# SPDX-FileCopyrightText: 2013 Campbell Barton
# SPDX-FileCopyrightText: 2014 Bastien Montagne
#
# SPDX-License-Identifier: GPL-2.0-or-later

import datetime
import math
import numpy as np
import os
import time

from itertools import zip_longest
from functools import cache

if "bpy" in locals():
    import importlib
    if "encode_bin" in locals():
        importlib.reload(encode_bin)
    if "data_types" in locals():
        importlib.reload(data_types)
    if "fbx_utils" in locals():
        importlib.reload(fbx_utils)

import bpy
import bpy_extras
from bpy_extras import node_shader_utils
from bpy.app.translations import pgettext_tip as tip_
from mathutils import Vector, Matrix

from . import encode_bin, data_types, fbx_utils
from .fbx_utils import (
    # Constants.
    FBX_VERSION, FBX_HEADER_VERSION, FBX_SCENEINFO_VERSION, FBX_TEMPLATES_VERSION,
    FBX_MODELS_VERSION,
    FBX_GEOMETRY_VERSION, FBX_GEOMETRY_NORMAL_VERSION, FBX_GEOMETRY_BINORMAL_VERSION, FBX_GEOMETRY_TANGENT_VERSION,
    FBX_GEOMETRY_SMOOTHING_VERSION, FBX_GEOMETRY_CREASE_VERSION, FBX_GEOMETRY_VCOLOR_VERSION, FBX_GEOMETRY_UV_VERSION,
    FBX_GEOMETRY_MATERIAL_VERSION, FBX_GEOMETRY_LAYER_VERSION,
    FBX_GEOMETRY_SHAPE_VERSION, FBX_DEFORMER_SHAPE_VERSION, FBX_DEFORMER_SHAPECHANNEL_VERSION,
    FBX_POSE_BIND_VERSION, FBX_DEFORMER_SKIN_VERSION, FBX_DEFORMER_CLUSTER_VERSION,
    FBX_MATERIAL_VERSION, FBX_TEXTURE_VERSION,
    FBX_ANIM_KEY_VERSION,
    FBX_ANIM_PROPSGROUP_NAME,
    FBX_KTIME,
    BLENDER_OTHER_OBJECT_TYPES, BLENDER_OBJECT_TYPES_MESHLIKE,
    FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES,
    RIGHT_HAND_AXES, FBX_FRAMERATES,
    # Miscellaneous utils.
    PerfMon,
    units_blender_to_fbx_factor, units_convertor, units_convertor_iter,
    matrix4_to_array, similar_values, shape_difference_exclude_similar, astype_view_signedness, fast_first_axis_unique,
    fast_first_axis_flat,
    # Attribute helpers.
    MESH_ATTRIBUTE_CORNER_EDGE, MESH_ATTRIBUTE_SHARP_EDGE, MESH_ATTRIBUTE_EDGE_VERTS, MESH_ATTRIBUTE_CORNER_VERT,
    MESH_ATTRIBUTE_SHARP_FACE, MESH_ATTRIBUTE_POSITION, MESH_ATTRIBUTE_MATERIAL_INDEX,
    # Mesh transform helpers.
    vcos_transformed, nors_transformed,
    # UUID from key.
    get_fbx_uuid_from_key,
    # Key generators.
    get_blenderID_key, get_blenderID_name,
    get_blender_mesh_shape_key, get_blender_mesh_shape_channel_key,
    get_blender_empty_key, get_blender_bone_key,
    get_blender_bindpose_key, get_blender_armature_skin_key, get_blender_bone_cluster_key,
    get_blender_anim_id_base, get_blender_anim_stack_key, get_blender_anim_layer_key,
    get_blender_anim_curve_node_key, get_blender_anim_curve_key,
    get_blender_nodetexture_key,
    # FBX element data.
    elem_empty,
    elem_data_single_char, elem_data_single_int16, elem_data_single_int32, elem_data_single_int64,
    elem_data_single_float32, elem_data_single_float64,
    elem_data_single_bytes, elem_data_single_string, elem_data_single_string_unicode,
    elem_data_single_bool_array, elem_data_single_int32_array, elem_data_single_int64_array,
    elem_data_single_float32_array, elem_data_single_float64_array, elem_data_vec_float64,
    # FBX element properties.
    elem_properties, elem_props_set, elem_props_compound,
    # FBX element properties handling templates.
    elem_props_template_init, elem_props_template_set, elem_props_template_finalize,
    # Templates.
    FBXTemplate, fbx_templates_generate,
    # Animation.
    AnimationCurveNodeWrapper,
    # Objects.
    ObjectWrapper, fbx_name_class, ensure_object_not_in_edit_mode,
    # Top level.
    FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
)

# Units converters!
convert_sec_to_ktime = units_convertor("second", "ktime")
convert_sec_to_ktime_iter = units_convertor_iter("second", "ktime")

convert_mm_to_inch = units_convertor("millimeter", "inch")

convert_rad_to_deg = units_convertor("radian", "degree")
convert_rad_to_deg_iter = units_convertor_iter("radian", "degree")


# ##### Templates #####
# TODO: check all those "default" values, they should match Blender's default as much as possible, I guess?

def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0):
    props = {}
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False])


def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0):
    gscale = settings.global_scale
    props = {
        # Name,                  Value, Type, Animatable
        b"QuaternionInterpolate": (0, "p_enum", False),  # 0 = no quat interpolation.
        b"RotationOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"RotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"ScalingOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"ScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"TranslationActive": (False, "p_bool", False),
        b"TranslationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"TranslationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"TranslationMinX": (False, "p_bool", False),
        b"TranslationMinY": (False, "p_bool", False),
        b"TranslationMinZ": (False, "p_bool", False),
        b"TranslationMaxX": (False, "p_bool", False),
        b"TranslationMaxY": (False, "p_bool", False),
        b"TranslationMaxZ": (False, "p_bool", False),
        b"RotationOrder": (0, "p_enum", False),  # we always use 'XYZ' order.
        b"RotationSpaceForLimitOnly": (False, "p_bool", False),
        b"RotationStiffnessX": (0.0, "p_double", False),
        b"RotationStiffnessY": (0.0, "p_double", False),
        b"RotationStiffnessZ": (0.0, "p_double", False),
        b"AxisLen": (10.0, "p_double", False),
        b"PreRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"PostRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"RotationActive": (False, "p_bool", False),
        b"RotationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"RotationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"RotationMinX": (False, "p_bool", False),
        b"RotationMinY": (False, "p_bool", False),
        b"RotationMinZ": (False, "p_bool", False),
        b"RotationMaxX": (False, "p_bool", False),
        b"RotationMaxY": (False, "p_bool", False),
        b"RotationMaxZ": (False, "p_bool", False),
        b"InheritType": (0, "p_enum", False),  # RrSs
        b"ScalingActive": (False, "p_bool", False),
        b"ScalingMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"ScalingMax": ((1.0, 1.0, 1.0), "p_vector_3d", False),
        b"ScalingMinX": (False, "p_bool", False),
        b"ScalingMinY": (False, "p_bool", False),
        b"ScalingMinZ": (False, "p_bool", False),
        b"ScalingMaxX": (False, "p_bool", False),
        b"ScalingMaxY": (False, "p_bool", False),
        b"ScalingMaxZ": (False, "p_bool", False),
        b"GeometricTranslation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"GeometricRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"GeometricScaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
        b"MinDampRangeX": (0.0, "p_double", False),
        b"MinDampRangeY": (0.0, "p_double", False),
        b"MinDampRangeZ": (0.0, "p_double", False),
        b"MaxDampRangeX": (0.0, "p_double", False),
        b"MaxDampRangeY": (0.0, "p_double", False),
        b"MaxDampRangeZ": (0.0, "p_double", False),
        b"MinDampStrengthX": (0.0, "p_double", False),
        b"MinDampStrengthY": (0.0, "p_double", False),
        b"MinDampStrengthZ": (0.0, "p_double", False),
        b"MaxDampStrengthX": (0.0, "p_double", False),
        b"MaxDampStrengthY": (0.0, "p_double", False),
        b"MaxDampStrengthZ": (0.0, "p_double", False),
        b"PreferedAngleX": (0.0, "p_double", False),
        b"PreferedAngleY": (0.0, "p_double", False),
        b"PreferedAngleZ": (0.0, "p_double", False),
        b"LookAtProperty": (None, "p_object", False),
        b"UpVectorProperty": (None, "p_object", False),
        b"Show": (True, "p_bool", False),
        b"NegativePercentShapeSupport": (True, "p_bool", False),
        b"DefaultAttributeIndex": (-1, "p_integer", False),
        b"Freeze": (False, "p_bool", False),
        b"LODBox": (False, "p_bool", False),
        b"Lcl Translation": ((0.0, 0.0, 0.0), "p_lcl_translation", True),
        b"Lcl Rotation": ((0.0, 0.0, 0.0), "p_lcl_rotation", True),
        b"Lcl Scaling": ((1.0, 1.0, 1.0), "p_lcl_scaling", True),
        b"Visibility": (1.0, "p_visibility", True),
        b"Visibility Inheritance": (1, "p_visibility_inheritance", False),
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False])


def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0):
    props = {
        b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
        b"Size": (100.0, "p_double", False),
        b"Look": (1, "p_enum", False),  # Cross (0 is None, i.e. invisible?).
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False])


def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0):
    gscale = settings.global_scale
    props = {
        b"LightType": (0, "p_enum", False),  # Point light.
        b"CastLight": (True, "p_bool", False),
        b"Color": ((1.0, 1.0, 1.0), "p_color", True),
        b"Intensity": (100.0, "p_number", True),  # Times 100 compared to Blender values...
        b"DecayType": (2, "p_enum", False),  # Quadratic.
        b"DecayStart": (30.0 * gscale, "p_double", False),
        b"CastShadows": (True, "p_bool", False),
        b"ShadowColor": ((0.0, 0.0, 0.0), "p_color", True),
        b"AreaLightShape": (0, "p_enum", False),  # Rectangle.
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False])


def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0):
    r = scene.render
    props = {
        b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
        b"Position": ((0.0, 0.0, -50.0), "p_vector", True),
        b"UpVector": ((0.0, 1.0, 0.0), "p_vector", True),
        b"InterestPosition": ((0.0, 0.0, 0.0), "p_vector", True),
        b"Roll": (0.0, "p_roll", True),
        b"OpticalCenterX": (0.0, "p_opticalcenterx", True),
        b"OpticalCenterY": (0.0, "p_opticalcentery", True),
        b"BackgroundColor": ((0.63, 0.63, 0.63), "p_color", True),
        b"TurnTable": (0.0, "p_number", True),
        b"DisplayTurnTableIcon": (False, "p_bool", False),
        b"UseMotionBlur": (False, "p_bool", False),
        b"UseRealTimeMotionBlur": (True, "p_bool", False),
        b"Motion Blur Intensity": (1.0, "p_number", True),
        b"AspectRatioMode": (0, "p_enum", False),  # WindowSize.
        b"AspectWidth": (320.0, "p_double", False),
        b"AspectHeight": (200.0, "p_double", False),
        b"PixelAspectRatio": (1.0, "p_double", False),
        b"FilmOffsetX": (0.0, "p_number", True),
        b"FilmOffsetY": (0.0, "p_number", True),
        b"FilmWidth": (0.816, "p_double", False),
        b"FilmHeight": (0.612, "p_double", False),
        b"FilmAspectRatio": (1.3333333333333333, "p_double", False),
        b"FilmSqueezeRatio": (1.0, "p_double", False),
        b"FilmFormatIndex": (0, "p_enum", False),  # Assuming this is ApertureFormat, 0 = custom.
        b"PreScale": (1.0, "p_number", True),
        b"FilmTranslateX": (0.0, "p_number", True),
        b"FilmTranslateY": (0.0, "p_number", True),
        b"FilmRollPivotX": (0.0, "p_number", True),
        b"FilmRollPivotY": (0.0, "p_number", True),
        b"FilmRollValue": (0.0, "p_number", True),
        b"FilmRollOrder": (0, "p_enum", False),  # 0 = rotate first (default).
        b"ApertureMode": (2, "p_enum", False),  # 2 = Vertical.
        b"GateFit": (0, "p_enum", False),  # 0 = no resolution gate fit.
        b"FieldOfView": (25.114999771118164, "p_fov", True),
        b"FieldOfViewX": (40.0, "p_fov_x", True),
        b"FieldOfViewY": (40.0, "p_fov_y", True),
        b"FocalLength": (34.89327621672628, "p_number", True),
        b"CameraFormat": (0, "p_enum", False),  # Custom camera format.
        b"UseFrameColor": (False, "p_bool", False),
        b"FrameColor": ((0.3, 0.3, 0.3), "p_color_rgb", False),
        b"ShowName": (True, "p_bool", False),
        b"ShowInfoOnMoving": (True, "p_bool", False),
        b"ShowGrid": (True, "p_bool", False),
        b"ShowOpticalCenter": (False, "p_bool", False),
        b"ShowAzimut": (True, "p_bool", False),
        b"ShowTimeCode": (False, "p_bool", False),
        b"ShowAudio": (False, "p_bool", False),
        b"AudioColor": ((0.0, 1.0, 0.0), "p_vector_3d", False),  # Yep, vector3d, not corlorgb… :cry:
        b"NearPlane": (10.0, "p_double", False),
        b"FarPlane": (4000.0, "p_double", False),
        b"AutoComputeClipPanes": (False, "p_bool", False),
        b"ViewCameraToLookAt": (True, "p_bool", False),
        b"ViewFrustumNearFarPlane": (False, "p_bool", False),
        b"ViewFrustumBackPlaneMode": (2, "p_enum", False),  # 2 = show back plane if texture added.
        b"BackPlaneDistance": (4000.0, "p_number", True),
        b"BackPlaneDistanceMode": (1, "p_enum", False),  # 1 = relative to camera.
        b"ViewFrustumFrontPlaneMode": (2, "p_enum", False),  # 2 = show front plane if texture added.
        b"FrontPlaneDistance": (10.0, "p_number", True),
        b"FrontPlaneDistanceMode": (1, "p_enum", False),  # 1 = relative to camera.
        b"LockMode": (False, "p_bool", False),
        b"LockInterestNavigation": (False, "p_bool", False),
        # BackPlate... properties **arggggg!**
        b"FitImage": (False, "p_bool", False),
        b"Crop": (False, "p_bool", False),
        b"Center": (True, "p_bool", False),
        b"KeepRatio": (True, "p_bool", False),
        # End of BackPlate...
        b"BackgroundAlphaTreshold": (0.5, "p_double", False),
        b"ShowBackplate": (True, "p_bool", False),
        b"BackPlaneOffsetX": (0.0, "p_number", True),
        b"BackPlaneOffsetY": (0.0, "p_number", True),
        b"BackPlaneRotation": (0.0, "p_number", True),
        b"BackPlaneScaleX": (1.0, "p_number", True),
        b"BackPlaneScaleY": (1.0, "p_number", True),
        b"Background Texture": (None, "p_object", False),
        b"FrontPlateFitImage": (True, "p_bool", False),
        b"FrontPlateCrop": (False, "p_bool", False),
        b"FrontPlateCenter": (True, "p_bool", False),
        b"FrontPlateKeepRatio": (True, "p_bool", False),
        b"Foreground Opacity": (1.0, "p_double", False),
        b"ShowFrontplate": (True, "p_bool", False),
        b"FrontPlaneOffsetX": (0.0, "p_number", True),
        b"FrontPlaneOffsetY": (0.0, "p_number", True),
        b"FrontPlaneRotation": (0.0, "p_number", True),
        b"FrontPlaneScaleX": (1.0, "p_number", True),
        b"FrontPlaneScaleY": (1.0, "p_number", True),
        b"Foreground Texture": (None, "p_object", False),
        b"DisplaySafeArea": (False, "p_bool", False),
        b"DisplaySafeAreaOnRender": (False, "p_bool", False),
        b"SafeAreaDisplayStyle": (1, "p_enum", False),  # 1 = rounded corners.
        b"SafeAreaAspectRatio": (1.3333333333333333, "p_double", False),
        b"Use2DMagnifierZoom": (False, "p_bool", False),
        b"2D Magnifier Zoom": (100.0, "p_number", True),
        b"2D Magnifier X": (50.0, "p_number", True),
        b"2D Magnifier Y": (50.0, "p_number", True),
        b"CameraProjectionType": (0, "p_enum", False),  # 0 = perspective, 1 = orthogonal.
        b"OrthoZoom": (1.0, "p_double", False),
        b"UseRealTimeDOFAndAA": (False, "p_bool", False),
        b"UseDepthOfField": (False, "p_bool", False),
        b"FocusSource": (0, "p_enum", False),  # 0 = camera interest, 1 = distance from camera interest.
        b"FocusAngle": (3.5, "p_double", False),  # ???
        b"FocusDistance": (200.0, "p_double", False),
        b"UseAntialiasing": (False, "p_bool", False),
        b"AntialiasingIntensity": (0.77777, "p_double", False),
        b"AntialiasingMethod": (0, "p_enum", False),  # 0 = oversampling, 1 = hardware.
        b"UseAccumulationBuffer": (False, "p_bool", False),
        b"FrameSamplingCount": (7, "p_integer", False),
        b"FrameSamplingType": (1, "p_enum", False),  # 0 = uniform, 1 = stochastic.
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False])


def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0):
    props = {}
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False])


def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0):
    props = {
        b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
        b"BBoxMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"BBoxMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"Primary Visibility": (True, "p_bool", False),
        b"Casts Shadows": (True, "p_bool", False),
        b"Receive Shadows": (True, "p_bool", False),
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False])


def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0):
    # WIP...
    props = {
        b"ShadingModel": ("Phong", "p_string", False),
        b"MultiLayer": (False, "p_bool", False),
        # Lambert-specific.
        b"EmissiveColor": ((0.0, 0.0, 0.0), "p_color", True),
        b"EmissiveFactor": (1.0, "p_number", True),
        b"AmbientColor": ((0.2, 0.2, 0.2), "p_color", True),
        b"AmbientFactor": (1.0, "p_number", True),
        b"DiffuseColor": ((0.8, 0.8, 0.8), "p_color", True),
        b"DiffuseFactor": (1.0, "p_number", True),
        b"TransparentColor": ((0.0, 0.0, 0.0), "p_color", True),
        b"TransparencyFactor": (0.0, "p_number", True),
        b"Opacity": (1.0, "p_number", True),
        b"NormalMap": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"BumpFactor": (1.0, "p_double", False),
        b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
        b"DisplacementFactor": (1.0, "p_double", False),
        b"VectorDisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
        b"VectorDisplacementFactor": (1.0, "p_double", False),
        # Phong-specific.
        b"SpecularColor": ((0.2, 0.2, 0.2), "p_color", True),
        b"SpecularFactor": (1.0, "p_number", True),
        # Not sure about the name, importer uses this (but ShininessExponent for tex prop name!)
        # And in fbx exported by sdk, you have one in template, the other in actual material!!! :/
        # For now, using both.
        b"Shininess": (20.0, "p_number", True),
        b"ShininessExponent": (20.0, "p_number", True),
        b"ReflectionColor": ((0.0, 0.0, 0.0), "p_color", True),
        b"ReflectionFactor": (1.0, "p_number", True),
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False])


