# @author zfedoran / http://github.com/zfedoran

import os
import sys
import math
import operator
import re
import json
import types
import shutil

# #####################################################
# Globals
# #####################################################
option_triangulate = True
option_textures = True
option_copy_textures = True
option_prefix = True
option_geometry = False
option_forced_y_up = False
option_default_camera = False
option_default_light = False
option_pretty_print = False

converter = None
inputFolder = ""
outputFolder = ""

# #####################################################
# Pretty Printing Hacks
# #####################################################

# Force an array to be printed fully on a single line
class NoIndent(object):
    def __init__(self, value, separator = ','):
        self.separator = separator
        self.value = value
    def encode(self):
        if not self.value:
            return None
        return '[ %s ]' % self.separator.join(str(f) for f in self.value)

# Force an array into chunks rather than printing each element on a new line
class ChunkedIndent(object):
    def __init__(self, value, chunk_size = 15, force_rounding = False):
        self.value = value
        self.size = chunk_size
        self.force_rounding = force_rounding
    def encode(self):
        # Turn the flat array into an array of arrays where each subarray is of
        # length chunk_size. Then string concat the values in the chunked
        # arrays, delimited with a ', ' and round the values finally append
        # '{CHUNK}' so that we can find the strings with regex later
        if not self.value:
            return None
        if self.force_rounding:
            return ['{CHUNK}%s' % ', '.join(str(round(f, 6)) for f in self.value[i:i+self.size]) for i in range(0, len(self.value), self.size)]
        else:
            return ['{CHUNK}%s' % ', '.join(str(f) for f in self.value[i:i+self.size]) for i in range(0, len(self.value), self.size)]

# This custom encoder looks for instances of NoIndent or ChunkedIndent.
# When it finds
class CustomEncoder(json.JSONEncoder):
    def default(self, obj):
        if isinstance(obj, NoIndent) or isinstance(obj, ChunkedIndent):
            return obj.encode()
        else:
            return json.JSONEncoder.default(self, obj)

def executeRegexHacks(output_string):
    # turn strings of arrays into arrays (remove the double quotes)
    output_string = re.sub(':\s*\"(\[.*\])\"', r': \1', output_string)
    output_string = re.sub('(\n\s*)\"(\[.*\])\"', r'\1\2', output_string)
    output_string = re.sub('(\n\s*)\"{CHUNK}(.*)\"', r'\1\2', output_string)

    # replace '0metadata' with metadata
    output_string = re.sub('0metadata', r'metadata', output_string)
    # replace 'zchildren' with children
    output_string = re.sub('zchildren', r'children', output_string)

    # add an extra newline after '"children": {'
    output_string = re.sub('(children.*{\s*\n)', r'\1\n', output_string)
    # add an extra newline after '},'
    output_string = re.sub('},\s*\n', r'},\n\n', output_string)
    # add an extra newline after '\n\s*],'
    output_string = re.sub('(\n\s*)],\s*\n', r'\1],\n\n', output_string)

    return output_string

# #####################################################
# Object Serializers
# #####################################################

# FbxVector2 is not JSON serializable
def serializeVector2(v, round_vector = False):
    # JSON does not support NaN or Inf
    if math.isnan(v[0]) or math.isinf(v[0]):
        v[0] = 0
    if math.isnan(v[1]) or math.isinf(v[1]):
        v[1] = 0
    if round_vector or option_pretty_print:
        v = (round(v[0], 5), round(v[1], 5))
    if option_pretty_print:
        return NoIndent([v[0], v[1]], ', ')
    else:
        return [v[0], v[1]]

# FbxVector3 is not JSON serializable
def serializeVector3(v, round_vector = False):
    # JSON does not support NaN or Inf
    if math.isnan(v[0]) or math.isinf(v[0]):
        v[0] = 0
    if math.isnan(v[1]) or math.isinf(v[1]):
        v[1] = 0
    if math.isnan(v[2]) or math.isinf(v[2]):
        v[2] = 0
    if round_vector or option_pretty_print:
        v = (round(v[0], 5), round(v[1], 5), round(v[2], 5))
    if option_pretty_print:
        return NoIndent([v[0], v[1], v[2]], ', ')
    else:
        return [v[0], v[1], v[2]]

# FbxVector4 is not JSON serializable
def serializeVector4(v, round_vector = False):
    # JSON does not support NaN or Inf
    if math.isnan(v[0]) or math.isinf(v[0]):
        v[0] = 0
    if math.isnan(v[1]) or math.isinf(v[1]):
        v[1] = 0
    if math.isnan(v[2]) or math.isinf(v[2]):
        v[2] = 0
    if math.isnan(v[3]) or math.isinf(v[3]):
        v[3] = 0
    if round_vector or option_pretty_print:
        v = (round(v[0], 5), round(v[1], 5), round(v[2], 5), round(v[3], 5))
    if option_pretty_print:
        return NoIndent([v[0], v[1], v[2], v[3]], ', ')
    else:
        return [v[0], v[1], v[2], v[3]]

