis=1, dtype=bl_edge_vertex_indices_dtype, casting='unsafe')
# Add the edges and set their vertex indices.
mesh.edges.add(len(edges_conv))
# ravel() because edges_conv must be flat and C-contiguous when passed to foreach_set.
mesh.edges.foreach_set("vertices", edges_conv.ravel())
elif tot_edges:
print("ERROR: No polygons, but edges exist. Ignoring the edges!")
# must be after edge, face loading.
ok_smooth = blen_read_geom_layer_smooth(fbx_obj, mesh)
@ -1529,14 +1555,17 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
mesh.validate(clean_customdata=False) # *Very* important to not remove lnors here!
if ok_normals:
clnors = array.array('f', [0.0] * (len(mesh.loops) * 3))
bl_nors_dtype = np.single
clnors = np.empty(len(mesh.loops) * 3, dtype=bl_nors_dtype)
mesh.loops.foreach_get("normal", clnors)
if not ok_smooth:
mesh.polygons.foreach_set("use_smooth", [True] * len(mesh.polygons))
mesh.polygons.foreach_set("use_smooth", np.full(len(mesh.polygons), True, dtype=bool))
ok_smooth = True
mesh.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
# Iterating clnors into a nested tuple first is faster than passing clnors.reshape(-1, 3) directly into
# normals_split_custom_set. We use clnors.data since it is a memoryview, which is faster to iterate than clnors.
mesh.normals_split_custom_set(tuple(zip(*(iter(clnors.data),) * 3)))
mesh.use_auto_smooth = True
else:
mesh.calc_normals()
@ -1545,7 +1574,7 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
mesh.free_normals_split()
if not ok_smooth:
mesh.polygons.foreach_set("use_smooth", [True] * len(mesh.polygons))
mesh.polygons.foreach_set("use_smooth", np.full(len(mesh.polygons), True, dtype=bool))
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, mesh, settings)