def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0):
    # WIP...
    # XXX Not sure about all names!
    props = {
        b"TextureTypeUse": (0, "p_enum", False),  # Standard.
        b"AlphaSource": (2, "p_enum", False),  # Black (i.e. texture's alpha), XXX name guessed!.
        b"Texture alpha": (1.0, "p_double", False),
        b"PremultiplyAlpha": (True, "p_bool", False),
        b"CurrentTextureBlendMode": (1, "p_enum", False),  # Additive...
        b"CurrentMappingType": (0, "p_enum", False),  # UV.
        b"UVSet": ("default", "p_string", False),  # UVMap name.
        b"WrapModeU": (0, "p_enum", False),  # Repeat.
        b"WrapModeV": (0, "p_enum", False),  # Repeat.
        b"UVSwap": (False, "p_bool", False),
        b"Translation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"Rotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"Scaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
        b"TextureRotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        b"TextureScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
        # Not sure about those two...
        b"UseMaterial": (False, "p_bool", False),
        b"UseMipMap": (False, "p_bool", False),
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False])


def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0):
    # WIP...
    props = {
        # All pictures.
        b"Width": (0, "p_integer", False),
        b"Height": (0, "p_integer", False),
        b"Path": ("", "p_string_url", False),
        b"AccessMode": (0, "p_enum", False),  # Disk (0=Disk, 1=Mem, 2=DiskAsync).
        # All videos.
        b"StartFrame": (0, "p_integer", False),
        b"StopFrame": (0, "p_integer", False),
        b"Offset": (0, "p_timestamp", False),
        b"PlaySpeed": (0.0, "p_double", False),
        b"FreeRunning": (False, "p_bool", False),
        b"Loop": (False, "p_bool", False),
        b"InterlaceMode": (0, "p_enum", False),  # None, i.e. progressive.
        # Image sequences.
        b"ImageSequence": (False, "p_bool", False),
        b"ImageSequenceOffset": (0, "p_integer", False),
        b"FrameRate": (0.0, "p_double", False),
        b"LastFrame": (0, "p_integer", False),
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False])


def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0):
    props = {}
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Pose", b"", props, nbr_users, [False])


def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0):
    props = {}
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"Deformer", b"", props, nbr_users, [False])


def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0):
    props = {
        b"Description": ("", "p_string", False),
        b"LocalStart": (0, "p_timestamp", False),
        b"LocalStop": (0, "p_timestamp", False),
        b"ReferenceStart": (0, "p_timestamp", False),
        b"ReferenceStop": (0, "p_timestamp", False),
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False])


def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0):
    props = {
        b"Weight": (100.0, "p_number", True),
        b"Mute": (False, "p_bool", False),
        b"Solo": (False, "p_bool", False),
        b"Lock": (False, "p_bool", False),
        b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
        b"BlendMode": (0, "p_enum", False),
        b"RotationAccumulationMode": (0, "p_enum", False),
        b"ScaleAccumulationMode": (0, "p_enum", False),
        b"BlendModeBypass": (0, "p_ulonglong", False),
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False])


def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0):
    props = {
        FBX_ANIM_PROPSGROUP_NAME.encode(): (None, "p_compound", False),
    }
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False])


def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0):
    props = {}
    if override_defaults is not None:
        props.update(override_defaults)
    return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])


# ##### Generators for connection elements. #####

def elem_connection(elem, c_type, uid_src, uid_dst, prop_dst=None):
    e = elem_data_single_string(elem, b"C", c_type)
    e.add_int64(uid_src)
    e.add_int64(uid_dst)
    if prop_dst is not None:
        e.add_string(prop_dst)


# ##### FBX objects generators. #####

def fbx_data_element_custom_properties(props, bid):
    """
    Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
    """
    items = bid.items()

    if not items:
        return

    rna_properties = {prop.identifier for prop in bid.bl_rna.properties if prop.is_runtime}

    for k, v in items:
        if k in rna_properties:
            continue

        list_val = getattr(v, "to_list", lambda: None)()

        if isinstance(v, str):
            elem_props_set(props, "p_string", k.encode(), v, custom=True)
        elif isinstance(v, int):
            elem_props_set(props, "p_integer", k.encode(), v, custom=True)
        elif isinstance(v, float):
            elem_props_set(props, "p_double", k.encode(), v, custom=True)
        elif list_val:
            if len(list_val) == 3:
                elem_props_set(props, "p_vector", k.encode(), list_val, custom=True)
            else:
                elem_props_set(props, "p_string", k.encode(), str(list_val), custom=True)
        else:
            elem_props_set(props, "p_string", k.encode(), str(v), custom=True)


def fbx_data_empty_elements(root, empty, scene_data):
    """
    Write the Empty data block (you can control its FBX datatype with the 'fbx_type' string custom property) or Armature
    NodeAttribute.
    """
    empty_key = scene_data.data_empties[empty]

    null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))
    null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
    bdata = empty.bdata
    if bdata.type == 'EMPTY':
        val = bdata.get('fbx_type', None)
        fbx_type = val.encode() if val and isinstance(val, str) else b"Null"
    else:
        fbx_type = b"Null"
    null.add_string(fbx_type)

    elem_data_single_string(null, b"TypeFlags", b"Null")

    tmpl = elem_props_template_init(scene_data.templates, b"Null")
    props = elem_properties(null)
    elem_props_template_finalize(tmpl, props)

    # Empty/Armature Object custom properties have already been saved with the Model.
    # Only Armature data custom properties need to be saved here with the NodeAttribute.
    if bdata.type == 'ARMATURE':
        fbx_data_element_custom_properties(props, bdata.data)


def fbx_data_light_elements(root, lamp, scene_data):
    """
    Write the Lamp data block.
    """
    gscale = scene_data.settings.global_scale

    light_key = scene_data.data_lights[lamp]
    do_light = True
    do_shadow = False
    shadow_color = Vector((0.0, 0.0, 0.0))
    if lamp.type not in {'HEMI'}:
        do_light = True
        do_shadow = lamp.use_shadow
        shadow_color = lamp.shadow_color

    light = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(light_key))
    light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
    light.add_string(b"Light")

    elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION)  # Sic...

    tmpl = elem_props_template_init(scene_data.templates, b"Light")
    props = elem_properties(light)
    elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
    elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
    elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
    elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
    elem_props_template_set(tmpl, props, "p_enum", b"DecayType", FBX_LIGHT_DECAY_TYPES['INVERSE_SQUARE'])
    elem_props_template_set(tmpl, props, "p_double", b"DecayStart", 25.0 * gscale) # 25 is old Blender default
    elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
    elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
    if lamp.type in {'SPOT'}:
        elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
        elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
                                math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
    elem_props_template_finalize(tmpl, props)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, lamp)


def fbx_data_camera_elements(root, cam_obj, scene_data):
    """
    Write the Camera data blocks.
    """
    gscale = scene_data.settings.global_scale

    cam = cam_obj.bdata
    cam_data = cam.data
    cam_key = scene_data.data_cameras[cam_obj]

    # Real data now, good old camera!
    # Object transform info.
    loc, rot, scale, matrix, matrix_rot = cam_obj.fbx_object_tx(scene_data)
    up = matrix_rot @ Vector((0.0, 1.0, 0.0))
    to = matrix_rot @ Vector((0.0, 0.0, -1.0))
    # Render settings.
    # TODO We could export much more...
    render = scene_data.scene.render
    width = render.resolution_x
    height = render.resolution_y
    aspect = width / height
    # Film width & height from mm to inches
    filmwidth = convert_mm_to_inch(cam_data.sensor_width)
    filmheight = convert_mm_to_inch(cam_data.sensor_height)
    filmaspect = filmwidth / filmheight
    # Film offset
    offsetx = filmwidth * cam_data.shift_x
    offsety = filmaspect * filmheight * cam_data.shift_y

    cam = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(cam_key))
    cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
    cam.add_string(b"Camera")

    tmpl = elem_props_template_init(scene_data.templates, b"Camera")
    props = elem_properties(cam)

    elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
    elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
    elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to)  # Point, not vector!
    # Should we use world value?
    elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
    elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)

    elem_props_template_set(tmpl, props, "p_enum", b"AspectRatioMode", 2)  # FixedResolution
    elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(render.resolution_x))
    elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(render.resolution_y))
    elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio",
                            float(render.pixel_aspect_x / render.pixel_aspect_y))

    elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
    elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
    elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
    elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
    elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)

    elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3)  # FocalLength.
    elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2)  # FitHorizontal.
    elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
    elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
    elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
    # No need to convert to inches here...
    elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
    elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
    # Depth of field and Focus distance.
    elem_props_template_set(tmpl, props, "p_bool", b"UseDepthOfField", cam_data.dof.use_dof)
    elem_props_template_set(tmpl, props, "p_double", b"FocusDistance", cam_data.dof.focus_distance * 1000 * gscale)
    # Default to perspective camera.
    elem_props_template_set(tmpl, props, "p_enum", b"CameraProjectionType", 1 if cam_data.type == 'ORTHO' else 0)
    elem_props_template_set(tmpl, props, "p_double", b"OrthoZoom", cam_data.ortho_scale)

    elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
    elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
    elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1)  # RelativeToCamera.
    elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)

    elem_props_template_finalize(tmpl, props)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, cam_data)

    elem_data_single_string(cam, b"TypeFlags", b"Camera")
    elem_data_single_int32(cam, b"GeometryVersion", 124)  # Sic...
    elem_data_vec_float64(cam, b"Position", loc)
    elem_data_vec_float64(cam, b"Up", up)
    elem_data_vec_float64(cam, b"LookAt", to)
    elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
    elem_data_single_int32(cam, b"ShowAudio", 0)
    elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
    elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)


def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, mat_world_arm=None, bones=[]):
    """
    Helper, since bindpose are used by both meshes shape keys and armature bones...
    """
    if arm_obj is None:
        arm_obj = me_obj
    # We assume bind pose for our bones are their "Editmode" pose...
    # All matrices are expected in global (world) space.
    bindpose_key = get_blender_bindpose_key(arm_obj.bdata, me)
    fbx_pose = elem_data_single_int64(root, b"Pose", get_fbx_uuid_from_key(bindpose_key))
    fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
    fbx_pose.add_string(b"BindPose")

    elem_data_single_string(fbx_pose, b"Type", b"BindPose")
    elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
    elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + (1 if (arm_obj != me_obj) else 0) + len(bones))

    # First node is mesh/object.
    mat_world_obj = me_obj.fbx_object_matrix(scene_data, global_space=True)
    fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
    elem_data_single_int64(fbx_posenode, b"Node", me_obj.fbx_uuid)
    elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_obj))
    # Second node is armature object itself.
    if arm_obj != me_obj:
        fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
        elem_data_single_int64(fbx_posenode, b"Node", arm_obj.fbx_uuid)
        elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_arm))
    # And all bones of armature!
    mat_world_bones = {}
    for bo_obj in bones:
        bomat = bo_obj.fbx_object_matrix(scene_data, rest=True, global_space=True)
        mat_world_bones[bo_obj] = bomat
        fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
        elem_data_single_int64(fbx_posenode, b"Node", bo_obj.fbx_uuid)
        elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(bomat))

    return mat_world_obj, mat_world_bones


def fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, fbx_me_tmpl, fbx_me_props):
    """
    Write shape keys related data.
    """
    if me not in scene_data.data_deformers_shape:
        return

    write_normals = True  # scene_data.settings.mesh_smooth_type in {'OFF'}

    # First, write the geometry data itself (i.e. shapes).
    _me_key, shape_key, shapes = scene_data.data_deformers_shape[me]

    channels = []

    vertices = me.vertices
    for shape, (channel_key, geom_key, shape_verts_co, shape_verts_idx) in shapes.items():
        # Use vgroups as weights, if defined.
        if shape.vertex_group and shape.vertex_group in me_obj.bdata.vertex_groups:
            shape_verts_weights = np.zeros(len(shape_verts_idx), dtype=np.float64)
            # It's slightly faster to iterate and index the underlying memoryview objects
            mv_shape_verts_weights = shape_verts_weights.data
            mv_shape_verts_idx = shape_verts_idx.data
            vg_idx = me_obj.bdata.vertex_groups[shape.vertex_group].index
            for sk_idx, v_idx in enumerate(mv_shape_verts_idx):
                for vg in vertices[v_idx].groups:
                    if vg.group == vg_idx:
                        mv_shape_verts_weights[sk_idx] = vg.weight
                        break
            shape_verts_weights *= 100.0
        else:
            shape_verts_weights = np.full(len(shape_verts_idx), 100.0, dtype=np.float64)
        channels.append((channel_key, shape, shape_verts_weights))

        geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(geom_key))
        geom.add_string(fbx_name_class(shape.name.encode(), b"Geometry"))
        geom.add_string(b"Shape")

        tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
        props = elem_properties(geom)
        elem_props_template_finalize(tmpl, props)

        elem_data_single_int32(geom, b"Version", FBX_GEOMETRY_SHAPE_VERSION)

        elem_data_single_int32_array(geom, b"Indexes", shape_verts_idx)
        elem_data_single_float64_array(geom, b"Vertices", shape_verts_co)
        if write_normals:
            elem_data_single_float64_array(geom, b"Normals", np.zeros(len(shape_verts_idx) * 3, dtype=np.float64))

    # Yiha! BindPose for shapekeys too! Dodecasigh...
    # XXX Not sure yet whether several bindposes on same mesh are allowed, or not... :/
    fbx_data_bindpose_element(root, me_obj, me, scene_data)

    # ...and now, the deformers stuff.
    fbx_shape = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(shape_key))
    fbx_shape.add_string(fbx_name_class(me.name.encode(), b"Deformer"))
    fbx_shape.add_string(b"BlendShape")

    elem_data_single_int32(fbx_shape, b"Version", FBX_DEFORMER_SHAPE_VERSION)

    for channel_key, shape, shape_verts_weights in channels:
        fbx_channel = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(channel_key))
        fbx_channel.add_string(fbx_name_class(shape.name.encode(), b"SubDeformer"))
        fbx_channel.add_string(b"BlendShapeChannel")

        elem_data_single_int32(fbx_channel, b"Version", FBX_DEFORMER_SHAPECHANNEL_VERSION)
        elem_data_single_float64(fbx_channel, b"DeformPercent", shape.value * 100.0)  # Percents...
        elem_data_single_float64_array(fbx_channel, b"FullWeights", shape_verts_weights)

        # *WHY* add this in linked mesh properties too? *cry*
        # No idea whether it’s percent here too, or more usual factor (assume percentage for now) :/
        elem_props_template_set(fbx_me_tmpl, fbx_me_props, "p_number", shape.name.encode(), shape.value * 100.0,
                                animatable=True)


def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
    """
    Write the Mesh (Geometry) data block.
    """
    # Ugly helper... :/
    def _infinite_gen(val):
        while 1:
            yield val

    me_key, me, _free = scene_data.data_meshes[me_obj]

    # In case of multiple instances of same mesh, only write it once!
    if me_key in done_meshes:
        return

    # No gscale/gmat here, all data are supposed to be in object space.
    smooth_type = scene_data.settings.mesh_smooth_type
    write_normals = True  # smooth_type in {'OFF'}

    do_bake_space_transform = me_obj.use_bake_space_transform(scene_data)

    # 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 = scene_data.settings.global_matrix if do_bake_space_transform else None
    # We need to apply the inverse transpose of the global matrix when transforming normals.
    geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
    if geom_mat_no is not None:
        # Remove translation & scaling!
        geom_mat_no.translation = Vector()
        geom_mat_no.normalize()

    geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(me_key))
    geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
    geom.add_string(b"Mesh")

    tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
    props = elem_properties(geom)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, me)

    # Subdivision levels. Take them from the first found subsurf modifier from the
    # first object that has the mesh. Write crease information if the object has
    # and subsurf modifier.
    write_crease = False
    if scene_data.settings.use_subsurf:
        last_subsurf = None
        for mod in me_obj.bdata.modifiers:
            if not (mod.show_render or mod.show_viewport):
                continue
            if mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
                last_subsurf = mod

        if last_subsurf:
            elem_data_single_int32(geom, b"Smoothness", 2) # Display control mesh and smoothed
            if last_subsurf.boundary_smooth == "PRESERVE_CORNERS":
                elem_data_single_int32(geom, b"BoundaryRule", 1) # CreaseAll
            else:
                elem_data_single_int32(geom, b"BoundaryRule", 2) # CreaseEdge
            elem_data_single_int32(geom, b"PreviewDivisionLevels", last_subsurf.levels)
            elem_data_single_int32(geom, b"RenderDivisionLevels", last_subsurf.render_levels)

            elem_data_single_int32(geom, b"PreserveBorders", 0)
            elem_data_single_int32(geom, b"PreserveHardEdges", 0)
            elem_data_single_int32(geom, b"PropagateEdgeHardness", 0)

            write_crease = last_subsurf.use_creases

    elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)

    attributes = me.attributes

    # Vertex cos.
    pos_fbx_dtype = np.float64
    t_pos = MESH_ATTRIBUTE_POSITION.to_ndarray(attributes)
    elem_data_single_float64_array(geom, b"Vertices", vcos_transformed(t_pos, geom_mat_co, pos_fbx_dtype))
    del t_pos

    # Polygon indices.
    #
    # We do loose edges as two-vertices faces, if enabled...
    #
    # Note we have to process Edges in the same time, as they are based on poly's loops...