# #####################################################
# Helpers
# #####################################################
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 int(color)

def setBit(value, position, on):
    if on:
        mask = 1 << position
        return (value | mask)
    else:
        mask = ~(1 << position)
        return (value & mask)

def generate_uvs(uv_layers):
    layers = []
    for uvs in uv_layers:
        tmp = []
        for uv in uvs:
            tmp.append(uv[0])
            tmp.append(uv[1])
        if option_pretty_print:
            layer = ChunkedIndent(tmp)
        else:
            layer = tmp
        layers.append(layer)
    return layers

# #####################################################
# Object Name Helpers
# #####################################################
def hasUniqueName(o, class_id):
    scene = o.GetScene()
    object_name = o.GetName()
    object_id = o.GetUniqueID()

    object_count = scene.GetSrcObjectCount(FbxCriteria.ObjectType(class_id))

    for i in range(object_count):
        other = scene.GetSrcObject(FbxCriteria.ObjectType(class_id), i)
        other_id = other.GetUniqueID()
        other_name = other.GetName()

        if other_id == object_id:
            continue
        if other_name == object_name:
            return False

    return True

def getObjectName(o, force_prefix = False):
    if not o:
        return ""

    object_name = o.GetName()
    object_id = o.GetUniqueID()

    if not force_prefix:
        force_prefix = not hasUniqueName(o, FbxNode.ClassId)

    prefix = ""
    if option_prefix or force_prefix:
        prefix = "Object_%s_" % object_id

    return prefix + object_name

def getMaterialName(o, force_prefix = False):
    object_name = o.GetName()
    object_id = o.GetUniqueID()

    if not force_prefix:
        force_prefix = not hasUniqueName(o, FbxSurfaceMaterial.ClassId)

    prefix = ""
    if option_prefix or force_prefix:
        prefix = "Material_%s_" % object_id

    return prefix + object_name

def getTextureName(t, force_prefix = False):
    if type(t) is FbxFileTexture:
        texture_file = t.GetFileName()
        texture_id = os.path.splitext(os.path.basename(texture_file))[0]
    else:
        texture_id = t.GetName()
        if texture_id == "_empty_":
            texture_id = ""
    prefix = ""
    if option_prefix or force_prefix:
        prefix = "Texture_%s_" % t.GetUniqueID()
        if len(texture_id) == 0:
            prefix = prefix[0:len(prefix)-1]
    return prefix + texture_id

def getMtlTextureName(texture_name, texture_id, force_prefix = False):
    texture_name = os.path.splitext(texture_name)[0]
    prefix = ""
    if option_prefix or force_prefix:
        prefix = "Texture_%s_" % texture_id
    return prefix + texture_name

def getPrefixedName(o, prefix):
    return (prefix + '_%s_') % o.GetUniqueID() + o.GetName()

# #####################################################
# Triangulation
# #####################################################
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.Triangulate(node.GetNodeAttribute(), True);

        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 Object
# #####################################################
def generate_texture_bindings(material_property, material_params):
    # FBX to Three.js texture types
    binding_types = {
        "DiffuseColor": "map",
        "DiffuseFactor": "diffuseFactor",
        "EmissiveColor": "emissiveMap",
        "EmissiveFactor": "emissiveFactor",
        "AmbientColor": "lightMap", # "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(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId))
        if layered_texture_count > 0:
            for j in range(layered_texture_count):
                layered_texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId), j)
                texture_count = layered_texture.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
                for k in range(texture_count):
                    texture = layered_texture.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),k)
                    if texture:
                        texture_id = getTextureName(texture, True)
                        material_params[binding_types[str(material_property.GetName())]] = texture_id
        else:
            # no layered texture simply get on the property
            texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
            for j in range(texture_count):
                texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),j)
                if texture:
                    texture_id = getTextureName(texture, True)
                    material_params[binding_types[str(material_property.GetName())]] = texture_id

def generate_material_object(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 = None
    material_params = None
    material_type = None

    if implementation:
        print("Shader materials are not supported")

    elif material.GetClassId().Is(FbxSurfaceLambert.ClassId):

        ambient   = getHex(material.Ambient.Get())
        diffuse   = getHex(material.Diffuse.Get())
        emissive  = getHex(material.Emissive.Get())
        opacity   = 1.0 - material.TransparencyFactor.Get()
        opacity   = 1.0 if opacity == 0 else opacity
        transparent = False
        reflectivity = 1

        material_type = 'MeshBasicMaterial'
#        material_type = 'MeshLambertMaterial'
        material_params = {

          'color' : diffuse,
          'ambient' : ambient,
          'emissive' : emissive,
          'reflectivity' : reflectivity,
          'transparent' : transparent,
          'opacity' : opacity

        }

    elif material.GetClassId().Is(FbxSurfacePhong.ClassId):

        ambient   = getHex(material.Ambient.Get())
        diffuse   = getHex(material.Diffuse.Get())
        emissive  = getHex(material.Emissive.Get())
        specular  = getHex(material.Specular.Get())
        opacity   = 1.0 - material.TransparencyFactor.Get()
        opacity   = 1.0 if opacity == 0 else opacity
        shininess = material.Shininess.Get()
        transparent = False
        reflectivity = 1
        bumpScale = 1

        material_type = 'MeshPhongMaterial'
        material_params = {

          'color' : diffuse,
          'ambient' : ambient,
          'emissive' : emissive,
          'specular' : specular,
          'shininess' : shininess,
          'bumpScale' : bumpScale,
          'reflectivity' : reflectivity,
          'transparent' : transparent,
          'opacity' : opacity