    # Total number of loops, including any extra added for loose edges.
    loop_nbr = len(me.loops)

    # dtypes matching the C data. Matching the C datatype avoids iteration and casting of every element in foreach_get's
    # C code.
    bl_loop_index_dtype = np.uintc

    # Start vertex indices of loops (corners). May contain elements for loops added for the export of loose edges.
    t_lvi = MESH_ATTRIBUTE_CORNER_VERT.to_ndarray(attributes)

    # Loop start indices of polygons. May contain elements for the polygons added for the export of loose edges.
    t_ls = np.empty(len(me.polygons), dtype=bl_loop_index_dtype)

    # Vertex indices of edges (unsorted, unlike Mesh.edge_keys), flattened into an array twice the length of the number
    # of edges.
    t_ev = MESH_ATTRIBUTE_EDGE_VERTS.to_ndarray(attributes)
    # Each edge has two vertex indices, so it's useful to view the array as 2d where each element on the first axis is a
    # pair of vertex indices
    t_ev_pair_view = t_ev.view()
    t_ev_pair_view.shape = (-1, 2)

    # Edge indices of loops (corners). May contain elements for loops added for the export of loose edges.
    t_lei = MESH_ATTRIBUTE_CORNER_EDGE.to_ndarray(attributes)

    me.polygons.foreach_get("loop_start", t_ls)

    # Add "fake" faces for loose edges. Each "fake" face consists of two loops creating a new 2-sided polygon.
    if scene_data.settings.use_mesh_edges:
        bl_edge_is_loose_dtype = bool
        # Get the mask of edges that are loose
        loose_mask = np.empty(len(me.edges), dtype=bl_edge_is_loose_dtype)
        me.edges.foreach_get('is_loose', loose_mask)

        indices_of_loose_edges = np.flatnonzero(loose_mask)
        # Since we add two loops per loose edge, repeat the indices so that there's one for each new loop
        new_loop_edge_indices = np.repeat(indices_of_loose_edges, 2)

        # Get the loose edge vertex index pairs
        t_le = t_ev_pair_view[loose_mask]

        # append will automatically flatten the pairs in t_le
        t_lvi = np.append(t_lvi, t_le)
        t_lei = np.append(t_lei, new_loop_edge_indices)
        # Two loops are added per loose edge
        loop_nbr += 2 * len(t_le)
        t_ls = np.append(t_ls, np.arange(len(me.loops), loop_nbr, 2, dtype=t_ls.dtype))
        del t_le
        del loose_mask
        del indices_of_loose_edges
        del new_loop_edge_indices

    # Edges...
    # Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
    #       The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
    #       Advantage: Only one index per edge.
    #       Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
    #                 for loose edges).
    #       We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
    #       (like e.g. crease).
    eli_fbx_dtype = np.int32

    # Edge index of each unique edge-key, used to map per-edge data to unique edge-keys (t_pvi).
    t_pvi_edge_indices = np.empty(0, dtype=t_lei.dtype)

    pvi_fbx_dtype = np.int32
    if t_ls.size and t_lvi.size:
        # Get unsorted edge keys by indexing the edge->vertex-indices array by the loop->edge-index array.
        t_pvi_edge_keys = t_ev_pair_view[t_lei]

        # Sort each [edge_start_n, edge_end_n] pair to get edge keys. Heapsort seems to be the fastest for this specific
        # use case.
        t_pvi_edge_keys.sort(axis=1, kind='heapsort')

        # Note that finding unique edge keys means that if there are multiple edges that share the same vertices (which
        # shouldn't normally happen), only the first edge found in loops will be exported along with its per-edge data.
        # To export separate edges that share the same vertices, fast_first_axis_unique can be replaced with np.unique
        # with t_lei as the first argument, finding unique edges rather than unique edge keys.
        #
        # Since we want the unique values in their original order, the only part we care about is the indices of the
        # first occurrence of the unique elements in t_pvi_edge_keys, so we can use our fast uniqueness helper function.
        t_eli = fast_first_axis_unique(t_pvi_edge_keys, return_unique=False, return_index=True)

        # To get the indices of the elements in t_pvi_edge_keys that produce unique values, but in the original order of
        # t_pvi_edge_keys, t_eli must be sorted.
        # Due to loops and their edge keys tending to have a partial ordering within meshes, sorting with kind='stable'
        # with radix sort tends to be faster than the default of kind='quicksort' with introsort.
        t_eli.sort(kind='stable')

        # Edge index of each element in unique t_pvi_edge_keys, used to map per-edge data such as sharp and creases.
        t_pvi_edge_indices = t_lei[t_eli]

        # We have to ^-1 last index of each loop.
        # Ensure t_pvi is the correct number of bits before inverting.
        # t_lvi may be used again later, so always create a copy to avoid modifying it in the next step.
        t_pvi = t_lvi.astype(pvi_fbx_dtype)
        # The index of the end of each loop is one before the index of the start of the next loop.
        t_pvi[t_ls[1:] - 1] ^= -1
        # The index of the end of the last loop will be the very last index.
        t_pvi[-1] ^= -1
        del t_pvi_edge_keys
    else:
        # Should be empty, but make sure it's the correct type.
        t_pvi = np.empty(0, dtype=pvi_fbx_dtype)
        t_eli = np.empty(0, dtype=eli_fbx_dtype)

    # And finally we can write data!
    t_pvi = astype_view_signedness(t_pvi, pvi_fbx_dtype)
    t_eli = astype_view_signedness(t_eli, eli_fbx_dtype)
    elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
    elem_data_single_int32_array(geom, b"Edges", t_eli)
    del t_pvi
    del t_eli
    del t_ev
    del t_ev_pair_view

    # And now, layers!

    # Smoothing.
    if smooth_type in {'FACE', 'EDGE'}:
        ps_fbx_dtype = np.int32
        _map = b""
        if smooth_type == 'FACE':
            # The FBX integer values are usually interpreted as boolean where 0 is False (sharp) and 1 is True
            # (smooth).
            # The values may also be used to represent smoothing group bitflags, but this does not seem well-supported.
            t_ps = MESH_ATTRIBUTE_SHARP_FACE.get_ndarray(attributes)
            if t_ps is not None:
                # FBX sharp is False, but Blender sharp is True, so invert.
                t_ps = np.logical_not(t_ps)
            else:
                # The mesh has no "sharp_face" attribute, so every face is smooth.
                t_ps = np.ones(len(me.polygons), dtype=ps_fbx_dtype)
            _map = b"ByPolygon"
        else:  # EDGE
            _map = b"ByEdge"
            if t_pvi_edge_indices.size:
                # Write Edge Smoothing.
                # Note edge is sharp also if it's used by more than two faces, or one of its faces is flat.
                mesh_poly_nbr = len(me.polygons)
                mesh_edge_nbr = len(me.edges)
                mesh_loop_nbr = len(me.loops)
                # t_ls and t_lei may contain extra polygons or loops added for loose edges that are not present in the
                # mesh data, so create views that exclude the extra data added for loose edges.
                mesh_t_ls_view = t_ls[:mesh_poly_nbr]
                mesh_t_lei_view = t_lei[:mesh_loop_nbr]

                # - Get sharp edges from edges used by more than two loops (and therefore more than two faces)
                e_more_than_two_faces_mask = np.bincount(mesh_t_lei_view, minlength=mesh_edge_nbr) > 2

                # - Get sharp edges from the "sharp_edge" attribute. The attribute may not exist, in which case, there
                #   are no edges marked as sharp.
                e_use_sharp_mask = MESH_ATTRIBUTE_SHARP_EDGE.get_ndarray(attributes)
                if e_use_sharp_mask is not None:
                    # - Combine with edges that are sharp because they're in more than two faces
                    e_use_sharp_mask = np.logical_or(e_use_sharp_mask, e_more_than_two_faces_mask, out=e_use_sharp_mask)
                else:
                    e_use_sharp_mask = e_more_than_two_faces_mask

                # - Get sharp edges from flat shaded faces
                p_flat_mask = MESH_ATTRIBUTE_SHARP_FACE.get_ndarray(attributes)
                if p_flat_mask is not None:
                    # Convert flat shaded polygons to flat shaded loops by repeating each element by the number of sides
                    # of that polygon.
                    # Polygon sides can be calculated from the element-wise difference of loop starts appended by the
                    # number of loops. Alternatively, polygon sides can be retrieved directly from the 'loop_total'
                    # attribute of polygons, but since we already have t_ls, it tends to be quicker to calculate from
                    # t_ls.
                    polygon_sides = np.diff(mesh_t_ls_view, append=mesh_loop_nbr)
                    p_flat_loop_mask = np.repeat(p_flat_mask, polygon_sides)
                    # Convert flat shaded loops to flat shaded (sharp) edge indices.
                    # Note that if an edge is in multiple loops that are part of flat shaded faces, its edge index will
                    # end up in sharp_edge_indices_from_polygons multiple times.
                    sharp_edge_indices_from_polygons = mesh_t_lei_view[p_flat_loop_mask]

                    # - Combine with edges that are sharp because a polygon they're in has flat shading
                    e_use_sharp_mask[sharp_edge_indices_from_polygons] = True
                    del sharp_edge_indices_from_polygons
                    del p_flat_loop_mask
                    del polygon_sides
                del p_flat_mask

                # - Convert sharp edges to sharp edge keys (t_pvi)
                ek_use_sharp_mask = e_use_sharp_mask[t_pvi_edge_indices]

                # - Sharp edges are indicated in FBX as zero (False), so invert
                t_ps = np.invert(ek_use_sharp_mask, out=ek_use_sharp_mask)
                del ek_use_sharp_mask
                del e_use_sharp_mask
                del mesh_t_lei_view
                del mesh_t_ls_view
            else:
                t_ps = np.empty(0, dtype=ps_fbx_dtype)
        t_ps = t_ps.astype(ps_fbx_dtype, copy=False)
        lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
        elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
        elem_data_single_string(lay_smooth, b"Name", b"")
        elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
        elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
        elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps)  # Sight, int32 for bool...
        del t_ps
    del t_ls
    del t_lei

    # Edge crease for subdivision
    if write_crease:
        ec_fbx_dtype = np.float64
        if t_pvi_edge_indices.size:
            ec_bl_dtype = np.single
            edge_creases = me.edge_creases
            if edge_creases:
                t_ec_raw = np.empty(len(me.edges), dtype=ec_bl_dtype)
                edge_creases.data.foreach_get("value", t_ec_raw)

                # Convert to t_pvi edge-keys.
                t_ec_ek_raw = t_ec_raw[t_pvi_edge_indices]

                # Blender squares those values before sending them to OpenSubdiv, when other software don't,
                # so we need to compensate that to get similar results through FBX...
                # Use the precision of the fbx dtype for the calculation since it's usually higher precision.
                t_ec_ek_raw = t_ec_ek_raw.astype(ec_fbx_dtype, copy=False)
                t_ec = np.square(t_ec_ek_raw, out=t_ec_ek_raw)
                del t_ec_ek_raw
                del t_ec_raw
            else:
                # todo: Blender edge creases are optional now, we may be able to avoid writing the array to FBX when
                #  there are no edge creases.
                t_ec = np.zeros(t_pvi_edge_indices.shape, dtype=ec_fbx_dtype)
        else:
            t_ec = np.empty(0, dtype=ec_fbx_dtype)

        lay_crease = elem_data_single_int32(geom, b"LayerElementEdgeCrease", 0)
        elem_data_single_int32(lay_crease, b"Version", FBX_GEOMETRY_CREASE_VERSION)
        elem_data_single_string(lay_crease, b"Name", b"")
        elem_data_single_string(lay_crease, b"MappingInformationType", b"ByEdge")
        elem_data_single_string(lay_crease, b"ReferenceInformationType", b"Direct")
        elem_data_single_float64_array(lay_crease, b"EdgeCrease", t_ec)
        del t_ec

    # And we are done with edges!
    del t_pvi_edge_indices

    # Loop normals.
    tspacenumber = 0
    if write_normals:
        # NOTE: this is not supported by importer currently.
        # XXX Official docs says normals should use IndexToDirect,
        #     but this does not seem well supported by apps currently...
        me.calc_normals_split()

        ln_bl_dtype = np.single
        ln_fbx_dtype = np.float64
        t_ln = np.empty(len(me.loops) * 3,  dtype=ln_bl_dtype)
        me.loops.foreach_get("normal", t_ln)
        t_ln = nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype)
        if 0:
            lnidx_fbx_dtype = np.int32
            lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
            elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
            elem_data_single_string(lay_nor, b"Name", b"")
            elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
            elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")

            # Tuple of unique sorted normals and then the index in the unique sorted normals of each normal in t_ln.
            # Since we don't care about how the normals are sorted, only that they're unique, we can use the fast unique
            # helper function.
            t_ln, t_lnidx = fast_first_axis_unique(t_ln.reshape(-1, 3), return_inverse=True)

            # Convert to the type for fbx
            t_lnidx = astype_view_signedness(t_lnidx, lnidx_fbx_dtype)

            elem_data_single_float64_array(lay_nor, b"Normals", t_ln)
            # Normal weights, no idea what it is.
            # t_lnw = np.zeros(len(t_ln), dtype=np.float64)
            # elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)

            elem_data_single_int32_array(lay_nor, b"NormalsIndex", t_lnidx)

            del t_lnidx
            # del t_lnw
        else:
            lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
            elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
            elem_data_single_string(lay_nor, b"Name", b"")
            elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
            elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
            elem_data_single_float64_array(lay_nor, b"Normals", t_ln)
            # Normal weights, no idea what it is.
            # t_ln = np.zeros(len(me.loops), dtype=np.float64)
            # elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
        del t_ln

        # tspace
        if scene_data.settings.use_tspace:
            tspacenumber = len(me.uv_layers)
            if tspacenumber:
                # We can only compute tspace on tessellated meshes, need to check that here...
                lt_bl_dtype = np.uintc
                t_lt = np.empty(len(me.polygons), dtype=lt_bl_dtype)
                me.polygons.foreach_get("loop_total", t_lt)
                if (t_lt > 4).any():
                    del t_lt
                    scene_data.settings.report(
                        {'WARNING'},
                        tip_("Mesh '%s' has polygons with more than 4 vertices, "
                             "cannot compute/export tangent space for it") % me.name)
                else:
                    del t_lt
                    num_loops = len(me.loops)
                    t_ln = np.empty(num_loops * 3, dtype=ln_bl_dtype)
                    # t_lnw = np.zeros(len(me.loops), dtype=np.float64)
                    uv_names = [uvlayer.name for uvlayer in me.uv_layers]
                    # Annoying, `me.calc_tangent` errors in case there is no geometry...
                    if num_loops > 0:
                        for name in uv_names:
                            me.calc_tangents(uvmap=name)
                    for idx, uvlayer in enumerate(me.uv_layers):
                        name = uvlayer.name
                        # Loop bitangents (aka binormals).
                        # NOTE: this is not supported by importer currently.
                        me.loops.foreach_get("bitangent", t_ln)
                        lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx)
                        elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION)
                        elem_data_single_string_unicode(lay_nor, b"Name", name)
                        elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
                        elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
                        elem_data_single_float64_array(lay_nor, b"Binormals",
                                                       nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype))
                        # Binormal weights, no idea what it is.
                        # elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)

                        # Loop tangents.
                        # NOTE: this is not supported by importer currently.
                        me.loops.foreach_get("tangent", t_ln)
                        lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx)
                        elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION)
                        elem_data_single_string_unicode(lay_nor, b"Name", name)
                        elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
                        elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
                        elem_data_single_float64_array(lay_nor, b"Tangents",
                                                       nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype))
                        # Tangent weights, no idea what it is.
                        # elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)

                    del t_ln
                    # del t_lnw
                    me.free_tangents()

        me.free_normals_split()

    # Write VertexColor Layers.
    colors_type = scene_data.settings.colors_type
    vcolnumber = 0 if colors_type == 'NONE' else len(me.color_attributes)
    if vcolnumber:
        color_prop_name = "color_srgb" if colors_type == 'SRGB' else "color"
        # ByteColorAttribute color also gets returned by the API as single precision float
        bl_lc_dtype = np.single
        fbx_lc_dtype = np.float64
        fbx_lcidx_dtype = np.int32

        color_attributes = me.color_attributes
        if scene_data.settings.prioritize_active_color:
            active_color = me.color_attributes.active_color
            color_attributes = sorted(color_attributes, key=lambda x: x == active_color, reverse=True)

        for colindex, collayer in enumerate(color_attributes):
            is_point = collayer.domain == "POINT"
            vcollen = len(me.vertices if is_point else me.loops)
            # Each rgba component is flattened in the array
            t_lc = np.empty(vcollen * 4, dtype=bl_lc_dtype)
            collayer.data.foreach_get(color_prop_name, t_lc)
            lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex)
            elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION)
            elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name)
            elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex")
            elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect")

            # Use the fast uniqueness helper function since we don't care about sorting.
            t_lc, col_indices = fast_first_axis_unique(t_lc.reshape(-1, 4), return_inverse=True)

            if is_point:
                # for "point" domain colors, we could directly emit them
                # with a "ByVertex" mapping type, but some software does not
                # properly understand that. So expand to full "ByPolygonVertex"
                # index map.
                # Ignore loops added for loose edges.
                col_indices = col_indices[t_lvi[:len(me.loops)]]

            t_lc = t_lc.astype(fbx_lc_dtype, copy=False)
            col_indices = astype_view_signedness(col_indices, fbx_lcidx_dtype)

            elem_data_single_float64_array(lay_vcol, b"Colors", t_lc)
            elem_data_single_int32_array(lay_vcol, b"ColorIndex", col_indices)

            del t_lc
            del col_indices

    # Write UV layers.
    # Note: LayerElementTexture is deprecated since FBX 2011 - luckily!
    #       Textures are now only related to materials, in FBX!
    uvnumber = len(me.uv_layers)
    if uvnumber:
        luv_bl_dtype = np.single
        luv_fbx_dtype = np.float64
        lv_idx_fbx_dtype = np.int32

        t_luv = np.empty(len(me.loops) * 2, dtype=luv_bl_dtype)
        # Fast view for sort-based uniqueness of pairs.
        t_luv_fast_pair_view = fast_first_axis_flat(t_luv.reshape(-1, 2))
        # It must be a view of t_luv otherwise it won't update when t_luv is updated.
        assert(t_luv_fast_pair_view.base is t_luv)

        # Looks like this mapping is also expected to convey UV islands (arg..... :((((( ).
        # So we need to generate unique triplets (uv, vertex_idx) here, not only just based on UV values.
        # Ignore loops added for loose edges.
        t_lvidx = t_lvi[:len(me.loops)]

        # If we were to create a combined array of (uv, vertex_idx) elements, we could find unique triplets by sorting
        # that array by first sorting by the vertex_idx column and then sorting by the uv column using a stable sorting
        # algorithm.
        # This is exactly what we'll do, but without creating the combined array, because only the uv elements are
        # included in the export and the vertex_idx column is the same for every uv layer.

        # Because the vertex_idx column is the same for every uv layer, the vertex_idx column can be sorted in advance.
        # argsort gets the indices that sort the array, which are needed to be able to sort the array of uv pairs in the
        # same way to create the indices that recreate the full uvs from the unique uvs.
        # Loops and vertices tend to naturally have a partial ordering, which makes sorting with kind='stable' (radix
        # sort) faster than the default of kind='quicksort' (introsort) in most cases.
        perm_vidx = t_lvidx.argsort(kind='stable')

        # Mask and uv indices arrays will be modified and re-used by each uv layer.
        unique_mask = np.empty(len(me.loops), dtype=np.bool_)
        unique_mask[:1] = True
        uv_indices = np.empty(len(me.loops), dtype=lv_idx_fbx_dtype)

        for uvindex, uvlayer in enumerate(me.uv_layers):
            lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex)
            elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION)
            elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name)
            elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex")
            elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect")

            uvlayer.uv.foreach_get("vector", t_luv)

            # t_luv_fast_pair_view is a view in a dtype that compares elements by individual bytes, but float types have
            # separate byte representations of positive and negative zero. For uniqueness, these should be considered
            # the same, so replace all -0.0 with 0.0 in advance.
            t_luv[t_luv == -0.0] = 0.0

            # These steps to create unique_uv_pairs are the same as how np.unique would find unique values by sorting a
            # structured array where each element is a triplet of (uv, vertex_idx), except uv and vertex_idx are
            # separate arrays here and vertex_idx has already been sorted in advance.

            # Sort according to the vertex_idx column, using the precalculated indices that sort it.
            sorted_t_luv_fast = t_luv_fast_pair_view[perm_vidx]

            # Get the indices that would sort the sorted uv pairs. Stable sorting must be used to maintain the sorting
            # of the vertex indices.
            perm_uv_pairs = sorted_t_luv_fast.argsort(kind='stable')
            # Use the indices to sort both the uv pairs and the vertex_idx columns.
            perm_combined = perm_vidx[perm_uv_pairs]
            sorted_vidx = t_lvidx[perm_combined]
            sorted_t_luv_fast = sorted_t_luv_fast[perm_uv_pairs]

            # Create a mask where either the uv pair doesn't equal the previous value in the array, or the vertex index
            # doesn't equal the previous value, these will be the unique uv-vidx triplets.
            # For an imaginary triplet array:
            # ...
            # [(0.4, 0.2), 0]
            # [(0.4, 0.2), 1] -> Unique because vertex index different from previous
            # [(0.4, 0.2), 2] -> Unique because vertex index different from previous
            # [(0.7, 0.6), 2] -> Unique because uv different from previous
            # [(0.7, 0.6), 2]
            # ...
            # Output the result into unique_mask.
            np.logical_or(sorted_t_luv_fast[1:] != sorted_t_luv_fast[:-1], sorted_vidx[1:] != sorted_vidx[:-1],
                          out=unique_mask[1:])

            # Get each uv pair marked as unique by the unique_mask and then view as the original dtype.
            unique_uvs = sorted_t_luv_fast[unique_mask].view(luv_bl_dtype)

            # NaN values are considered invalid and indicate a bug somewhere else in Blender or in an addon, we want
            # these bugs to be reported instead of hiding them by allowing the export to continue.
            if np.isnan(unique_uvs).any():
                raise RuntimeError("UV layer %s on %r has invalid UVs containing NaN values" % (uvlayer.name, me))

            # Convert to the type needed for fbx
            unique_uvs = unique_uvs.astype(luv_fbx_dtype, copy=False)

            # Set the indices of pairs in unique_uvs that reconstruct the pairs in t_luv into uv_indices.
            # uv_indices will then be the same as an inverse array returned by np.unique with return_inverse=True.
            uv_indices[perm_combined] = np.cumsum(unique_mask, dtype=uv_indices.dtype) - 1

            elem_data_single_float64_array(lay_uv, b"UV", unique_uvs)
            elem_data_single_int32_array(lay_uv, b"UVIndex", uv_indices)
            del unique_uvs
            del sorted_t_luv_fast
            del sorted_vidx
            del perm_uv_pairs
            del perm_combined
        del uv_indices
        del unique_mask
        del perm_vidx
        del t_lvidx
        del t_luv
        del t_luv_fast_pair_view
    del t_lvi

    # Face's materials.
    me_fbxmaterials_idx = scene_data.mesh_material_indices.get(me)
    if me_fbxmaterials_idx is not None:
        # We cannot use me.materials here, as this array is filled with None in case materials are linked to object...
        me_blmaterials = me_obj.materials
        if me_fbxmaterials_idx and me_blmaterials:
            lay_ma = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
            elem_data_single_int32(lay_ma, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
            elem_data_single_string(lay_ma, b"Name", b"")
            nbr_mats = len(me_fbxmaterials_idx)
            multiple_fbx_mats = nbr_mats > 1
            # If a mesh does not have more than one material its material_index attribute can be ignored.
            # If a mesh has multiple materials but all its polygons are assigned to the first material, its
            # material_index attribute may not exist.
            t_pm = None if not multiple_fbx_mats else MESH_ATTRIBUTE_MATERIAL_INDEX.get_ndarray(attributes)
            if t_pm is not None:
                fbx_pm_dtype = np.int32

                # We have to validate mat indices, and map them to FBX indices.
                # Note a mat might not be in me_fbxmaterials_idx (e.g. node mats are ignored).

                # The first valid material will be used for materials out of bounds of me_blmaterials or materials not
                # in me_fbxmaterials_idx.
                def_me_blmaterial_idx, def_ma = next(
                    (i, me_fbxmaterials_idx[m]) for i, m in enumerate(me_blmaterials) if m in me_fbxmaterials_idx)

                # Set material indices that are out of bounds to the default material index
                mat_idx_limit = len(me_blmaterials)
                # Material indices shouldn't be negative, but they technically could be. Viewing as unsigned before
                # checking for indices that are too large means that a single >= check will pick up both negative
                # indices and indices that are too large.
                t_pm[t_pm.view("u%i" % t_pm.itemsize) >= mat_idx_limit] = def_me_blmaterial_idx

                # Map to FBX indices. Materials not in me_fbxmaterials_idx will be set to the default material index.
                blmat_fbx_idx = np.fromiter((me_fbxmaterials_idx.get(m, def_ma) for m in me_blmaterials),
                                            dtype=fbx_pm_dtype)
                t_pm = blmat_fbx_idx[t_pm]

                elem_data_single_string(lay_ma, b"MappingInformationType", b"ByPolygon")
                # XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one
                #     value per polygon...
                #     But looks like FBX expects it to be IndexToDirect here (maybe because materials are already
                #     indices??? *sigh*).
                elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
                elem_data_single_int32_array(lay_ma, b"Materials", t_pm)
            else:
                elem_data_single_string(lay_ma, b"MappingInformationType", b"AllSame")
                elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
                if multiple_fbx_mats:
                    # There's no material_index attribute, so every material index is effectively zero.
                    # In the order of the mesh's materials, get the FBX index of the first material that is exported.
                    all_same_idx = next(me_fbxmaterials_idx[m] for m in me_blmaterials if m in me_fbxmaterials_idx)
                else:
                    # There's only one fbx material, so the index will always be zero.
                    all_same_idx = 0
                elem_data_single_int32_array(lay_ma, b"Materials", [all_same_idx])
            del t_pm

    # And the "layer TOC"...

    layer = elem_data_single_int32(geom, b"Layer", 0)
    elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
    if write_normals:
        lay_nor = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal")
        elem_data_single_int32(lay_nor, b"TypedIndex", 0)
    if tspacenumber:
        lay_binor = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
        elem_data_single_int32(lay_binor, b"TypedIndex", 0)
        lay_tan = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
        elem_data_single_int32(lay_tan, b"TypedIndex", 0)
    if smooth_type in {'FACE', 'EDGE'}:
        lay_smooth = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing")
        elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
    if write_crease:
        lay_smooth = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_smooth, b"Type", b"LayerElementEdgeCrease")
        elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
    if vcolnumber:
        lay_vcol = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
        elem_data_single_int32(lay_vcol, b"TypedIndex", 0)
    if uvnumber:
        lay_uv = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
        elem_data_single_int32(lay_uv, b"TypedIndex", 0)
    if me_fbxmaterials_idx is not None:
        lay_ma = elem_empty(layer, b"LayerElement")
        elem_data_single_string(lay_ma, b"Type", b"LayerElementMaterial")
        elem_data_single_int32(lay_ma, b"TypedIndex", 0)

    # Add other uv and/or vcol layers...
    for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber),
                                                 fillvalue=0):
        layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx))
        elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
        if vcolidx:
            lay_vcol = elem_empty(layer, b"LayerElement")
            elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
            elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx)
        if uvidx:
            lay_uv = elem_empty(layer, b"LayerElement")
            elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
            elem_data_single_int32(lay_uv, b"TypedIndex", uvidx)
        if tspaceidx:
            lay_binor = elem_empty(layer, b"LayerElement")
            elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
            elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx)
            lay_tan = elem_empty(layer, b"LayerElement")
            elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
            elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx)

    # Shape keys...
    fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, tmpl, props)

    elem_props_template_finalize(tmpl, props)
    done_meshes.add(me_key)


def fbx_data_material_elements(root, ma, scene_data):
    """
    Write the Material data block.
    """

    ambient_color = (0.0, 0.0, 0.0)
    if scene_data.data_world:
        ambient_color = next(iter(scene_data.data_world.keys())).color

    ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
    ma_key, _objs = scene_data.data_materials[ma]
    ma_type = b"Phong"

    fbx_ma = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(ma_key))
    fbx_ma.add_string(fbx_name_class(ma.name.encode(), b"Material"))
    fbx_ma.add_string(b"")

    elem_data_single_int32(fbx_ma, b"Version", FBX_MATERIAL_VERSION)
    # those are not yet properties, it seems...
    elem_data_single_string(fbx_ma, b"ShadingModel", ma_type)
    elem_data_single_int32(fbx_ma, b"MultiLayer", 0)  # Should be bool...

    tmpl = elem_props_template_init(scene_data.templates, b"Material")
    props = elem_properties(fbx_ma)

    elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", ma_type.decode())
    elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", ma_wrap.base_color)
    # Not in Principled BSDF, so assuming always 1
    elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", 1.0)
    # Principled BSDF only has an emissive color, so we assume factor to be always 1.0.
    elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", ma_wrap.emission_color)
    elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", ma_wrap.emission_strength)
    # Not in Principled BSDF, so assuming always 0
    elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
    elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", 0.0)
    # Sweetness... Looks like we are not the only ones to not know exactly how FBX is supposed to work (see T59850).
    # According to one of its developers, Unity uses that formula to extract alpha value:
    #
    #   alpha = 1 - TransparencyFactor
    #   if (alpha == 1 or alpha == 0):
    #       alpha = 1 - TransparentColor.r
    #
    # Until further info, let's assume this is correct way to do, hence the following code for TransparentColor.
    if ma_wrap.alpha < 1.0e-5 or ma_wrap.alpha > (1.0 - 1.0e-5):
        elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", (1.0 - ma_wrap.alpha,) * 3)
    else:
        elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", ma_wrap.base_color)
    elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor", 1.0 - ma_wrap.alpha)
    elem_props_template_set(tmpl, props, "p_number", b"Opacity", ma_wrap.alpha)
    elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
    elem_props_template_set(tmpl, props, "p_double", b"BumpFactor", ma_wrap.normalmap_strength)
    # Not sure about those...
    """
    b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
    b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
    b"DisplacementFactor": (0.0, "p_double"),
    """
    # TODO: use specular tint?
    elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", ma_wrap.base_color)
    elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", ma_wrap.specular / 2.0)
    # See Material template about those two!
    # XXX Totally empirical conversion, trying to adapt it
    #     (from 0.0 - 100.0 FBX shininess range to 1.0 - 0.0 Principled BSDF range)...
    shininess = (1.0 - ma_wrap.roughness) * 10
    shininess *= shininess
    elem_props_template_set(tmpl, props, "p_number", b"Shininess", shininess)
    elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", shininess)
    elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", ma_wrap.base_color)
    elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor", ma_wrap.metallic)

    elem_props_template_finalize(tmpl, props)

    # Custom properties.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, ma)


def _gen_vid_path(img, scene_data):
    msetts = scene_data.settings.media_settings
    fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode,
                                                   msetts.subdir, msetts.copy_set, img.library)
    fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel)))
    return fname_abs, fname_rel


def fbx_data_texture_file_elements(root, blender_tex_key, scene_data):
    """
    Write the (file) Texture data block.
    """
    # XXX All this is very fuzzy to me currently...
    #     Textures do not seem to use properties as much as they could.
    #     For now assuming most logical and simple stuff.

    ma, sock_name = blender_tex_key
    ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
    tex_key, _fbx_prop = scene_data.data_textures[blender_tex_key]
    tex = getattr(ma_wrap, sock_name)
    img = tex.image
    fname_abs, fname_rel = _gen_vid_path(img, scene_data)

    fbx_tex = elem_data_single_int64(root, b"Texture", get_fbx_uuid_from_key(tex_key))
    fbx_tex.add_string(fbx_name_class(sock_name.encode(), b"Texture"))
    fbx_tex.add_string(b"")

    elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip")
    elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION)
    elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(sock_name.encode(), b"Texture"))
    elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video"))
    elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs)
    elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)

    alpha_source = 0  # None
    if img.alpha_mode != 'NONE':
        # ~ if tex.texture.use_calculate_alpha:
            # ~ alpha_source = 1  # RGBIntensity as alpha.
        # ~ else:
            # ~ alpha_source = 2  # Black, i.e. alpha channel.
        alpha_source = 2  # Black, i.e. alpha channel.
    # BlendMode not useful for now, only affects layered textures afaics.
    mapping = 0  # UV.
    uvset = None
    if tex.texcoords == 'ORCO':  # XXX Others?
        if tex.projection == 'FLAT':
            mapping = 1  # Planar
        elif tex.projection == 'CUBE':
            mapping = 4  # Box
        elif tex.projection == 'TUBE':
            mapping = 3  # Cylindrical
        elif tex.projection == 'SPHERE':
            mapping = 2  # Spherical
    elif tex.texcoords == 'UV':
        mapping = 0  # UV
        # Yuck, UVs are linked by mere names it seems... :/
        # XXX TODO how to get that now???
        # uvset = tex.uv_layer
    wrap_mode = 1  # Clamp
    if tex.extension == 'REPEAT':
        wrap_mode = 0  # Repeat

    tmpl = elem_props_template_init(scene_data.templates, b"TextureFile")
    props = elem_properties(fbx_tex)
    elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source)
    elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
                            img.alpha_mode in {'STRAIGHT'})  # Or is it PREMUL?
    elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
    if uvset is not None:
        elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset)
    elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
    elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
    elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.translation)
    elem_props_template_set(tmpl, props, "p_vector_3d", b"Rotation", (-r for r in tex.rotation))
    elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", (((1.0 / s) if s != 0.0 else 1.0) for s in tex.scale))
    # UseMaterial should always be ON imho.
    elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True)
    elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", False)
    elem_props_template_finalize(tmpl, props)

    # No custom properties, since that's not a data-block anymore.


def fbx_data_video_elements(root, vid, scene_data):
    """
    Write the actual image data block.
    """
    msetts = scene_data.settings.media_settings

    vid_key, _texs = scene_data.data_videos[vid]
    fname_abs, fname_rel = _gen_vid_path(vid, scene_data)

    fbx_vid = elem_data_single_int64(root, b"Video", get_fbx_uuid_from_key(vid_key))
    fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video"))
    fbx_vid.add_string(b"Clip")

    elem_data_single_string(fbx_vid, b"Type", b"Clip")
    # XXX No Version???

    tmpl = elem_props_template_init(scene_data.templates, b"Video")
    props = elem_properties(fbx_vid)
    elem_props_template_set(tmpl, props, "p_string_url", b"Path", fname_abs)
    elem_props_template_finalize(tmpl, props)

    elem_data_single_int32(fbx_vid, b"UseMipMap", 0)
    elem_data_single_string_unicode(fbx_vid, b"Filename", fname_abs)
    elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel)

    if scene_data.settings.media_settings.embed_textures:
        if vid.packed_file is not None:
            # We only ever embed a given file once!
            if fname_abs not in msetts.embedded_set:
                elem_data_single_bytes(fbx_vid, b"Content", vid.packed_file.data)
                msetts.embedded_set.add(fname_abs)
        else:
            filepath = bpy.path.abspath(vid.filepath)
            # We only ever embed a given file once!
            if filepath not in msetts.embedded_set:
                try:
                    with open(filepath, 'br') as f:
                        elem_data_single_bytes(fbx_vid, b"Content", f.read())
                except Exception as e:
                    print("WARNING: embedding file {} failed ({})".format(filepath, e))
                    elem_data_single_bytes(fbx_vid, b"Content", b"")
                msetts.embedded_set.add(filepath)
    # Looks like we'd rather not write any 'Content' element in this case (see T44442).
    # Sounds suspect, but let's try it!
    #~ else:
        #~ elem_data_single_bytes(fbx_vid, b"Content", b"")

    # Blender currently has no UI for editing custom properties on Images, but the importer will import Image custom
    # properties from either a Video Node or a Texture Node, preferring a Video node if one exists. We'll propagate
    # these custom properties only to Video Nodes because that is most likely where they were imported from, and Texture
    # Nodes are more like Blender's Shader Nodes than Images, which is what we're exporting here.
    if scene_data.settings.use_custom_props:
        fbx_data_element_custom_properties(props, vid)



def fbx_data_armature_elements(root, arm_obj, scene_data):
    """
    Write:
        * Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!).
        * Deformers (i.e. Skin), bind between an armature and a mesh.
        ** SubDeformers (i.e. Cluster), one per bone/vgroup pair.
        * BindPose.
    Note armature itself has no data, it is a mere "Null" Model...
    """
    mat_world_arm = arm_obj.fbx_object_matrix(scene_data, global_space=True)
    bones = tuple(bo_obj for bo_obj in arm_obj.bones if bo_obj in scene_data.objects)

    bone_radius_scale = 33.0

    # Bones "data".
    for bo_obj in bones:
        bo = bo_obj.bdata
        bo_data_key = scene_data.data_bones[bo_obj]
        fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(bo_data_key))
        fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute"))
        fbx_bo.add_string(b"LimbNode")
        elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")

        tmpl = elem_props_template_init(scene_data.templates, b"Bone")
        props = elem_properties(fbx_bo)
        elem_props_template_set(tmpl, props, "p_double", b"Size", bo.head_radius * bone_radius_scale)
        elem_props_template_finalize(tmpl, props)

        # Custom properties.
        if scene_data.settings.use_custom_props:
            fbx_data_element_custom_properties(props, bo)

        # Store Blender bone length - XXX Not much useful actually :/
        # (LimbLength can't be used because it is a scale factor 0-1 for the parent-child distance:
        # http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/class_fbx_skeleton.html#a9bbe2a70f4ed82cd162620259e649f0f )
        # elem_props_set(props, "p_double", "BlenderBoneLength".encode(), (bo.tail_local - bo.head_local).length, custom=True)

    # Skin deformers and BindPoses.
    # Note: we might also use Deformers for our "parent to vertex" stuff???
    deformer = scene_data.data_deformers_skin.get(arm_obj, None)
    if deformer is not None:
        for me, (skin_key, ob_obj, clusters) in deformer.items():
            # BindPose.
            mat_world_obj, mat_world_bones = fbx_data_bindpose_element(root, ob_obj, me, scene_data,
                                                                       arm_obj, mat_world_arm, bones)

            # Deformer.
            fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(skin_key))
            fbx_skin.add_string(fbx_name_class(arm_obj.name.encode(), b"Deformer"))
            fbx_skin.add_string(b"Skin")

            elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
            elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0)  # Only vague idea what it is...