        }

    else:
        print ("Unknown type of Material"), getMaterialName(material)

    # default to Lambert Material if the current Material type cannot be handeled
    if not material_type:
        ambient   = getHex((0,0,0))
        diffuse   = getHex((0.5,0.5,0.5))
        emissive  = getHex((0,0,0))
        opacity   = 1
        transparent = False
        reflectivity = 1

        material_type = 'MeshLambertMaterial'
        material_params = {

          'color' : diffuse,
          'ambient' : ambient,
          'emissive' : emissive,
          'reflectivity' : reflectivity,
          'transparent' : transparent,
          'opacity' : opacity

        }

    if option_textures:
        texture_count = FbxLayerElement.sTypeTextureCount()
        for texture_index in range(texture_count):
            material_property = material.FindProperty(FbxLayerElement.sTextureChannelNames(texture_index))
            generate_texture_bindings(material_property, material_params)

    material_params['wireframe'] = False
    material_params['wireframeLinewidth'] = 1

    output = {
      'type' : material_type,
      'parameters' : material_params
    }

    return output

def generate_proxy_material_object(node, material_names):

    material_type = 'MultiMaterial'
    material_params = {
      'materials' : material_names
    }

    output = {
      'type' : material_type,
      'parameters' : material_params
    }

    return output

# #####################################################
# Find Scene Materials
# #####################################################
def extract_materials_from_node(node, material_dict):
    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))

    if material_count > 1:
        proxy_material = generate_proxy_material_object(node, material_names)
        proxy_name = getMaterialName(node, True)
        material_dict[proxy_name] = proxy_material

def generate_materials_from_hierarchy(node, material_dict):
    if node.GetNodeAttribute() == None:
        pass
    else:
        attribute_type = (node.GetNodeAttribute().GetAttributeType())
        if attribute_type == FbxNodeAttribute.eMesh:
            extract_materials_from_node(node, material_dict)
    for i in range(node.GetChildCount()):
        generate_materials_from_hierarchy(node.GetChild(i), material_dict)

def generate_material_dict(scene):
    material_dict = {}

    # generate all materials for this scene
    material_count = scene.GetSrcObjectCount(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId))
    for i in range(material_count):
        material = scene.GetSrcObject(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId), i)
        material_object = generate_material_object(material)
        material_name = getMaterialName(material)
        material_dict[material_name] = material_object

    # generate material porxies
    # Three.js does not support meshs with multiple materials, however it does
    # support materials with multiple submaterials
    node = scene.GetRootNode()
    if node:
        for i in range(node.GetChildCount()):
            generate_materials_from_hierarchy(node.GetChild(i), material_dict)

    return material_dict

# #####################################################
# Generate Texture Object
# #####################################################
def generate_texture_object(texture):

    #TODO: extract more texture properties
    wrap_u = texture.GetWrapModeU()
    wrap_v = texture.GetWrapModeV()
    offset = texture.GetUVTranslation()

    if type(texture) is FbxFileTexture:
        url = texture.GetFileName()
    else:
        url = getTextureName( texture )

    #url = replace_inFolder2OutFolder( url )
    #print( url )

    index = url.rfind( '/' )
    if index == -1:
        index = url.rfind( '\\' )
    filename = url[ index+1 : len(url) ]

    output = {

      'url': filename,
      'fullpath': url,
      'repeat': serializeVector2( (1,1) ),
      'offset': serializeVector2( texture.GetUVTranslation() ),
      'magFilter': 'LinearFilter',
      'minFilter': 'LinearMipMapLinearFilter',
      'anisotropy': True

    }

    return output

# #####################################################
# Replace Texture input path to output
# #####################################################
def replace_inFolder2OutFolder(url):
    folderIndex =  url.find(inputFolder)

    if  folderIndex != -1:
        url = url[ folderIndex+len(inputFolder): ]
        url = outputFolder + url

    return url

# #####################################################
# Replace Texture output path to input
# #####################################################
def replace_OutFolder2inFolder(url):
    folderIndex =  url.find(outputFolder)

    if  folderIndex != -1:
        url = url[ folderIndex+len(outputFolder): ]
        url = inputFolder + url

    return url

# #####################################################
# Find Scene Textures
# #####################################################
def extract_material_textures(material_property, texture_dict):
    if material_property.IsValid():
        #Here we have to check if it's layeredtextures, or just textures:
        layered_texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId))
        if layered_texture_count > 0:
            for j in range(layered_texture_count):
                layered_texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId), j)
                texture_count = layered_texture.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
                for k in range(texture_count):
                    texture = layered_texture.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),k)
                    if texture:
                        texture_object = generate_texture_object(texture)
                        texture_name = getTextureName( texture, True )
                        texture_dict[texture_name] = texture_object
        else:
            # no layered texture simply get on the property
            texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
            for j in range(texture_count):
                texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),j)
                if texture:
                    texture_object = generate_texture_object(texture)
                    texture_name = getTextureName( texture, True )
                    texture_dict[texture_name] = texture_object

def extract_textures_from_node(node, texture_dict):
    name = node.GetName()
    mesh = node.GetNodeAttribute()

    #for all materials attached to this mesh
    material_count = mesh.GetNode().GetSrcObjectCount(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId))
    for material_index in range(material_count):
        material = mesh.GetNode().GetSrcObject(FbxCriteria.ObjectType(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_dict)

def generate_textures_from_hierarchy(node, texture_dict):
    if node.GetNodeAttribute() == None:
        pass
    else:
        attribute_type = (node.GetNodeAttribute().GetAttributeType())
        if attribute_type == FbxNodeAttribute.eMesh:
            extract_textures_from_node(node, texture_dict)
    for i in range(node.GetChildCount()):
        generate_textures_from_hierarchy(node.GetChild(i), texture_dict)

def generate_texture_dict(scene):
    if not option_textures:
        return {}

    texture_dict = {}
    node = scene.GetRootNode()
    if node:
        for i in range(node.GetChildCount()):
            generate_textures_from_hierarchy(node.GetChild(i), texture_dict)
    return texture_dict

# #####################################################
# Extract Fbx SDK 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):
        tmp = control_points[i]
        tmp = [tmp[0], tmp[1], tmp[2]]
        positions.append(tmp)

    node = mesh.GetNode()
    if node:
        t = node.GeometricTranslation.Get()
        t = FbxVector4(t[0], t[1], t[2], 1)
        r = node.GeometricRotation.Get()
        r = FbxVector4(r[0], r[1], r[2], 1)
        s = node.GeometricScaling.Get()
        s = FbxVector4(s[0], s[1], s[2], 1)

        hasGeometricTransform = False
        if t[0] != 0 or t[1] != 0 or t[2] != 0 or \
           r[0] != 0 or r[1] != 0 or r[2] != 0 or \
           s[0] != 1 or s[1] != 1 or s[2] != 1:
            hasGeometricTransform = True

        if hasGeometricTransform:
            geo_transform = FbxMatrix(t,r,s)
        else:
            geo_transform = FbxMatrix()

        transform = None

        if 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) * geo_transform

        elif hasGeometricTransform:
            transform = geo_transform

        if transform:
            for i in range(len(positions)):
                v = positions[i]
                position = FbxVector4(v[0], v[1], v[2])
                position = transform.MultNormalize(position)
                positions[i] = [position[0], position[1], position[2]]

    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 = normals_array.GetAt(i)
            normal = [normal[0], normal[1], normal[2]]
            normal_values.append(normal)

        node = mesh.GetNode()
        if node:
            t = node.GeometricTranslation.Get()
            t = FbxVector4(t[0], t[1], t[2], 1)
            r = node.GeometricRotation.Get()
            r = FbxVector4(r[0], r[1], r[2], 1)
            s = node.GeometricScaling.Get()
            s = FbxVector4(s[0], s[1], s[2], 1)

            hasGeometricTransform = False
            if t[0] != 0 or t[1] != 0 or t[2] != 0 or \
               r[0] != 0 or r[1] != 0 or r[2] != 0 or \
               s[0] != 1 or s[1] != 1 or s[2] != 1:
                hasGeometricTransform = True

            if hasGeometricTransform:
                geo_transform = FbxMatrix(t,r,s)
            else:
                geo_transform = FbxMatrix()

            transform = None

            if 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) * geo_transform

            elif hasGeometricTransform:
                transform = geo_transform

            if transform:
                t = FbxVector4(0,0,0,1)
                transform.SetRow(3, t)

                for i in range(len(normal_values)):
                    n = normal_values[i]
                    normal = FbxVector4(n[0], n[1], n[2])
                    normal = transform.MultNormalize(normal)
                    normal.Normalize()
                    normal = [normal[0], normal[1], normal[2]]
                    normal_values[i] = 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)

                # mapping mode is by control points. The mesh should be smooth and soft.
                # we can get normals by retrieving each control point
                if mesh_normals.GetMappingMode() == FbxLayerElement.eByControlPoint:

                    # reference mode is direct, the normal index is same as vertex index.
                    # get normals by the index of control vertex
                    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)

                # mapping mode is by polygon-vertex.
                # we can get normals by retrieving polygon-vertex.
                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 = colors_array.GetAt(i)
            color = [color.mRed, color.mGreen, color.mBlue, color.mAlpha]
            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)

        layered_color_indices.append( color_indices )
        layered_color_values.append( color_values )

    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]

    '''
    # The Fbx SDK defaults mesh.Color to (0.8, 0.8, 0.8)
    # This causes most models to receive incorrect vertex colors
    if len(color_values) == 0:
        color = mesh.Color.Get()
        color_values = [[color[0], color[1], color[2]]]
        color_indices = []
        for p in range(poly_count):
            poly_size = mesh.GetPolygonSize(p)
            color_indices.append([0] * poly_size)
    '''

    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 = uvs_array.GetAt(i)
            uv = [uv[0], uv[1]]
            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_uvs.GetIndexArray().GetAt(vertexId)

                    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

# #####################################################
# 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] = ncolors
                    ncolors += 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]

        flipWindingOrder = False
        node = mesh.GetNode()
        if node:
            local_scale = node.EvaluateLocalScaling()
            if local_scale[0] < 0 or local_scale[1] < 0 or local_scale[2] < 0:
                flipWindingOrder = True