            # Pre-process vertex weights so that the vertices only need to be iterated once.
            ob = ob_obj.bdata
            bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
                         for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
            valid_idxs = set(bo_vg_idx.values())
            vgroups = {vg.index: {} for vg in ob.vertex_groups}
            for idx, v in enumerate(me.vertices):
                for vg in v.groups:
                    if (w := vg.weight) and (vg_idx := vg.group) in valid_idxs:
                        vgroups[vg_idx][idx] = w

            for bo_obj, clstr_key in clusters.items():
                bo = bo_obj.bdata
                # Find which vertices are affected by this bone/vgroup pair, and matching weights.
                # Note we still write a cluster for bones not affecting the mesh, to get 'rest pose' data
                # (the TransformBlah matrices).
                vg_idx = bo_vg_idx.get(bo.name, None)
                indices, weights = ((), ()) if vg_idx is None or not vgroups[vg_idx] else zip(*vgroups[vg_idx].items())

                # Create the cluster.
                fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(clstr_key))
                fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer"))
                fbx_clstr.add_string(b"Cluster")

                elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION)
                # No idea what that user data might be...
                fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"")
                fbx_userdata.add_string(b"")
                if indices:
                    elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
                    elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
                # Transform, TransformLink and TransformAssociateModel matrices...
                # They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though.
                # WARNING! Even though official FBX API presents Transform in global space,
                #          **it is stored in bone space in FBX data!** See:
                #          http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-
                #                 by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
                elem_data_single_float64_array(fbx_clstr, b"Transform",
                                               matrix4_to_array(mat_world_bones[bo_obj].inverted_safe() @ mat_world_obj))
                elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
                elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))


def fbx_data_leaf_bone_elements(root, scene_data):
    # Write a dummy leaf bone that is used by applications to show the length of the last bone in a chain
    for (node_name, _par_uuid, node_uuid, attr_uuid, matrix, hide, size) in scene_data.data_leaf_bones:
        # Bone 'data'...
        fbx_bo = elem_data_single_int64(root, b"NodeAttribute", attr_uuid)
        fbx_bo.add_string(fbx_name_class(node_name.encode(), b"NodeAttribute"))
        fbx_bo.add_string(b"LimbNode")
        elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")

        tmpl = elem_props_template_init(scene_data.templates, b"Bone")
        props = elem_properties(fbx_bo)
        elem_props_template_set(tmpl, props, "p_double", b"Size", size)
        elem_props_template_finalize(tmpl, props)

        # And bone object.
        model = elem_data_single_int64(root, b"Model", node_uuid)
        model.add_string(fbx_name_class(node_name.encode(), b"Model"))
        model.add_string(b"LimbNode")

        elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)

        # Object transform info.
        loc, rot, scale = matrix.decompose()
        rot = rot.to_euler('XYZ')
        rot = tuple(convert_rad_to_deg_iter(rot))

        tmpl = elem_props_template_init(scene_data.templates, b"Model")
        # For now add only loc/rot/scale...
        props = elem_properties(model)
        # Generated leaf bones are obviously never animated!
        elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc)
        elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot)
        elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)
        elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not hide))

        # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
        # invalid -1 value...
        elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)

        elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1)  # RSrs

        # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
        # object type, etc.
        elem_data_single_int32(model, b"MultiLayer", 0)
        elem_data_single_int32(model, b"MultiTake", 0)
        # Probably the FbxNode.EShadingMode enum. Full description in fbx_data_object_elements.
        elem_data_single_char(model, b"Shading", b"\x01")
        elem_data_single_string(model, b"Culling", b"CullingOff")

        elem_props_template_finalize(tmpl, props)


def fbx_data_object_elements(root, ob_obj, scene_data):
    """
    Write the Object (Model) data blocks.
    Note this "Model" can also be bone or dupli!
    """
    obj_type = b"Null"  # default, sort of empty...
    if ob_obj.is_bone:
        obj_type = b"LimbNode"
    elif (ob_obj.type == 'ARMATURE'):
        if scene_data.settings.armature_nodetype == 'ROOT':
            obj_type = b"Root"
        elif scene_data.settings.armature_nodetype == 'LIMBNODE':
            obj_type = b"LimbNode"
        else:  # Default, preferred option...
            obj_type = b"Null"
    elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
        obj_type = b"Mesh"
    elif (ob_obj.type == 'LIGHT'):
        obj_type = b"Light"
    elif (ob_obj.type == 'CAMERA'):
        obj_type = b"Camera"
    model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid)
    model.add_string(fbx_name_class(ob_obj.name.encode(), b"Model"))
    model.add_string(obj_type)

    elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)

    # Object transform info.
    loc, rot, scale, matrix, matrix_rot = ob_obj.fbx_object_tx(scene_data)
    rot = tuple(convert_rad_to_deg_iter(rot))

    tmpl = elem_props_template_init(scene_data.templates, b"Model")
    # For now add only loc/rot/scale...
    props = elem_properties(model)
    elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc,
                            animatable=True, animated=((ob_obj.key, "Lcl Translation") in scene_data.animated))
    elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot,
                            animatable=True, animated=((ob_obj.key, "Lcl Rotation") in scene_data.animated))
    elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale,
                            animatable=True, animated=((ob_obj.key, "Lcl Scaling") in scene_data.animated))
    elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide))

    # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
    # invalid -1 value...
    elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)

    elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1)  # RSrs

    # Custom properties.
    if scene_data.settings.use_custom_props:
        # Here we want customprops from the 'pose' bone, not the 'edit' bone...
        bdata = ob_obj.bdata_pose_bone if ob_obj.is_bone else ob_obj.bdata
        fbx_data_element_custom_properties(props, bdata)

    # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
    # object type, etc.
    elem_data_single_int32(model, b"MultiLayer", 0)
    elem_data_single_int32(model, b"MultiTake", 0)
    # This is probably the FbxNode.EShadingMode enum. Not directly used by the FBX SDK, but the SDK guarantees that the
    # value will be passed through from an imported file to an exported one. Common values are 'Y' and 'T'. 'U' and 'W'
    # have also been seen in older FBX files. It's not clear which enum member each of these values corresponds to or if
    # these values are actually application specific. Blender had been exporting this as a `True` bool for a long time
    # seemingly without issue. The '\x01' char is the same value as `True` in raw bytes.
    elem_data_single_char(model, b"Shading", b"\x01")
    elem_data_single_string(model, b"Culling", b"CullingOff")

    if obj_type == b"Camera":
        # Why, oh why are FBX cameras such a mess???
        # And WHY add camera data HERE??? Not even sure this is needed...
        render = scene_data.scene.render
        width = render.resolution_x * 1.0
        height = render.resolution_y * 1.0
        elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0)  # Don't know what it means
        elem_props_template_set(tmpl, props, "p_double", b"AspectW", width)
        elem_props_template_set(tmpl, props, "p_double", b"AspectH", height)
        elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True)
        elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0)  # Don't know what it means
        elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True)

    elem_props_template_finalize(tmpl, props)


def fbx_data_animation_elements(root, scene_data):
    """
    Write animation data.
    """
    animations = scene_data.animations
    if not animations:
        return

    # Animation stacks.
    for astack_key, alayers, alayer_key, name, f_start, f_end in animations:
        astack = elem_data_single_int64(root, b"AnimationStack", get_fbx_uuid_from_key(astack_key))
        astack.add_string(fbx_name_class(name, b"AnimStack"))
        astack.add_string(b"")

        astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack")
        astack_props = elem_properties(astack)
        r = scene_data.scene.render
        fps = r.fps / r.fps_base
        start = int(convert_sec_to_ktime(f_start / fps))
        end = int(convert_sec_to_ktime(f_end / fps))
        elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start)
        elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end)
        elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start)
        elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end)
        elem_props_template_finalize(astack_tmpl, astack_props)

        # For now, only one layer for all animations.
        alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
        alayer.add_string(fbx_name_class(name, b"AnimLayer"))
        alayer.add_string(b"")

        for ob_obj, (alayer_key, acurvenodes) in alayers.items():
            # Animation layer.
            # alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
            # alayer.add_string(fbx_name_class(ob_obj.name.encode(), b"AnimLayer"))
            # alayer.add_string(b"")

            for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
                # Animation curve node.
                acurvenode = elem_data_single_int64(root, b"AnimationCurveNode", get_fbx_uuid_from_key(acurvenode_key))
                acurvenode.add_string(fbx_name_class(acurvenode_name.encode(), b"AnimCurveNode"))
                acurvenode.add_string(b"")

                acn_tmpl = elem_props_template_init(scene_data.templates, b"AnimationCurveNode")
                acn_props = elem_properties(acurvenode)

                for fbx_item, (acurve_key, def_value, (keys, values), _acurve_valid) in acurves.items():
                    elem_props_template_set(acn_tmpl, acn_props, "p_number", fbx_item.encode(),
                                            def_value, animatable=True)

                    # Only create Animation curve if needed!
                    nbr_keys = len(keys)
                    if nbr_keys:
                        acurve = elem_data_single_int64(root, b"AnimationCurve", get_fbx_uuid_from_key(acurve_key))
                        acurve.add_string(fbx_name_class(b"", b"AnimCurve"))
                        acurve.add_string(b"")

                        # key attributes...
                        # flags...
                        keyattr_flags = (
                            1 << 2 |   # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
                            1 << 8 |   # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
                            1 << 13 |  # tangent mode, 12 = generic clamp, 13 = generic time independent,
                            1 << 14 |  # tangent mode, 13 + 14 = generic clamp progressive.
                            0,
                        )
                        # Maybe values controlling TCB & co???
                        keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)

                        # And now, the *real* data!
                        elem_data_single_float64(acurve, b"Default", def_value)
                        elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION)
                        elem_data_single_int64_array(acurve, b"KeyTime", astype_view_signedness(keys, np.int64))
                        elem_data_single_float32_array(acurve, b"KeyValueFloat", values.astype(np.float32, copy=False))
                        elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags)
                        elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat)
                        elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,))

                elem_props_template_finalize(acn_tmpl, acn_props)


# ##### Top-level FBX data container. #####

# Mapping Blender -> FBX (principled_socket_name, fbx_name).
PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = (
    # ("diffuse", "diffuse", b"DiffuseFactor"),
    ("base_color_texture", b"DiffuseColor"),
    ("alpha_texture", b"TransparencyFactor"),  # Will be inverted in fact, not much we can do really...
    # ("base_color_texture", b"TransparentColor"),  # Uses diffuse color in Blender!
    ("emission_strength_texture", b"EmissiveFactor"),
    ("emission_color_texture", b"EmissiveColor"),
    # ("ambient", "ambient", b"AmbientFactor"),
    # ("", "", b"AmbientColor"),  # World stuff in Blender, for now ignore...
    ("normalmap_texture", b"NormalMap"),
    # Note: unsure about those... :/
    # ("", "", b"Bump"),
    # ("", "", b"BumpFactor"),
    # ("", "", b"DisplacementColor"),
    # ("", "", b"DisplacementFactor"),
    ("specular_texture", b"SpecularFactor"),
    # ("base_color", b"SpecularColor"),  # TODO: use tint?
    # See Material template about those two!
    ("roughness_texture", b"Shininess"),
    ("roughness_texture", b"ShininessExponent"),
    # ("mirror", "mirror", b"ReflectionColor"),
    ("metallic_texture", b"ReflectionFactor"),
)


def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
                               data_bones, data_deformers_skin, data_empties, arm_parents):
    """
    Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh,
    create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster).
    Also supports "parent to bone" (simple parent to Model/LimbNode).
    arm_parents is a set of tuples (armature, object) for all successful armature bindings.
    """
    # We need some data for our armature 'object' too!!!
    data_empties[arm_obj] = get_blender_empty_key(arm_obj.bdata)

    arm_data = arm_obj.bdata.data
    bones = {}
    for bo in arm_obj.bones:
        if settings.use_armature_deform_only:
            if bo.bdata.use_deform:
                bones[bo] = True
                bo_par = bo.parent
                while bo_par.is_bone:
                    bones[bo_par] = True
                    bo_par = bo_par.parent
            elif bo not in bones:  # Do not override if already set in the loop above!
                bones[bo] = False
        else:
            bones[bo] = True

    bones = {bo: None for bo, use in bones.items() if use}

    if not bones:
        return

    data_bones.update((bo, get_blender_bone_key(arm_obj.bdata, bo.bdata)) for bo in bones)

    for ob_obj in objects:
        if not ob_obj.is_deformed_by_armature(arm_obj):
            continue

        # Always handled by an Armature modifier...
        found = False
        for mod in ob_obj.bdata.modifiers:
            if mod.type not in {'ARMATURE'} or not mod.object:
                continue
            # We only support vertex groups binding method, not bone envelopes one!
            if mod.object == arm_obj.bdata and mod.use_vertex_groups:
                found = True
                break

        if not found:
            continue

        # Now we have a mesh using this armature.
        # Note: bindpose have no relations at all (no connections), so no need for any preprocess for them.
        # Create skin & clusters relations (note skins are connected to geometry, *not* model!).
        _key, me, _free = data_meshes[ob_obj]
        clusters = {bo: get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata) for bo in bones}
        data_deformers_skin.setdefault(arm_obj, {})[me] = (get_blender_armature_skin_key(arm_obj.bdata, me),
                                                                      ob_obj, clusters)

        # We don't want a regular parent relationship for those in FBX...
        arm_parents.add((arm_obj, ob_obj))
        # Needed to handle matrices/spaces (since we do not parent them to 'armature' in FBX :/ ).
        ob_obj.parented_to_armature = True

    objects.update(bones)


def fbx_generate_leaf_bones(settings, data_bones):
    # find which bons have no children
    child_count = {bo: 0 for bo in data_bones.keys()}
    for bo in data_bones.keys():
        if bo.parent and bo.parent.is_bone:
            child_count[bo.parent] += 1

    bone_radius_scale = settings.global_scale * 33.0

    # generate bone data
    leaf_parents = [bo for bo, count in child_count.items() if count == 0]
    leaf_bones = []
    for parent in leaf_parents:
        node_name = parent.name + "_end"
        parent_uuid = parent.fbx_uuid
        parent_key = parent.key
        node_uuid = get_fbx_uuid_from_key(parent_key + "_end_node")
        attr_uuid = get_fbx_uuid_from_key(parent_key + "_end_nodeattr")

        hide = parent.hide
        size = parent.bdata.head_radius * bone_radius_scale
        bone_length = (parent.bdata.tail_local - parent.bdata.head_local).length
        matrix = Matrix.Translation((0, bone_length, 0))
        if settings.bone_correction_matrix_inv:
            matrix = settings.bone_correction_matrix_inv @ matrix
        if settings.bone_correction_matrix:
            matrix = matrix @ settings.bone_correction_matrix
        leaf_bones.append((node_name, parent_uuid, node_uuid, attr_uuid, matrix, hide, size))

    return leaf_bones


def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=None, force_keep=False):
    """
    Generate animation data (a single AnimStack) from objects, for a given frame range.
    """
    bake_step = scene_data.settings.bake_anim_step
    simplify_fac = scene_data.settings.bake_anim_simplify_factor
    scene = scene_data.scene
    depsgraph = scene_data.depsgraph
    force_keying = scene_data.settings.bake_anim_use_all_bones
    force_sek = scene_data.settings.bake_anim_force_startend_keying
    gscale = scene_data.settings.global_scale

    if objects is not None:
        # Add bones and duplis!
        for ob_obj in tuple(objects):
            if not ob_obj.is_object:
                continue
            if ob_obj.type == 'ARMATURE':
                objects |= {bo_obj for bo_obj in ob_obj.bones if bo_obj in scene_data.objects}
            for dp_obj in ob_obj.dupli_list_gen(depsgraph):
                if dp_obj in scene_data.objects:
                    objects.add(dp_obj)
    else:
        objects = scene_data.objects

    back_currframe = scene.frame_current
    animdata_ob = {}
    p_rots = {}

    for ob_obj in objects:
        if ob_obj.parented_to_armature:
            continue
        ACNW = AnimationCurveNodeWrapper
        loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data)
        rot_deg = tuple(convert_rad_to_deg_iter(rot))
        force_key = (simplify_fac == 0.0) or (ob_obj.is_bone and force_keying)
        animdata_ob[ob_obj] = (ACNW(ob_obj.key, 'LCL_TRANSLATION', force_key, force_sek, loc),
                               ACNW(ob_obj.key, 'LCL_ROTATION', force_key, force_sek, rot_deg),
                               ACNW(ob_obj.key, 'LCL_SCALING', force_key, force_sek, scale))
        p_rots[ob_obj] = rot

    force_key = (simplify_fac == 0.0)
    animdata_shapes = {}

    for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items():
        # Ignore absolute shape keys for now!
        if not me.shape_keys.use_relative:
            continue
        for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items():
            acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', force_key, force_sek, (0.0,))
            # Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/
            acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
            animdata_shapes[channel_key] = (acnode, me, shape)

    animdata_cameras = {}
    for cam_obj, cam_key in scene_data.data_cameras.items():
        cam = cam_obj.bdata.data
        acnode_lens = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCAL', force_key, force_sek, (cam.lens,))
        acnode_focus_distance = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCUS_DISTANCE', force_key,
                                                          force_sek, (cam.dof.focus_distance,))
        animdata_cameras[cam_key] = (acnode_lens, acnode_focus_distance, cam)

    # Get all parent bdata of animated dupli instances, so that we can quickly identify which instances in
    # `depsgraph.object_instances` are animated and need their ObjectWrappers' matrices updated each frame.
    dupli_parent_bdata = {dup.get_parent().bdata for dup in animdata_ob if dup.is_dupli}
    has_animated_duplis = bool(dupli_parent_bdata)

    # Initialize keyframe times array. Each AnimationCurveNodeWrapper will share the same instance.
    # `np.arange` excludes the `stop` argument like when using `range`, so we use np.nextafter to get the next
    # representable value after f_end and use that as the `stop` argument instead.
    currframes = np.arange(f_start, np.nextafter(f_end, np.inf), step=bake_step)

    # Convert from Blender time to FBX time.
    fps = scene.render.fps / scene.render.fps_base
    real_currframes = currframes - f_start if start_zero else currframes
    real_currframes = (real_currframes / fps * FBX_KTIME).astype(np.int64)