        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]

            if poly_size > 4:
                new_face_normals = []
                new_face_colors = []
                new_face_uv_layers = []

                for i in range(poly_size - 2):
                    new_face_vertices = [face_vertices[0], face_vertices[i+1], face_vertices[i+2]]

                    if len(face_normals):
                        new_face_normals = [face_normals[0], face_normals[i+1], face_normals[i+2]]
                    if len(face_colors):
                        new_face_colors = [face_colors[0], face_colors[i+1], face_colors[i+2]]
                    if len(face_uv_layers):
                        new_face_uv_layers = []
                        for layer in face_uv_layers:
                            new_face_uv_layers.append([layer[0], layer[i+1], layer[i+2]])

                    face = generate_mesh_face(mesh,
                        poly_index,
                        new_face_vertices,
                        new_face_normals,
                        new_face_colors,
                        new_face_uv_layers,
                        vertex_offset,
                        material_offset,
                        flipWindingOrder)
                    faces.append(face)
            else:
                face = generate_mesh_face(mesh,
                          poly_index,
                          face_vertices,
                          face_normals,
                          face_colors,
                          face_uv_layers,
                          vertex_offset,
                          material_offset,
                          flipWindingOrder)
                faces.append(face)

    return faces

def generate_mesh_face(mesh, polygon_index, vertex_indices, normals, colors, uv_layers, vertex_offset, material_offset, flipOrder):
    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)

    if flipOrder:
        if nVertices == 3:
            vertex_indices = [vertex_indices[0], vertex_indices[2], vertex_indices[1]]
            if hasFaceVertexNormals:
                normals = [normals[0], normals[2], normals[1]]
            if hasFaceVertexColors:
                colors = [colors[0], colors[2], colors[1]]
            if hasFaceVertexUvs:
                tmp = []
                for polygon_uvs in uv_layers:
                    tmp.append([polygon_uvs[0], polygon_uvs[2], polygon_uvs[1]])
                uv_layers = tmp
        else:
            vertex_indices = [vertex_indices[0], vertex_indices[3], vertex_indices[2], vertex_indices[1]]
            if hasFaceVertexNormals:
                normals = [normals[0], normals[3], normals[2], normals[1]]
            if hasFaceVertexColors:
                colors = [colors[0], colors[3], colors[2], colors[1]]
            if hasFaceVertexUvs:
                tmp = []
                for polygon_uvs in uv_layers:
                    tmp.append([polygon_uvs[0], polygon_uvs[3], polygon_uvs[2], polygon_uvs[3]])
                uv_layers = tmp

    for i in range(nVertices):
        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 faceData

# #####################################################
# Generate Mesh Object (for scene output format)
# #####################################################
def generate_scene_output(node):
    mesh = node.GetNodeAttribute()

    # This is done in order to keep the scene output and non-scene output code DRY
    mesh_list = [ mesh ]

    # Extract the mesh data into arrays
    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)

    # Generate mesh faces for the Three.js file format
    faces = process_mesh_polygons(mesh_list,
                normals_to_indices,
                colors_to_indices,
                uvs_to_indices_list,
                vertex_offsets,
                material_offsets)

    # Generate counts for uvs, vertices, normals, colors, and faces
    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)

    # Flatten the arrays, currently they are in the form of [[0, 1, 2], [3, 4, 5], ...]
    vertices = [val for v in vertices for val in v]
    normal_values = [val for n in normal_values for val in n]
    color_values = [c for c in color_values]
    faces = [val for f in faces for val in f]
    uv_values = generate_uvs(uv_values)

    # Disable automatic json indenting when pretty printing for the arrays
    if option_pretty_print:
        nuvs = NoIndent(nuvs)
        vertices = ChunkedIndent(vertices, 15, True)
        normal_values = ChunkedIndent(normal_values, 15, True)
        color_values = ChunkedIndent(color_values, 15)
        faces = ChunkedIndent(faces, 30)

    metadata = {
      'vertices' : nvertices,
      'normals' : nnormals,
      'colors' : ncolors,
      'faces' : nfaces,
      'uvs' : nuvs
    }

    output = {
      'scale' : 1,
      'materials' : [],
      'vertices' : vertices,
      'normals' : [] if nnormals <= 0 else normal_values,
      'colors' : [] if ncolors <= 0 else color_values,
      'uvs' : uv_values,
      'faces' : faces
    }

    if option_pretty_print:
        output['0metadata'] = metadata
    else:
        output['metadata'] = metadata

    return output

# #####################################################
# Generate Mesh Object (for non-scene output)
# #####################################################
def generate_non_scene_output(scene):
    mesh_list = generate_mesh_list(scene)

    # Extract the mesh data into arrays
    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)

    # Generate mesh faces for the Three.js file format
    faces = process_mesh_polygons(mesh_list,
                normals_to_indices,
                colors_to_indices,
                uvs_to_indices_list,
                vertex_offsets,
                material_offsets)

    # Generate counts for uvs, vertices, normals, colors, and faces
    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)

    # Flatten the arrays, currently they are in the form of [[0, 1, 2], [3, 4, 5], ...]
    vertices = [val for v in vertices for val in v]
    normal_values = [val for n in normal_values for val in n]
    color_values = [c for c in color_values]
    faces = [val for f in faces for val in f]
    uv_values = generate_uvs(uv_values)

    # Disable json indenting when pretty printing for the arrays
    if option_pretty_print:
        nuvs = NoIndent(nuvs)
        vertices = NoIndent(vertices)
        normal_values = NoIndent(normal_values)
        color_values = NoIndent(color_values)
        faces = NoIndent(faces)

    metadata = {
      'formatVersion' : 3,
      'type' : 'geometry',
      'generatedBy' : 'convert-to-threejs.py',
      'vertices' : nvertices,
      'normals' : nnormals,
      'colors' : ncolors,
      'faces' : nfaces,
      'uvs' : nuvs
    }

    output = {
      'scale' : 1,
      'materials' : [],
      'vertices' : vertices,
      'normals' : [] if nnormals <= 0 else normal_values,
      'colors' : [] if ncolors <= 0 else color_values,
      'uvs' : uv_values,
      'faces' : faces,
      'textures': {}
    }

    if option_pretty_print:
        output['0metadata'] = metadata
    else:
        output['metadata'] = metadata

    return output

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.Triangulate(node.GetNodeAttribute(), True);

            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 Embed Objects
# #####################################################
def generate_embed_dict_from_hierarchy(node, embed_dict):
    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.Triangulate(node.GetNodeAttribute(), True);

            embed_object = generate_scene_output(node)
            embed_name = getPrefixedName(node, 'Embed')
            embed_dict[embed_name] = embed_object

    for i in range(node.GetChildCount()):
        generate_embed_dict_from_hierarchy(node.GetChild(i), embed_dict)

def generate_embed_dict(scene):
    embed_dict = {}
    node = scene.GetRootNode()
    if node:
        for i in range(node.GetChildCount()):
            generate_embed_dict_from_hierarchy(node.GetChild(i), embed_dict)
    return embed_dict

# #####################################################
# Generate Geometry Objects
# #####################################################
def generate_geometry_object(node):

    output = {
      'type' : 'embedded',
      'id' : getPrefixedName( node, 'Embed' )
    }

    return output

def generate_geometry_dict_from_hierarchy(node, geometry_dict):
    if node.GetNodeAttribute() == None:
        pass
    else:
        attribute_type = (node.GetNodeAttribute().GetAttributeType())
        if attribute_type == FbxNodeAttribute.eMesh:
            geometry_object = generate_geometry_object(node)
            geometry_name = getPrefixedName( node, 'Geometry' )
            geometry_dict[geometry_name] = geometry_object
    for i in range(node.GetChildCount()):
        generate_geometry_dict_from_hierarchy(node.GetChild(i), geometry_dict)

def generate_geometry_dict(scene):
    geometry_dict = {}
    node = scene.GetRootNode()
    if node:
        for i in range(node.GetChildCount()):
            generate_geometry_dict_from_hierarchy(node.GetChild(i), geometry_dict)
    return geometry_dict


# #####################################################
# Generate Light Node Objects
# #####################################################
def generate_default_light():
    direction = (1,1,1)
    color = (1,1,1)
    intensity = 80.0

    output = {
      'type': 'DirectionalLight',
      'color': getHex(color),
      'intensity': intensity/100.00,
      'direction': serializeVector3( direction ),
      'target': getObjectName( None )
    }

    return output

def generate_light_object(node):
    light = node.GetNodeAttribute()
    light_types = ["point", "directional", "spot", "area", "volume"]
    light_type = light_types[light.LightType.Get()]

    transform = node.EvaluateLocalTransform()
    position = transform.GetT()

    output = None

    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(FbxVector4(0,1,0,1))

        output = {

          'type': 'DirectionalLight',
          'color': getHex(light.Color.Get()),
          'intensity': light.Intensity.Get()/100.0,
          'direction': serializeVector3( direction ),
          'target': getObjectName( node.GetTarget() )

        }

    elif light_type == "point":

        output = {

          'type': 'PointLight',
          'color': getHex(light.Color.Get()),
          'intensity': light.Intensity.Get()/100.0,
          'position': serializeVector3( position ),
          'distance': light.FarAttenuationEnd.Get()

        }

    elif light_type == "spot":

        output = {

          'type': 'SpotLight',
          'color': getHex(light.Color.Get()),
          'intensity': light.Intensity.Get()/100.0,
          'position': serializeVector3( position ),
          'distance': light.FarAttenuationEnd.Get(),
          'angle': light.OuterAngle.Get()*math.pi/180,
          'exponent': light.DecayType.Get(),
          'target': getObjectName( node.GetTarget() )

        }

    # TODO (abelnation): handle area lights

    return output

def generate_ambient_light(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

    output = {

      'type': 'AmbientLight',
      'color': getHex(ambient_color)