    # Generator that yields the animated values of each frame in order.
    def frame_values_gen():
        # Precalculate integer frames and subframes.
        int_currframes = currframes.astype(int)
        subframes = currframes - int_currframes

        # Create simpler iterables that return only the values we care about.
        animdata_shapes_only = [shape for _anim_shape, _me, shape in animdata_shapes.values()]
        animdata_cameras_only = [camera for _anim_camera_lens, _anim_camera_focus_distance, camera
                                 in animdata_cameras.values()]
        # Previous frame's rotation for each object in animdata_ob, this will be updated each frame.
        animdata_ob_p_rots = p_rots.values()

        # Iterate through each frame and yield the values for that frame.
        # Iterating .data, the memoryview of an array, is faster than iterating the array directly.
        for int_currframe, subframe in zip(int_currframes.data, subframes.data):
            scene.frame_set(int_currframe, subframe=subframe)

            if has_animated_duplis:
                # Changing the scene's frame invalidates existing dupli instances. To get the updated matrices of duplis
                # for this frame, we must get the duplis from the depsgraph again.
                for dup in depsgraph.object_instances:
                    if (parent := dup.parent) and parent.original in dupli_parent_bdata:
                        # ObjectWrapper caches its instances. Attempting to create a new instance updates the existing
                        # ObjectWrapper instance with the current frame's matrix and then returns the existing instance.
                        ObjectWrapper(dup)
            next_p_rots = []
            for ob_obj, p_rot in zip(animdata_ob, animdata_ob_p_rots):
                # We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!).
                loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data, rot_euler_compat=p_rot)
                next_p_rots.append(rot)
                yield from loc
                yield from rot
                yield from scale
            animdata_ob_p_rots = next_p_rots
            for shape in animdata_shapes_only:
                yield shape.value
            for camera in animdata_cameras_only:
                yield camera.lens
                yield camera.dof.focus_distance

    # Providing `count` to np.fromiter pre-allocates the array, avoiding extra memory allocations while iterating.
    num_ob_values = len(animdata_ob) * 9  # Location, rotation and scale, each of which have x, y, and z components
    num_shape_values = len(animdata_shapes)  # Only 1 value per shape key
    num_camera_values = len(animdata_cameras) * 2  # Focal length (`.lens`) and focus distance
    num_values_per_frame = num_ob_values + num_shape_values + num_camera_values
    num_frames = len(real_currframes)
    all_values_flat = np.fromiter(frame_values_gen(), dtype=float, count=num_frames * num_values_per_frame)

    # Restore the scene's current frame.
    scene.frame_set(back_currframe, subframe=0.0)

    # View such that each column is all values for a single frame and each row is all values for a single curve.
    all_values = all_values_flat.reshape(num_frames, num_values_per_frame).T
    # Split into views of the arrays for each curve type.
    split_at = [num_ob_values, num_shape_values, num_camera_values]
    # For unequal sized splits, np.split takes indices to split at, which can be acquired through a cumulative sum
    # across the list.
    # The last value isn't needed, because the last split is assumed to go to the end of the array.
    split_at = np.cumsum(split_at[:-1])
    all_ob_values, all_shape_key_values, all_camera_values = np.split(all_values, split_at)

    all_anims = []

    # Set location/rotation/scale curves.
    # Split into equal sized views of the arrays for each object.
    split_into = len(animdata_ob)
    per_ob_values = np.split(all_ob_values, split_into) if split_into > 0 else ()
    for anims, ob_values in zip(animdata_ob.values(), per_ob_values):
        # Split again into equal sized views of the location, rotation and scaling arrays.
        loc_xyz, rot_xyz, sca_xyz = np.split(ob_values, 3)
        # In-place convert from Blender rotation to FBX rotation.
        np.rad2deg(rot_xyz, out=rot_xyz)

        anim_loc, anim_rot, anim_scale = anims
        anim_loc.set_keyframes(real_currframes, loc_xyz)
        anim_rot.set_keyframes(real_currframes, rot_xyz)
        anim_scale.set_keyframes(real_currframes, sca_xyz)
        all_anims.extend(anims)

    # Set shape key curves.
    # There's only one array per shape key, so there's no need to split `all_shape_key_values`.
    for (anim_shape, _me, _shape), shape_key_values in zip(animdata_shapes.values(), all_shape_key_values):
        # In-place convert from Blender Shape Key Value to FBX Deform Percent.
        shape_key_values *= 100.0
        anim_shape.set_keyframes(real_currframes, shape_key_values)
        all_anims.append(anim_shape)

    # Set camera curves.
    # Split into equal sized views of the arrays for each camera.
    split_into = len(animdata_cameras)
    per_camera_values = np.split(all_camera_values, split_into) if split_into > 0 else ()
    zipped = zip(animdata_cameras.values(), per_camera_values)
    for (anim_camera_lens, anim_camera_focus_distance, _camera), (lens_values, focus_distance_values) in zipped:
        # In-place convert from Blender focus distance to FBX.
        focus_distance_values *= (1000 * gscale)
        anim_camera_lens.set_keyframes(real_currframes, lens_values)
        anim_camera_focus_distance.set_keyframes(real_currframes, focus_distance_values)
        all_anims.append(anim_camera_lens)
        all_anims.append(anim_camera_focus_distance)

    animations = {}

    # And now, produce final data (usable by FBX export code)
    for anim in all_anims:
        anim.simplify(simplify_fac, bake_step, force_keep)
        if not anim:
            continue
        for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep):
            anim_data = animations.setdefault(obj_key, ("dummy_unused_key", {}))
            anim_data[1][fbx_group] = (group_key, group, fbx_gname)

    astack_key = get_blender_anim_stack_key(scene, ref_id)
    alayer_key = get_blender_anim_layer_key(scene, ref_id)
    name = (get_blenderID_name(ref_id) if ref_id else scene.name).encode()

    if start_zero:
        f_end -= f_start
        f_start = 0.0

    return (astack_key, animations, alayer_key, name, f_start, f_end) if animations else None


def fbx_animations(scene_data):
    """
    Generate global animation data from objects.
    """
    scene = scene_data.scene
    animations = []
    animated = set()
    frame_start = 1e100
    frame_end = -1e100

    def add_anim(animations, animated, anim):
        nonlocal frame_start, frame_end
        if anim is not None:
            animations.append(anim)
            f_start, f_end = anim[4:6]
            if f_start < frame_start:
                frame_start = f_start
            if f_end > frame_end:
                frame_end = f_end

            _astack_key, astack, _alayer_key, _name, _fstart, _fend = anim
            for elem_key, (alayer_key, acurvenodes) in astack.items():
                for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
                    animated.add((elem_key, fbx_prop))

    # Per-NLA strip animstacks.
    if scene_data.settings.bake_anim_use_nla_strips:
        strips = []
        ob_actions = []
        for ob_obj in scene_data.objects:
            # NLA tracks only for objects, not bones!
            if not ob_obj.is_object:
                continue
            ob = ob_obj.bdata  # Back to real Blender Object.
            if not ob.animation_data:
                continue

            # Some actions are read-only, one cause is being in NLA tweakmode
            restore_use_tweak_mode = ob.animation_data.use_tweak_mode
            if ob.animation_data.is_property_readonly('action'):
              ob.animation_data.use_tweak_mode = False

            # We have to remove active action from objects, it overwrites strips actions otherwise...
            ob_actions.append((ob, ob.animation_data.action, restore_use_tweak_mode))
            ob.animation_data.action = None
            for track in ob.animation_data.nla_tracks:
                if track.mute:
                    continue
                for strip in track.strips:
                    if strip.mute:
                        continue
                    strips.append(strip)
                    strip.mute = True

        for strip in strips:
            strip.mute = False
            add_anim(animations, animated,
                     fbx_animations_do(scene_data, strip, strip.frame_start, strip.frame_end, True, force_keep=True))
            strip.mute = True
            scene.frame_set(scene.frame_current, subframe=0.0)

        for strip in strips:
            strip.mute = False

        for ob, ob_act, restore_use_tweak_mode in ob_actions:
            ob.animation_data.action = ob_act
            ob.animation_data.use_tweak_mode = restore_use_tweak_mode

    # All actions.
    if scene_data.settings.bake_anim_use_all_actions:
        def validate_actions(act, path_resolve):
            for fc in act.fcurves:
                data_path = fc.data_path
                if fc.array_index:
                    data_path = data_path + "[%d]" % fc.array_index
                try:
                    path_resolve(data_path)
                except ValueError:
                    return False  # Invalid.
            return True  # Valid.

        def restore_object(ob_to, ob_from):
            # Restore org state of object (ugh :/ ).
            props = (
                'location', 'rotation_quaternion', 'rotation_axis_angle', 'rotation_euler', 'rotation_mode', 'scale',
                'delta_location', 'delta_rotation_euler', 'delta_rotation_quaternion', 'delta_scale',
                'lock_location', 'lock_rotation', 'lock_rotation_w', 'lock_rotations_4d', 'lock_scale',
                'tag', 'track_axis', 'up_axis', 'active_material', 'active_material_index',
                'matrix_parent_inverse', 'empty_display_type', 'empty_display_size', 'empty_image_offset', 'pass_index',
                'color', 'hide_viewport', 'hide_select', 'hide_render', 'instance_type',
                'use_instance_vertices_rotation', 'use_instance_faces_scale', 'instance_faces_scale',
                'display_type', 'show_bounds', 'display_bounds_type', 'show_name', 'show_axis', 'show_texture_space',
                'show_wire', 'show_all_edges', 'show_transparent', 'show_in_front',
                'show_only_shape_key', 'use_shape_key_edit_mode', 'active_shape_key_index',
            )
            for p in props:
                if not ob_to.is_property_readonly(p):
                    setattr(ob_to, p, getattr(ob_from, p))

        for ob_obj in scene_data.objects:
            # Actions only for objects, not bones!
            if not ob_obj.is_object:
                continue

            ob = ob_obj.bdata  # Back to real Blender Object.

            if not ob.animation_data:
                continue  # Do not export animations for objects that are absolutely not animated, see T44386.

            if ob.animation_data.is_property_readonly('action'):
                continue  # Cannot re-assign 'active action' to this object (usually related to NLA usage, see T48089).

            # We can't play with animdata and actions and get back to org state easily.
            # So we have to add a temp copy of the object to the scene, animate it, and remove it... :/
            ob_copy = ob.copy()
            # Great, have to handle bones as well if needed...
            pbones_matrices = [pbo.matrix_basis.copy() for pbo in ob.pose.bones] if ob.type == 'ARMATURE' else ...

            org_act = ob.animation_data.action
            path_resolve = ob.path_resolve

            for act in bpy.data.actions:
                # For now, *all* paths in the action must be valid for the object, to validate the action.
                # Unless that action was already assigned to the object!
                if act != org_act and not validate_actions(act, path_resolve):
                    continue
                ob.animation_data.action = act
                frame_start, frame_end = act.frame_range  # sic!
                add_anim(animations, animated,
                         fbx_animations_do(scene_data, (ob, act), frame_start, frame_end, True,
                                           objects={ob_obj}, force_keep=True))
                # Ugly! :/
                if pbones_matrices is not ...:
                    for pbo, mat in zip(ob.pose.bones, pbones_matrices):
                        pbo.matrix_basis = mat.copy()
                ob.animation_data.action = org_act
                restore_object(ob, ob_copy)
                scene.frame_set(scene.frame_current, subframe=0.0)

            if pbones_matrices is not ...:
                for pbo, mat in zip(ob.pose.bones, pbones_matrices):
                    pbo.matrix_basis = mat.copy()
            ob.animation_data.action = org_act

            bpy.data.objects.remove(ob_copy)
            scene.frame_set(scene.frame_current, subframe=0.0)

    # Global (containing everything) animstack, only if not exporting NLA strips and/or all actions.
    if not scene_data.settings.bake_anim_use_nla_strips and not scene_data.settings.bake_anim_use_all_actions:
        add_anim(animations, animated, fbx_animations_do(scene_data, None, scene.frame_start, scene.frame_end, False))

    # Be sure to update all matrices back to org state!
    scene.frame_set(scene.frame_current, subframe=0.0)

    return animations, animated, frame_start, frame_end


def fbx_data_from_scene(scene, depsgraph, settings):
    """
    Do some pre-processing over scene's data...
    """
    objtypes = settings.object_types
    dp_objtypes = objtypes - {'ARMATURE'}  # Armatures are not supported as dupli instances currently...
    perfmon = PerfMon()
    perfmon.level_up()

    # ##### Gathering data...

    perfmon.step("FBX export prepare: Wrapping Objects...")

    # This is rather simple for now, maybe we could end generating templates with most-used values
    # instead of default ones?
    objects = {}  # Because we do not have any ordered set...
    for ob in settings.context_objects:
        if ob.type not in objtypes:
            continue
        ob_obj = ObjectWrapper(ob)
        objects[ob_obj] = None
        # Duplis...
        for dp_obj in ob_obj.dupli_list_gen(depsgraph):
            if dp_obj.type not in dp_objtypes:
                continue
            objects[dp_obj] = None

    perfmon.step("FBX export prepare: Wrapping Data (lamps, cameras, empties)...")

    data_lights = {ob_obj.bdata.data: get_blenderID_key(ob_obj.bdata.data)
                   for ob_obj in objects if ob_obj.type == 'LIGHT'}
    # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
    data_cameras = {ob_obj: get_blenderID_key(ob_obj.bdata.data)
                    for ob_obj in objects if ob_obj.type == 'CAMERA'}
    # Yep! Contains nothing, but needed!
    data_empties = {ob_obj: get_blender_empty_key(ob_obj.bdata)
                    for ob_obj in objects if ob_obj.type == 'EMPTY'}

    perfmon.step("FBX export prepare: Wrapping Meshes...")

    data_meshes = {}
    for ob_obj in objects:
        if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
            continue
        ob = ob_obj.bdata
        org_ob_obj = None

        # Do not want to systematically recreate a new mesh for dupliobject instances, kind of break purpose of those.
        if ob_obj.is_dupli:
            org_ob_obj = ObjectWrapper(ob)  # We get the "real" object wrapper from that dupli instance.
            if org_ob_obj in data_meshes:
                data_meshes[ob_obj] = data_meshes[org_ob_obj]
                continue

        # There are 4 different cases for what we need to do with the original data of each Object:
        # 1) The original data can be used without changes.
        # 2) A copy of the original data needs to be made.
        #  - If an export option modifies the data, e.g. Triangulate Faces is enabled.
        #  - If the Object has Object-linked materials. This is because our current mapping of materials to FBX requires
        #    that multiple Objects sharing a single mesh must have the same materials.
        # 3) The Object needs to be converted to a mesh.
        #  - All mesh-like Objects that are not meshes need to be converted to a mesh in order to be exported.
        # 4) The Object needs to be evaluated and then converted to a mesh.
        #  - Whenever use_mesh_modifiers is enabled and either there are modifiers to apply or the Object needs to be
        #    converted to a mesh.
        # If multiple cases apply to an Object, then only the last applicable case is relevant.
        do_copy = any(ms.link == 'OBJECT' for ms in ob.material_slots) or settings.use_triangles
        do_convert = ob.type in BLENDER_OTHER_OBJECT_TYPES
        do_evaluate = do_convert and settings.use_mesh_modifiers

        # If the Object is a mesh, and we're applying modifiers, check if there are actually any modifiers to apply.
        # If there are then the mesh will need to be evaluated, and we may need to make some temporary changes to the
        # modifiers or scene before the mesh is evaluated.
        backup_pose_positions = []
        tmp_mods = []
        if ob.type == 'MESH' and settings.use_mesh_modifiers:
            # No need to create a new mesh in this case, if no modifier is active!
            last_subsurf = None
            for mod in ob.modifiers:
                # For meshes, when armature export is enabled, disable Armature modifiers here!
                # XXX Temp hacks here since currently we only have access to a viewport depsgraph...
                #
                # NOTE: We put armature to the rest pose instead of disabling it so we still
                # have vertex groups in the evaluated mesh.
                if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
                    object = mod.object
                    if object and object.type == 'ARMATURE':
                        armature = object.data
                        # If armature is already in REST position, there's nothing to back-up
                        # This cuts down on export time dramatically, if all armatures are already in REST position
                        # by not triggering dependency graph update
                        if armature.pose_position != 'REST':
                            backup_pose_positions.append((armature, armature.pose_position))
                            armature.pose_position = 'REST'
                elif mod.show_render or mod.show_viewport:
                    # If exporting with subsurf collect the last Catmull-Clark subsurf modifier
                    # and disable it. We can use the original data as long as this is the first
                    # found applicable subsurf modifier.
                    if settings.use_subsurf and mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
                        if last_subsurf:
                            do_evaluate = True
                        last_subsurf = mod
                    else:
                        do_evaluate = True
            if settings.use_subsurf and last_subsurf:
                # XXX: When exporting with subsurf information temporarily disable
                # the last subsurf modifier.
                tmp_mods.append((last_subsurf, last_subsurf.show_render, last_subsurf.show_viewport))

        if do_evaluate:
            # If modifiers has been altered need to update dependency graph.
            if backup_pose_positions or tmp_mods:
                depsgraph.update()
            ob_to_convert = ob.evaluated_get(depsgraph)
            # NOTE: The dependency graph might be re-evaluating multiple times, which could
            # potentially free the mesh created early on. So we put those meshes to bmain and
            # free them afterwards. Not ideal but ensures correct ownership.
            tmp_me = bpy.data.meshes.new_from_object(
                ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)

            # Usually the materials of the evaluated object will be the same, but modifiers, such as Geometry Nodes,
            # can change the materials.
            orig_mats = tuple(slot.material for slot in ob.material_slots)
            eval_mats = tuple(slot.material.original if slot.material else None
                              for slot in ob_to_convert.material_slots)
            if orig_mats != eval_mats:
                # Override the default behaviour of getting materials from ob_obj.bdata.material_slots.
                ob_obj.override_materials = eval_mats
        elif do_convert:
            tmp_me = bpy.data.meshes.new_from_object(ob, preserve_all_data_layers=True, depsgraph=depsgraph)
        elif do_copy:
            # bpy.data.meshes.new_from_object removes shape keys (see #104714), so create a copy of the mesh instead.
            tmp_me = ob.data.copy()
        else:
            tmp_me = None

        if tmp_me is None:
            # Use the original data of this Object.
            data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)
        else:
            # Triangulate the mesh if requested
            if settings.use_triangles:
                import bmesh
                bm = bmesh.new()
                bm.from_mesh(tmp_me)
                bmesh.ops.triangulate(bm, faces=bm.faces)
                bm.to_mesh(tmp_me)
                bm.free()
            # A temporary mesh was created for this Object, which should be deleted once the export is complete.
            data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)

        # Change armatures back.
        for armature, pose_position in backup_pose_positions:
            print((armature, pose_position))
            armature.pose_position = pose_position
            # Update now, so we don't leave modified state after last object was exported.
        # Re-enable temporary disabled modifiers.
        for mod, show_render, show_viewport in tmp_mods:
            mod.show_render = show_render
            mod.show_viewport = show_viewport
        if backup_pose_positions or tmp_mods:
            depsgraph.update()

        # In case "real" source object of that dupli did not yet still existed in data_meshes, create it now!
        if org_ob_obj is not None:
            data_meshes[org_ob_obj] = data_meshes[ob_obj]

    perfmon.step("FBX export prepare: Wrapping ShapeKeys...")