    }

    return output

# #####################################################
# Generate Camera Node Objects
# #####################################################
def generate_default_camera():
    position = (100, 100, 100)
    near = 0.1
    far = 1000
    fov = 75

    output = {
      'type': 'PerspectiveCamera',
      'fov': fov,
      'near': near,
      'far': far,
      'position': serializeVector3( position )
    }

    return output

def generate_camera_object(node):
    camera = node.GetNodeAttribute()
    position = camera.Position.Get()

    projection_types = [ "perspective", "orthogonal" ]
    projection = projection_types[camera.ProjectionType.Get()]

    near = camera.NearPlane.Get()
    far = camera.FarPlane.Get()

    name = getObjectName( node )
    output = {}

    if projection == "perspective":

        aspect = camera.PixelAspectRatio.Get()
        fov = camera.FieldOfView.Get()

        output = {

          'type': 'PerspectiveCamera',
          'fov': fov,
          'aspect': aspect,
          'near': near,
          'far': far,
          'position': serializeVector3( position )

        }

    elif projection == "orthogonal":

        left = ""
        right = ""
        top = ""
        bottom = ""

        output = {

          'type': 'PerspectiveCamera',
          'left': left,
          'right': right,
          'top': top,
          'bottom': bottom,
          'near': near,
          'far': far,
          'position': serializeVector3( position )

        }

    return output

# #####################################################
# 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 Mesh Node Object
# #####################################################
def generate_mesh_object(node):
    mesh = node.GetNodeAttribute()
    transform = node.EvaluateLocalTransform()
    position = transform.GetT()
    scale = transform.GetS()
    rotation = getRadians(transform.GetR())
    quaternion = transform.GetQ()

    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 not material_count > 1 and not len(material_names) > 0:
            material_names.append('')

        #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 = {
      'geometry': getPrefixedName( node, 'Geometry' ),
      'material': material_name,
      'position': serializeVector3( position ),
      'quaternion': serializeVector4( quaternion ),
      'scale': serializeVector3( scale ),
      'visible': True,
    }

    return output

# #####################################################
# Generate Node Object
# #####################################################
def generate_object(node):
    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())
    quaternion = transform.GetQ()

    node_type = ""
    if node.GetNodeAttribute() == None:
        node_type = "Null"
    else:
        node_type = node_types[node.GetNodeAttribute().GetAttributeType()]

    name = getObjectName( node )
    output = {
      'fbx_type': node_type,
      'position': serializeVector3( position ),
      'quaternion': serializeVector4( quaternion ),
      'scale': serializeVector3( scale ),
      'visible': True
    }

    return output

# #####################################################
# Parse Scene Node Objects
# #####################################################
def generate_object_hierarchy(node, object_dict):
    object_count = 0
    if node.GetNodeAttribute() == None:
        object_data = generate_object(node)
    else:
        attribute_type = (node.GetNodeAttribute().GetAttributeType())
        if attribute_type == FbxNodeAttribute.eMesh:
            object_data = generate_mesh_object(node)
        elif attribute_type == FbxNodeAttribute.eLight:
            object_data = generate_light_object(node)
        elif attribute_type == FbxNodeAttribute.eCamera:
            object_data = generate_camera_object(node)
        else:
            object_data = generate_object(node)

    object_count += 1
    object_name = getObjectName(node)

    object_children = {}
    for i in range(node.GetChildCount()):
        object_count += generate_object_hierarchy(node.GetChild(i), object_children)

    if node.GetChildCount() > 0:
        # Having 'children' above other attributes is hard to read.
        # We can send it to the bottom using the last letter of the alphabet 'z'.
        # This letter is removed from the final output.
        if option_pretty_print:
            object_data['zchildren'] = object_children
        else:
            object_data['children'] = object_children

    object_dict[object_name] = object_data

    return object_count

def generate_scene_objects(scene):
    object_count = 0
    object_dict = {}

    ambient_light = generate_ambient_light(scene)
    if ambient_light:
        object_dict['AmbientLight'] = ambient_light
        object_count += 1

    if option_default_light:
        default_light = generate_default_light()
        object_dict['DefaultLight'] = default_light
        object_count += 1

    if option_default_camera:
        default_camera = generate_default_camera()
        object_dict['DefaultCamera'] = 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_dict)

    return object_dict, object_count

# #####################################################
# Generate Scene Output
# #####################################################
def extract_scene(scene, filename):
    global_settings = scene.GetGlobalSettings()
    objects, nobjects = generate_scene_objects(scene)

    textures = generate_texture_dict(scene)
    materials = generate_material_dict(scene)
    geometries = generate_geometry_dict(scene)
    embeds = generate_embed_dict(scene)

    ntextures = len(textures)
    nmaterials = len(materials)
    ngeometries = len(geometries)

    position = serializeVector3( (0,0,0) )
    rotation = serializeVector3( (0,0,0) )
    scale    = serializeVector3( (1,1,1) )

    camera_names = generate_camera_name_list(scene)
    scene_settings = scene.GetGlobalSettings()

    # This does not seem to be any help here
    # global_settings.GetDefaultCamera()

    defcamera = camera_names[0] if len(camera_names) > 0 else ""
    if option_default_camera:
      defcamera = 'default_camera'

    metadata = {
      'formatVersion': 3.2,
      'type': 'scene',
      'generatedBy': 'convert-to-threejs.py',
      'objects': nobjects,
      'geometries': ngeometries,
      'materials': nmaterials,
      'textures': ntextures
    }

    transform = {
      'position' : position,
      'rotation' : rotation,
      'scale' : scale
    }

    defaults = {
      'bgcolor' : 0,
      'camera' : defcamera,
      'fog' : ''
    }

    output = {
      'objects': objects,
      'geometries': geometries,
      'materials': materials,
      'textures': textures,
      'embeds': embeds,
      'transform': transform,
      'defaults': defaults,
    }

    if option_pretty_print:
        output['0metadata'] = metadata
    else:
        output['metadata'] = metadata

    return output

# #####################################################
# Generate Non-Scene Output
# #####################################################
def extract_geometry(scene, filename):
    output = generate_non_scene_output(scene)
    return output

# #####################################################
# File Helpers
# #####################################################
def write_file(filepath, content):
    index = filepath.rfind('/')
    dir = filepath[0:index]

    #if not os.path.exists(dir):
        #os.makedirs(dir)

    out = open(filepath, "w")
    out.write(content.encode('utf8', 'replace'))
    out.close()

def read_file(filepath):
    f = open(filepath)
    content = f.readlines()
    f.close()
    return content

def copy_textures(textures):
    texture_dict = {}

    for key in textures:
        url = textures[key]['fullpath']
        #src = replace_OutFolder2inFolder(url)

        #print( src )
        #print( url )

        if url in texture_dict:  # texture has been copied
            continue

        if not os.path.exists(url):
            print("copy_texture error: we can't find this texture at " + url)
            continue

        try:
            index = url.rfind('/')
            if index == -1:
                index = url.rfind( '\\' )
            filename = url[index+1:len(url)]
            saveFolder = "maps"
            saveFilename = saveFolder + "/" + filename
            #print( src )
            #print( url )
            #print( saveFilename )
            if not os.path.exists(saveFolder):
                os.makedirs(saveFolder)
            shutil.copyfile(url, saveFilename)
            texture_dict[url] = True
        except IOError as e:
            print ("I/O error({0}): {1} {2}").format(e.errno, e.strerror, url)

def findFilesWithExt(directory, ext, include_path = True):
    ext = ext.lower()
    found = []
    for root, dirs, files in os.walk(directory):
        for filename in files:
            current_ext = os.path.splitext(filename)[1].lower()
            if current_ext == ext:
                if include_path:
                    found.append(os.path.join(root, filename))
                else:
                    found.append(filename)
    return found

# #####################################################
# 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', '--ignore-textures', action='store_true', dest='notextures', help="don't include texture references in output file", default=False)
    parser.add_option('-n', '--no-texture-copy', action='store_true', dest='notexturecopy', help="don't copy texture files", default=False)
    parser.add_option('-u', '--force-prefix', action='store_true', dest='prefix', help="prefix all object names in output file to ensure uniqueness", default=False)
    parser.add_option('-f', '--flatten-scene', action='store_true', dest='geometry', help="merge all geometries and apply node transforms", default=False)
    parser.add_option('-y', '--force-y-up', action='store_true', dest='forceyup', help="ensure that the y axis shows up", default=False)
    parser.add_option('-c', '--add-camera', action='store_true', dest='defcamera', help="include default camera in output scene", default=False)
    parser.add_option('-l', '--add-light', action='store_true', dest='deflight', help="include default light in output scene", default=False)
    parser.add_option('-p', '--pretty-print', action='store_true', dest='pretty', help="prefix all object names in output file", default=False)

    (options, args) = parser.parse_args()

    option_triangulate = options.triangulate
    option_textures = True if not options.notextures else False
    option_copy_textures = True if not options.notexturecopy else False
    option_prefix = options.prefix
    option_geometry = options.geometry
    option_forced_y_up = options.forceyup
    option_default_camera = options.defcamera
    option_default_light = options.deflight
    option_pretty_print = options.pretty

    # Prepare the FBX SDK.
    sdk_manager, scene = InitializeSdkObjects()
    converter = FbxGeometryConverter(sdk_manager)

    # 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)

        axis_system = FbxAxisSystem.MayaYUp

        if not option_forced_y_up:
            # According to asset's coordinate to convert scene
            upVector = scene.GetGlobalSettings().GetAxisSystem().GetUpVector();
            if upVector[0] == 3:
                axis_system = FbxAxisSystem.MayaZUp

        axis_system.ConvertScene(scene)

        inputFolder = args[0].replace( "\\", "/" );
        index = args[0].rfind( "/" );
        inputFolder = inputFolder[:index]

        outputFolder = args[1].replace( "\\", "/" );
        index = args[1].rfind( "/" );
        outputFolder = outputFolder[:index]

        if option_geometry:
            output_content = extract_geometry(scene, os.path.basename(args[0]))
        else:
            output_content = extract_scene(scene, os.path.basename(args[0]))

        if option_pretty_print:
            output_string = json.dumps(output_content, indent=4, cls=CustomEncoder, separators=(',', ': '), sort_keys=True)
            output_string = executeRegexHacks(output_string)
        else:
            output_string = json.dumps(output_content, separators=(',', ': '), sort_keys=True)


        output_path = os.path.join(os.getcwd(), args[1])
        write_file(output_path, output_string)

        if option_copy_textures:
            copy_textures( output_content['textures'] )

        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)