    # ShapeKeys.
    data_deformers_shape = {}
    geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
    co_bl_dtype = np.single
    co_fbx_dtype = np.float64
    idx_fbx_dtype = np.int32

    def empty_verts_fallbacks():
        """Create fallback arrays for when there are no verts"""
        # FBX does not like empty shapes (makes Unity crash e.g.).
        # To prevent this, we add a vertex that does nothing, but it keeps the shape key intact
        single_vert_co = np.zeros((1, 3), dtype=co_fbx_dtype)
        single_vert_idx = np.zeros(1, dtype=idx_fbx_dtype)
        return single_vert_co, single_vert_idx

    for me_key, me, _free in data_meshes.values():
        if not (me.shape_keys and len(me.shape_keys.key_blocks) > 1):  # We do not want basis-only relative skeys...
            continue
        if me in data_deformers_shape:
            continue

        shapes_key = get_blender_mesh_shape_key(me)

        sk_base = me.shape_keys.key_blocks[0]

        # Get and cache only the cos that we need
        @cache
        def sk_cos(shape_key):
            if shape_key == sk_base:
                _cos = MESH_ATTRIBUTE_POSITION.to_ndarray(me.attributes)
            else:
                _cos = np.empty(len(me.vertices) * 3, dtype=co_bl_dtype)
                shape_key.data.foreach_get("co", _cos)
            return vcos_transformed(_cos, geom_mat_co, co_fbx_dtype)

        for shape in me.shape_keys.key_blocks[1:]:
            # Only write vertices really different from base coordinates!
            relative_key = shape.relative_key
            if shape == relative_key:
                # Shape is its own relative key, so it does nothing
                shape_verts_co, shape_verts_idx = empty_verts_fallbacks()
            else:
                sv_cos = sk_cos(shape)
                ref_cos = sk_cos(shape.relative_key)

                # Exclude cos similar to ref_cos and get the indices of the cos that remain
                shape_verts_co, shape_verts_idx = shape_difference_exclude_similar(sv_cos, ref_cos)

                if not shape_verts_co.size:
                    shape_verts_co, shape_verts_idx = empty_verts_fallbacks()
                else:
                    # Ensure the indices are of the correct type
                    shape_verts_idx = astype_view_signedness(shape_verts_idx, idx_fbx_dtype)

            channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape)
            data = (channel_key, geom_key, shape_verts_co, shape_verts_idx)
            data_deformers_shape.setdefault(me, (me_key, shapes_key, {}))[2][shape] = data

        del sk_cos

    perfmon.step("FBX export prepare: Wrapping Armatures...")

    # Armatures!
    data_deformers_skin = {}
    data_bones = {}
    arm_parents = set()
    for ob_obj in tuple(objects):
        if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}):
            continue
        fbx_skeleton_from_armature(scene, settings, ob_obj, objects, data_meshes,
                                   data_bones, data_deformers_skin, data_empties, arm_parents)

    # Generate leaf bones
    data_leaf_bones = []
    if settings.add_leaf_bones:
        data_leaf_bones = fbx_generate_leaf_bones(settings, data_bones)

    perfmon.step("FBX export prepare: Wrapping World...")

    # Some world settings are embedded in FBX materials...
    if scene.world:
        data_world = {scene.world: get_blenderID_key(scene.world)}
    else:
        data_world = {}

    perfmon.step("FBX export prepare: Wrapping Materials...")

    # TODO: Check all the material stuff works even when they are linked to Objects
    #       (we can then have the same mesh used with different materials...).
    #       *Should* work, as FBX always links its materials to Models (i.e. objects).
    #       XXX However, material indices would probably break...
    data_materials = {}
    for ob_obj in objects:
        # If obj is not a valid object for materials, wrapper will just return an empty tuple...
        for ma in ob_obj.materials:
            if ma is None:
                continue  # Empty slots!
            # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
            # However, I doubt anything else than Lambert/Phong is really portable!
            # Note we want to keep a 'dummy' empty material even when we can't really support it, see T41396.
            ma_data = data_materials.setdefault(ma, (get_blenderID_key(ma), []))
            ma_data[1].append(ob_obj)

    perfmon.step("FBX export prepare: Wrapping Textures...")

    # Note FBX textures also hold their mapping info.
    # TODO: Support layers?
    data_textures = {}
    # FbxVideo also used to store static images...
    data_videos = {}
    # For now, do not use world textures, don't think they can be linked to anything FBX wise...
    for ma in data_materials.keys():
        # Note: with nodal shaders, we'll could be generating much more textures, but that's kind of unavoidable,
        #       given that textures actually do not exist anymore in material context in Blender...
        ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
        for sock_name, fbx_name in PRINCIPLED_TEXTURE_SOCKETS_TO_FBX:
            tex = getattr(ma_wrap, sock_name)
            if tex is None or tex.image is None:
                continue
            blender_tex_key = (ma, sock_name)
            data_textures[blender_tex_key] = (get_blender_nodetexture_key(*blender_tex_key), fbx_name)

            img = tex.image
            vid_data = data_videos.setdefault(img, (get_blenderID_key(img), []))
            vid_data[1].append(blender_tex_key)

    perfmon.step("FBX export prepare: Wrapping Animations...")

    # Animation...
    animations = ()
    animated = set()
    frame_start = scene.frame_start
    frame_end = scene.frame_end
    if settings.bake_anim:
        # From objects & bones only for a start.
        # Kind of hack, we need a temp scene_data for object's space handling to bake animations...
        tmp_scdata = FBXExportData(
            None, None, None,
            settings, scene, depsgraph, objects, None, None, 0.0, 0.0,
            data_empties, data_lights, data_cameras, data_meshes, None,
            data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
            data_world, data_materials, data_textures, data_videos,
        )
        animations, animated, frame_start, frame_end = fbx_animations(tmp_scdata)

    # ##### Creation of templates...

    perfmon.step("FBX export prepare: Generating templates...")

    templates = {}
    templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)

    if data_empties:
        templates[b"Null"] = fbx_template_def_null(scene, settings, nbr_users=len(data_empties))

    if data_lights:
        templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lights))

    if data_cameras:
        templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras))

    if data_bones:
        templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones))

    if data_meshes:
        nbr = len({me_key for me_key, _me, _free in data_meshes.values()})
        if data_deformers_shape:
            nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
        templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=nbr)

    if objects:
        templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects))

    if arm_parents:
        # Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures
        templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents))

    if data_deformers_skin or data_deformers_shape:
        nbr = 0
        if data_deformers_skin:
            nbr += len(data_deformers_skin)
            nbr += sum(len(clusters) for def_me in data_deformers_skin.values() for a, b, clusters in def_me.values())
        if data_deformers_shape:
            nbr += len(data_deformers_shape)
            nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
        assert(nbr != 0)
        templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr)

    # No world support in FBX...
    """
    if data_world:
        templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
    """

    if data_materials:
        templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))

    if data_textures:
        templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))

    if data_videos:
        templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))

    if animations:
        nbr_astacks = len(animations)
        nbr_acnodes = 0
        nbr_acurves = 0
        for _astack_key, astack, _al, _n, _fs, _fe in animations:
            for _alayer_key, alayer in astack.values():
                for _acnode_key, acnode, _acnode_name in alayer.values():
                    nbr_acnodes += 1
                    for _acurve_key, _dval, (keys, _values), acurve_valid in acnode.values():
                        if len(keys):
                            nbr_acurves += 1

        templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks)
        # Would be nice to have one layer per animated object, but this seems tricky and not that well supported.
        # So for now, only one layer per anim stack.
        templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks)
        templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes)
        templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves)

    templates_users = sum(tmpl.nbr_users for tmpl in templates.values())

    # ##### Creation of connections...

    perfmon.step("FBX export prepare: Generating Connections...")

    connections = []

    # Objects (with classical parenting).
    for ob_obj in objects:
        # Bones are handled later.
        if not ob_obj.is_bone:
            par_obj = ob_obj.parent
            # Meshes parented to armature are handled separately, yet we want the 'no parent' connection (0).
            if par_obj and ob_obj.has_valid_parent(objects) and (par_obj, ob_obj) not in arm_parents:
                connections.append((b"OO", ob_obj.fbx_uuid, par_obj.fbx_uuid, None))
            else:
                connections.append((b"OO", ob_obj.fbx_uuid, 0, None))

    # Armature & Bone chains.
    for bo_obj in data_bones.keys():
        par_obj = bo_obj.parent
        if par_obj not in objects:
            continue
        connections.append((b"OO", bo_obj.fbx_uuid, par_obj.fbx_uuid, None))

    # Object data.
    for ob_obj in objects:
        if ob_obj.is_bone:
            bo_data_key = data_bones[ob_obj]
            connections.append((b"OO", get_fbx_uuid_from_key(bo_data_key), ob_obj.fbx_uuid, None))
        else:
            if ob_obj.type == 'LIGHT':
                light_key = data_lights[ob_obj.bdata.data]
                connections.append((b"OO", get_fbx_uuid_from_key(light_key), ob_obj.fbx_uuid, None))
            elif ob_obj.type == 'CAMERA':
                cam_key = data_cameras[ob_obj]
                connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
            elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE':
                empty_key = data_empties[ob_obj]
                connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
            elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:
                mesh_key, _me, _free = data_meshes[ob_obj]
                connections.append((b"OO", get_fbx_uuid_from_key(mesh_key), ob_obj.fbx_uuid, None))

    # Leaf Bones
    for (_node_name, par_uuid, node_uuid, attr_uuid, _matrix, _hide, _size) in data_leaf_bones:
        connections.append((b"OO", node_uuid, par_uuid, None))
        connections.append((b"OO", attr_uuid, node_uuid, None))

    # 'Shape' deformers (shape keys, only for meshes currently)...
    for me_key, shapes_key, shapes in data_deformers_shape.values():
        # shape -> geometry
        connections.append((b"OO", get_fbx_uuid_from_key(shapes_key), get_fbx_uuid_from_key(me_key), None))
        for channel_key, geom_key, _shape_verts_co, _shape_verts_idx in shapes.values():
            # shape channel -> shape
            connections.append((b"OO", get_fbx_uuid_from_key(channel_key), get_fbx_uuid_from_key(shapes_key), None))
            # geometry (keys) -> shape channel
            connections.append((b"OO", get_fbx_uuid_from_key(geom_key), get_fbx_uuid_from_key(channel_key), None))

    # 'Skin' deformers (armature-to-geometry, only for meshes currently)...
    for arm, deformed_meshes in data_deformers_skin.items():
        for me, (skin_key, ob_obj, clusters) in deformed_meshes.items():
            # skin -> geometry
            mesh_key, _me, _free = data_meshes[ob_obj]
            assert(me == _me)
            connections.append((b"OO", get_fbx_uuid_from_key(skin_key), get_fbx_uuid_from_key(mesh_key), None))
            for bo_obj, clstr_key in clusters.items():
                # cluster -> skin
                connections.append((b"OO", get_fbx_uuid_from_key(clstr_key), get_fbx_uuid_from_key(skin_key), None))
                # bone -> cluster
                connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None))

    # Materials
    mesh_material_indices = {}
    _objs_indices = {}
    for ma, (ma_key, ob_objs) in data_materials.items():
        for ob_obj in ob_objs:
            connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
            # Get index of this material for this object (or dupliobject).
            # Material indices for mesh faces are determined by their order in 'ma to ob' connections.
            # Only materials for meshes currently...
            # Note in case of dupliobjects a same me/ma idx will be generated several times...
            # Should not be an issue in practice, and it's needed in case we export duplis but not the original!
            if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
                continue
            _mesh_key, me, _free = data_meshes[ob_obj]
            idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
            # XXX If a mesh has multiple material slots with the same material, they are combined into one slot.
            # Even if duplicate materials were exported without combining them into one slot, keeping duplicate
            # materials separated does not appear to be common behaviour of external software when importing FBX.
            mesh_material_indices.setdefault(me, {})[ma] = idx
    del _objs_indices

    # Textures
    for (ma, sock_name), (tex_key, fbx_prop) in data_textures.items():
        ma_key, _ob_objs = data_materials[ma]
        # texture -> material properties
        connections.append((b"OP", get_fbx_uuid_from_key(tex_key), get_fbx_uuid_from_key(ma_key), fbx_prop))

    # Images
    for vid, (vid_key, blender_tex_keys) in data_videos.items():
        for blender_tex_key in blender_tex_keys:
            tex_key, _fbx_prop = data_textures[blender_tex_key]
            connections.append((b"OO", get_fbx_uuid_from_key(vid_key), get_fbx_uuid_from_key(tex_key), None))

    # Animations
    for astack_key, astack, alayer_key, _name, _fstart, _fend in animations:
        # Animstack itself is linked nowhere!
        astack_id = get_fbx_uuid_from_key(astack_key)
        # For now, only one layer!
        alayer_id = get_fbx_uuid_from_key(alayer_key)
        connections.append((b"OO", alayer_id, astack_id, None))
        for elem_key, (alayer_key, acurvenodes) in astack.items():
            elem_id = get_fbx_uuid_from_key(elem_key)
            # Animlayer -> animstack.
            # alayer_id = get_fbx_uuid_from_key(alayer_key)
            # connections.append((b"OO", alayer_id, astack_id, None))
            for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
                # Animcurvenode -> animalayer.
                acurvenode_id = get_fbx_uuid_from_key(acurvenode_key)
                connections.append((b"OO", acurvenode_id, alayer_id, None))
                # Animcurvenode -> object property.
                connections.append((b"OP", acurvenode_id, elem_id, fbx_prop.encode()))
                for fbx_item, (acurve_key, default_value, (keys, values), acurve_valid) in acurves.items():
                    if len(keys):
                        # Animcurve -> Animcurvenode.
                        connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))

    perfmon.level_down()

    # ##### And pack all this!

    return FBXExportData(
        templates, templates_users, connections,
        settings, scene, depsgraph, objects, animations, animated, frame_start, frame_end,
        data_empties, data_lights, data_cameras, data_meshes, mesh_material_indices,
        data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
        data_world, data_materials, data_textures, data_videos,
    )


def fbx_scene_data_cleanup(scene_data):
    """
    Some final cleanup...
    """
    # Delete temp meshes.
    done_meshes = set()
    for me_key, me, free in scene_data.data_meshes.values():
        if free and me_key not in done_meshes:
            bpy.data.meshes.remove(me)
            done_meshes.add(me_key)


# ##### Top-level FBX elements generators. #####

def fbx_header_elements(root, scene_data, time=None):
    """
    Write boiling code of FBX root.
    time is expected to be a datetime.datetime object, or None (using now() in this case).
    """
    app_vendor = "Blender Foundation"
    app_name = "Blender (stable FBX IO)"
    app_ver = bpy.app.version_string

    import addon_utils
    import sys
    addon_ver = addon_utils.module_bl_info(sys.modules[__package__])['version']

    # ##### Start of FBXHeaderExtension element.
    header_ext = elem_empty(root, b"FBXHeaderExtension")

    elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)

    elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)

    # No encryption!
    elem_data_single_int32(header_ext, b"EncryptionType", 0)

    if time is None:
        time = datetime.datetime.now()
    elem = elem_empty(header_ext, b"CreationTimeStamp")
    elem_data_single_int32(elem, b"Version", 1000)
    elem_data_single_int32(elem, b"Year", time.year)
    elem_data_single_int32(elem, b"Month", time.month)
    elem_data_single_int32(elem, b"Day", time.day)
    elem_data_single_int32(elem, b"Hour", time.hour)
    elem_data_single_int32(elem, b"Minute", time.minute)
    elem_data_single_int32(elem, b"Second", time.second)
    elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)

    elem_data_single_string_unicode(header_ext, b"Creator", "%s - %s - %d.%d.%d"
                                                % (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2]))

    # 'SceneInfo' seems mandatory to get a valid FBX file...
    # TODO use real values!
    # XXX Should we use scene.name.encode() here?
    scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
    scene_info.add_string(b"UserData")
    elem_data_single_string(scene_info, b"Type", b"UserData")
    elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
    meta_data = elem_empty(scene_info, b"MetaData")
    elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
    elem_data_single_string(meta_data, b"Title", b"")
    elem_data_single_string(meta_data, b"Subject", b"")
    elem_data_single_string(meta_data, b"Author", b"")
    elem_data_single_string(meta_data, b"Keywords", b"")
    elem_data_single_string(meta_data, b"Revision", b"")
    elem_data_single_string(meta_data, b"Comment", b"")

    props = elem_properties(scene_info)
    elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
    elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
    original = elem_props_compound(props, b"Original")
    original("p_string", b"ApplicationVendor", app_vendor)
    original("p_string", b"ApplicationName", app_name)
    original("p_string", b"ApplicationVersion", app_ver)
    original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
    original("p_string", b"FileName", "/foobar.fbx")
    lastsaved = elem_props_compound(props, b"LastSaved")
    lastsaved("p_string", b"ApplicationVendor", app_vendor)
    lastsaved("p_string", b"ApplicationName", app_name)
    lastsaved("p_string", b"ApplicationVersion", app_ver)
    lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
    original("p_string", b"ApplicationNativeFile", bpy.data.filepath)

    # ##### End of FBXHeaderExtension element.

    # FileID is replaced by dummy value currently...
    elem_data_single_bytes(root, b"FileId", b"FooBar")

    # CreationTime is replaced by dummy value currently, but anyway...
    elem_data_single_string_unicode(root, b"CreationTime",
                                    "{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
                                    "".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
                                              time.microsecond * 1000))

    elem_data_single_string_unicode(root, b"Creator", "%s - %s - %d.%d.%d"
                                          % (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2]))

    # ##### Start of GlobalSettings element.
    global_settings = elem_empty(root, b"GlobalSettings")
    scene = scene_data.scene

    elem_data_single_int32(global_settings, b"Version", 1000)

    props = elem_properties(global_settings)
    up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
    #~ # DO NOT take into account global scale here! That setting is applied to object transformations during export
    #~ # (in other words, this is pure blender-exporter feature, and has nothing to do with FBX data).
    #~ if scene_data.settings.apply_unit_scale:
        #~ # Unit scaling is applied to objects' scale, so our unit is effectively FBX one (centimeter).
        #~ scale_factor_org = 1.0
        #~ scale_factor = 1.0 / units_blender_to_fbx_factor(scene)
    #~ else:
        #~ scale_factor_org = units_blender_to_fbx_factor(scene)
        #~ scale_factor = scale_factor_org
    scale_factor = scale_factor_org = scene_data.settings.unit_scale
    elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
    elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
    elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
    elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
    elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
    elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
    elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
    elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
    elem_props_set(props, "p_double", b"UnitScaleFactor", scale_factor)
    elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", scale_factor_org)
    elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
    elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")

    # Global timing data.
    r = scene.render
    _, fbx_fps_mode = FBX_FRAMERATES[0]  # Custom framerate.
    fbx_fps = fps = r.fps / r.fps_base
    for ref_fps, fps_mode in FBX_FRAMERATES:
        if similar_values(fps, ref_fps):
            fbx_fps = ref_fps
            fbx_fps_mode = fps_mode
            break
    elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode)
    elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
    elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
    elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps)

    # ##### End of GlobalSettings element.


def fbx_documents_elements(root, scene_data):
    """
    Write 'Document' part of FBX root.
    Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
    time is expected to be a datetime.datetime object, or None (using now() in this case).
    """
    name = scene_data.scene.name

    # ##### Start of Documents element.
    docs = elem_empty(root, b"Documents")

    elem_data_single_int32(docs, b"Count", 1)

    doc_uid = get_fbx_uuid_from_key("__FBX_Document__" + name)
    doc = elem_data_single_int64(docs, b"Document", doc_uid)
    doc.add_string_unicode(name)
    doc.add_string_unicode(name)

    props = elem_properties(doc)
    elem_props_set(props, "p_object", b"SourceObject")
    elem_props_set(props, "p_string", b"ActiveAnimStackName", "")

    # XXX Some kind of ID? Offset?
    #     Anyway, as long as we have only one doc, probably not an issue.
    elem_data_single_int64(doc, b"RootNode", 0)


def fbx_references_elements(root, scene_data):
    """
    Have no idea what references are in FBX currently... Just writing empty element.
    """
    docs = elem_empty(root, b"References")


def fbx_definitions_elements(root, scene_data):
    """
    Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
    """
    definitions = elem_empty(root, b"Definitions")

    elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
    elem_data_single_int32(definitions, b"Count", scene_data.templates_users)

    fbx_templates_generate(definitions, scene_data.templates)


def fbx_objects_elements(root, scene_data):
    """
    Data (objects, geometry, material, textures, armatures, etc.).
    """
    perfmon = PerfMon()
    perfmon.level_up()
    objects = elem_empty(root, b"Objects")

    perfmon.step("FBX export fetch empties (%d)..." % len(scene_data.data_empties))

    for empty in scene_data.data_empties:
        fbx_data_empty_elements(objects, empty, scene_data)

    perfmon.step("FBX export fetch lamps (%d)..." % len(scene_data.data_lights))

    for lamp in scene_data.data_lights:
        fbx_data_light_elements(objects, lamp, scene_data)

    perfmon.step("FBX export fetch cameras (%d)..." % len(scene_data.data_cameras))

    for cam in scene_data.data_cameras:
        fbx_data_camera_elements(objects, cam, scene_data)

    perfmon.step("FBX export fetch meshes (%d)..."
                 % len({me_key for me_key, _me, _free in scene_data.data_meshes.values()}))

    done_meshes = set()
    for me_obj in scene_data.data_meshes:
        fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
    del done_meshes

    perfmon.step("FBX export fetch objects (%d)..." % len(scene_data.objects))

    for ob_obj in scene_data.objects:
        if ob_obj.is_dupli:
            continue
        fbx_data_object_elements(objects, ob_obj, scene_data)
        for dp_obj in ob_obj.dupli_list_gen(scene_data.depsgraph):
            if dp_obj not in scene_data.objects:
                continue
            fbx_data_object_elements(objects, dp_obj, scene_data)

    perfmon.step("FBX export fetch remaining...")

    for ob_obj in scene_data.objects:
        if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'):
            continue
        fbx_data_armature_elements(objects, ob_obj, scene_data)

    if scene_data.data_leaf_bones:
        fbx_data_leaf_bone_elements(objects, scene_data)

    for ma in scene_data.data_materials:
        fbx_data_material_elements(objects, ma, scene_data)

    for blender_tex_key in scene_data.data_textures:
        fbx_data_texture_file_elements(objects, blender_tex_key, scene_data)

    for vid in scene_data.data_videos:
        fbx_data_video_elements(objects, vid, scene_data)

    perfmon.step("FBX export fetch animations...")
    start_time = time.process_time()

    fbx_data_animation_elements(objects, scene_data)

    perfmon.level_down()


def fbx_connections_elements(root, scene_data):
    """
    Relations between Objects (which material uses which texture, and so on).
    """
    connections = elem_empty(root, b"Connections")

    for c in scene_data.connections:
        elem_connection(connections, *c)


def fbx_takes_elements(root, scene_data):
    """
    Animations.
    """
    # XXX Pretty sure takes are no more needed...
    takes = elem_empty(root, b"Takes")
    elem_data_single_string(takes, b"Current", b"")

    animations = scene_data.animations
    for astack_key, animations, alayer_key, name, f_start, f_end in animations:
        scene = scene_data.scene
        fps = scene.render.fps / scene.render.fps_base
        start_ktime = int(convert_sec_to_ktime(f_start / fps))
        end_ktime = int(convert_sec_to_ktime(f_end / fps))

        take = elem_data_single_string(takes, b"Take", name)
        elem_data_single_string(take, b"FileName", name + b".tak")
        take_loc_time = elem_data_single_int64(take, b"LocalTime", start_ktime)
        take_loc_time.add_int64(end_ktime)
        take_ref_time = elem_data_single_int64(take, b"ReferenceTime", start_ktime)
        take_ref_time.add_int64(end_ktime)


# ##### "Main" functions. #####

# This func can be called with just the filepath
def save_single(operator, scene, depsgraph, filepath="",
                global_matrix=Matrix(),
                apply_unit_scale=False,
                global_scale=1.0,
                apply_scale_options='FBX_SCALE_NONE',
                axis_up="Z",
                axis_forward="Y",
                context_objects=None,
                object_types=None,
                use_mesh_modifiers=True,
                use_mesh_modifiers_render=True,
                mesh_smooth_type='FACE',
                use_subsurf=False,
                use_armature_deform_only=False,
                bake_anim=True,
                bake_anim_use_all_bones=True,
                bake_anim_use_nla_strips=True,
                bake_anim_use_all_actions=True,
                bake_anim_step=1.0,
                bake_anim_simplify_factor=1.0,
                bake_anim_force_startend_keying=True,
                add_leaf_bones=False,
                primary_bone_axis='Y',
                secondary_bone_axis='X',
                use_metadata=True,
                path_mode='AUTO',
                use_mesh_edges=True,
                use_tspace=True,
                use_triangles=False,
                embed_textures=False,
                use_custom_props=False,
                bake_space_transform=False,
                armature_nodetype='NULL',
                colors_type='SRGB',
                prioritize_active_color=False,
                **kwargs
                ):

    # Clear cached ObjectWrappers (just in case...).
    ObjectWrapper.cache_clear()

    if object_types is None:
        object_types = {'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'}

    if 'OTHER' in object_types:
        object_types |= BLENDER_OTHER_OBJECT_TYPES

    # Default Blender unit is equivalent to meter, while FBX one is centimeter...
    unit_scale = units_blender_to_fbx_factor(scene) if apply_unit_scale else 100.0
    if apply_scale_options == 'FBX_SCALE_NONE':
        global_matrix = Matrix.Scale(unit_scale * global_scale, 4) @ global_matrix
        unit_scale = 1.0
    elif apply_scale_options == 'FBX_SCALE_UNITS':
        global_matrix = Matrix.Scale(global_scale, 4) @ global_matrix
    elif apply_scale_options == 'FBX_SCALE_CUSTOM':
        global_matrix = Matrix.Scale(unit_scale, 4) @ global_matrix
        unit_scale = global_scale
    else: # if apply_scale_options == 'FBX_SCALE_ALL':
        unit_scale = global_scale * unit_scale

    global_scale = global_matrix.median_scale
    global_matrix_inv = global_matrix.inverted()
    # For transforming mesh normals.
    global_matrix_inv_transposed = global_matrix_inv.transposed()

    # Only embed textures in COPY mode!
    if embed_textures and path_mode != 'COPY':
        embed_textures = False

    # Calculate bone correction matrix
    bone_correction_matrix = None  # Default is None = no change
    bone_correction_matrix_inv = None
    if (primary_bone_axis, secondary_bone_axis) != ('Y', 'X'):
        from bpy_extras.io_utils import axis_conversion
        bone_correction_matrix = axis_conversion(from_forward=secondary_bone_axis,
                                                 from_up=primary_bone_axis,
                                                 to_forward='X',
                                                 to_up='Y',
                                                 ).to_4x4()
        bone_correction_matrix_inv = bone_correction_matrix.inverted()


    media_settings = FBXExportSettingsMedia(
        path_mode,
        os.path.dirname(bpy.data.filepath),  # base_src
        os.path.dirname(filepath),  # base_dst
        # Local dir where to put images (media), using FBX conventions.
        os.path.splitext(os.path.basename(filepath))[0] + ".fbm",  # subdir
        embed_textures,
        set(),  # copy_set
        set(),  # embedded_set
    )

    settings = FBXExportSettings(
        operator.report, (axis_up, axis_forward), global_matrix, global_scale, apply_unit_scale, unit_scale,
        bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
        context_objects, object_types, use_mesh_modifiers, use_mesh_modifiers_render,
        mesh_smooth_type, use_subsurf, use_mesh_edges, use_tspace, use_triangles,
        armature_nodetype, use_armature_deform_only,
        add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv,
        bake_anim, bake_anim_use_all_bones, bake_anim_use_nla_strips, bake_anim_use_all_actions,
        bake_anim_step, bake_anim_simplify_factor, bake_anim_force_startend_keying,
        False, media_settings, use_custom_props, colors_type, prioritize_active_color
    )

    import bpy_extras.io_utils

    print('\nFBX export starting... %r' % filepath)
    start_time = time.process_time()

    # Generate some data about exported scene...
    scene_data = fbx_data_from_scene(scene, depsgraph, settings)

    root = elem_empty(None, b"")  # Root element has no id, as it is not saved per se!

    # Mostly FBXHeaderExtension and GlobalSettings.
    fbx_header_elements(root, scene_data)

    # Documents and References are pretty much void currently.
    fbx_documents_elements(root, scene_data)
    fbx_references_elements(root, scene_data)

    # Templates definitions.
    fbx_definitions_elements(root, scene_data)

    # Actual data.
    fbx_objects_elements(root, scene_data)

    # How data are inter-connected.
    fbx_connections_elements(root, scene_data)

    # Animation.
    fbx_takes_elements(root, scene_data)

    # Cleanup!
    fbx_scene_data_cleanup(scene_data)

    # And we are down, we can write the whole thing!
    encode_bin.write(filepath, root, FBX_VERSION)

    # Clear cached ObjectWrappers!
    ObjectWrapper.cache_clear()

    # copy all collected files, if we did not embed them.
    if not media_settings.embed_textures:
        bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)

    print('export finished in %.4f sec.' % (time.process_time() - start_time))
    return {'FINISHED'}


# defaults for applications, currently only unity but could add others.
def defaults_unity3d():
    return {
        # These options seem to produce the same result as the old Ascii exporter in Unity3D:
        "axis_up": 'Y',
        "axis_forward": '-Z',
        "global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
        # Should really be True, but it can cause problems if a model is already in a scene or prefab
        # with the old transforms.
        "bake_space_transform": False,

        "use_selection": False,

        "object_types": {'ARMATURE', 'EMPTY', 'MESH', 'OTHER'},
        "use_mesh_modifiers": True,
        "use_mesh_modifiers_render": True,
        "use_mesh_edges": False,
        "mesh_smooth_type": 'FACE',
        "colors_type": 'SRGB',
        "use_subsurf": False,
        "use_tspace": False,  # XXX Why? Unity is expected to support tspace import...
        "use_triangles": False,

        "use_armature_deform_only": True,

        "use_custom_props": True,

        "bake_anim": True,
        "bake_anim_simplify_factor": 1.0,
        "bake_anim_step": 1.0,
        "bake_anim_use_nla_strips": True,
        "bake_anim_use_all_actions": True,
        "add_leaf_bones": False,  # Avoid memory/performance cost for something only useful for modelling
        "primary_bone_axis": 'Y',  # Doesn't really matter for Unity, so leave unchanged
        "secondary_bone_axis": 'X',

        "path_mode": 'AUTO',
        "embed_textures": False,
        "batch_mode": 'OFF',
    }


def save(operator, context,
         filepath="",
         use_selection=False,
         use_visible=False,
         use_active_collection=False,
         batch_mode='OFF',
         use_batch_own_dir=False,
         **kwargs
         ):
    """
    This is a wrapper around save_single, which handles multi-scenes (or collections) cases, when batch-exporting
    a whole .blend file.
    """

    ret = {'FINISHED'}

    active_object = context.view_layer.objects.active

    org_mode = None
    if active_object and active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
        org_mode = active_object.mode
        bpy.ops.object.mode_set(mode='OBJECT')

    if batch_mode == 'OFF':
        kwargs_mod = kwargs.copy()
        if use_active_collection:
            if use_selection:
                ctx_objects = tuple(obj
                                    for obj in context.view_layer.active_layer_collection.collection.all_objects
                                    if obj.select_get())
            else:
                ctx_objects = context.view_layer.active_layer_collection.collection.all_objects
        else:
            if use_selection:
                ctx_objects = context.selected_objects
            else:
                ctx_objects = context.view_layer.objects
        if use_visible:
            ctx_objects = tuple(obj for obj in ctx_objects if obj.visible_get())

        # Ensure no Objects are in Edit mode.
        # Copy to a tuple for safety, to avoid the risk of modifying ctx_objects while iterating.
        for obj in tuple(ctx_objects):
            if not ensure_object_not_in_edit_mode(context, obj):
                operator.report({'ERROR'}, "%s could not be set out of Edit Mode, so cannot be exported" % obj.name)
                return {'CANCELLED'}

        kwargs_mod["context_objects"] = ctx_objects

        depsgraph = context.evaluated_depsgraph_get()
        ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
    else:
        # XXX We need a way to generate a depsgraph for inactive view_layers first...
        # XXX Also, what to do in case of batch-exporting scenes, when there is more than one view layer?
        #     Scenes have no concept of 'active' view layer, that's on window level...
        fbxpath = filepath

        prefix = os.path.basename(fbxpath)
        if prefix:
            fbxpath = os.path.dirname(fbxpath)

        if batch_mode == 'COLLECTION':
            data_seq = tuple((coll, coll.name, 'objects') for coll in bpy.data.collections if coll.objects)
        elif batch_mode in {'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
            scenes = [context.scene] if batch_mode == 'ACTIVE_SCENE_COLLECTION' else bpy.data.scenes
            data_seq = []
            for scene in scenes:
                if not scene.objects:
                    continue
                # Needed to avoid having tens of 'Scene Collection' entries.
                todo_collections = [(scene.collection, "_".join((scene.name, scene.collection.name)))]
                while todo_collections:
                    coll, coll_name = todo_collections.pop()
                    todo_collections.extend(((c, c.name) for c in coll.children if c.all_objects))
                    data_seq.append((coll, coll_name, 'all_objects'))
        else:
            data_seq = tuple((scene, scene.name, 'objects') for scene in bpy.data.scenes if scene.objects)

        # Ensure no Objects are in Edit mode.
        for data, data_name, data_obj_propname in data_seq:
            # Copy to a tuple for safety, to avoid the risk of modifying the data prop while iterating it.
            for obj in tuple(getattr(data, data_obj_propname)):
                if not ensure_object_not_in_edit_mode(context, obj):
                    operator.report({'ERROR'},
                                    "%s in %s could not be set out of Edit Mode, so cannot be exported"
                                    % (obj.name, data_name))
                    return {'CANCELLED'}

        # call this function within a loop with BATCH_ENABLE == False

        new_fbxpath = fbxpath  # own dir option modifies, we need to keep an original
        for data, data_name, data_obj_propname in data_seq:  # scene or collection
            newname = "_".join((prefix, bpy.path.clean_name(data_name))) if prefix else bpy.path.clean_name(data_name)

            if use_batch_own_dir:
                new_fbxpath = os.path.join(fbxpath, newname)
                # path may already exist... and be a file.
                while os.path.isfile(new_fbxpath):
                    new_fbxpath = "_".join((new_fbxpath, "dir"))
                if not os.path.exists(new_fbxpath):
                    os.makedirs(new_fbxpath)

            filepath = os.path.join(new_fbxpath, newname + '.fbx')

            print('\nBatch exporting %s as...\n\t%r' % (data, filepath))

            if batch_mode in {'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
                # Collection, so that objects update properly, add a dummy scene.
                scene = bpy.data.scenes.new(name="FBX_Temp")
                src_scenes = {}  # Count how much each 'source' scenes are used.
                for obj in getattr(data, data_obj_propname):
                    for src_sce in obj.users_scene:
                        src_scenes[src_sce] = src_scenes.setdefault(src_sce, 0) + 1
                    scene.collection.objects.link(obj)

                # Find the 'most used' source scene, and use its unit settings. This is somewhat weak, but should work
                # fine in most cases, and avoids stupid issues like T41931.
                best_src_scene = None
                best_src_scene_users = -1
                for sce, nbr_users in src_scenes.items():
                    if (nbr_users) > best_src_scene_users:
                        best_src_scene_users = nbr_users
                        best_src_scene = sce
                scene.unit_settings.system = best_src_scene.unit_settings.system
                scene.unit_settings.system_rotation = best_src_scene.unit_settings.system_rotation
                scene.unit_settings.scale_length = best_src_scene.unit_settings.scale_length

                # new scene [only one viewlayer to update]
                scene.view_layers[0].update()
                # TODO - BUMMER! Armatures not in the group wont animate the mesh
            else:
                scene = data

            kwargs_batch = kwargs.copy()
            kwargs_batch["context_objects"] = getattr(data, data_obj_propname)

            save_single(operator, scene, scene.view_layers[0].depsgraph, filepath, **kwargs_batch)

            if batch_mode in {'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
                # Remove temp collection scene.
                bpy.data.scenes.remove(scene)

    if active_object and org_mode:
        context.view_layer.objects.active = active_object
        if bpy.ops.object.mode_set.poll():
            bpy.ops.object.mode_set(mode=org_mode)

    return ret
