# SPDX-License-Identifier: GPL-2.0-or-later

bl_info = {
    "name": "FBX format",
    "author": "Campbell Barton, Bastien Montagne, Jens Restemeier, @Mysteryem",
    "version": (5, 4, 1),
    "blender": (3, 6, 0),
    "location": "File > Import-Export",
    "description": "FBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actions",
    "warning": "",
    "doc_url": "{BLENDER_MANUAL_URL}/addons/import_export/scene_fbx.html",
    "support": 'OFFICIAL',
    "category": "Import-Export",
}


if "bpy" in locals():
    import importlib
    if "import_fbx" in locals():
        importlib.reload(import_fbx)
    if "export_fbx_bin" in locals():
        importlib.reload(export_fbx_bin)
    if "export_fbx" in locals():
        importlib.reload(export_fbx)


import bpy
from bpy.props import (
        StringProperty,
        BoolProperty,
        FloatProperty,
        EnumProperty,
        CollectionProperty,
        )
from bpy_extras.io_utils import (
        ImportHelper,
        ExportHelper,
        orientation_helper,
        path_reference_mode,
        axis_conversion,
        )


@orientation_helper(axis_forward='-Z', axis_up='Y')
class ImportFBX(bpy.types.Operator, ImportHelper):
    """Load a FBX file"""
    bl_idname = "import_scene.fbx"
    bl_label = "Import FBX"
    bl_options = {'UNDO', 'PRESET'}

    directory: StringProperty()

    filename_ext = ".fbx"
    filter_glob: StringProperty(default="*.fbx", options={'HIDDEN'})

    files: CollectionProperty(
            name="File Path",
            type=bpy.types.OperatorFileListElement,
            )

    ui_tab: EnumProperty(
            items=(('MAIN', "Main", "Main basic settings"),
                   ('ARMATURE', "Armatures", "Armature-related settings"),
                   ),
            name="ui_tab",
            description="Import options categories",
            )

    use_manual_orientation: BoolProperty(
            name="Manual Orientation",
            description="Specify orientation and scale, instead of using embedded data in FBX file",
            default=False,
            )
    global_scale: FloatProperty(
            name="Scale",
            min=0.001, max=1000.0,
            default=1.0,
            )
    bake_space_transform: BoolProperty(
            name="Apply Transform",
            description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
                        "target space is not aligned with Blender's space "
                        "(WARNING! experimental option, use at own risk, known to be broken with armatures/animations)",
            default=False,
            )

    use_custom_normals: BoolProperty(
            name="Custom Normals",
            description="Import custom normals, if available (otherwise Blender will recompute them)",
            default=True,
            )
    colors_type: EnumProperty(
            name="Vertex Colors",
            items=(('NONE', "None", "Do not import color attributes"),
                   ('SRGB', "sRGB", "Expect file colors in sRGB color space"),
                   ('LINEAR', "Linear", "Expect file colors in linear color space"),
                   ),
            description="Import vertex color attributes",
            default='SRGB',
            )

    use_image_search: BoolProperty(
            name="Image Search",
            description="Search subdirs for any associated images (WARNING: may be slow)",
            default=True,
            )

    use_alpha_decals: BoolProperty(
            name="Alpha Decals",
            description="Treat materials with alpha as decals (no shadow casting)",
            default=False,
            )
    decal_offset: FloatProperty(
            name="Decal Offset",
            description="Displace geometry of alpha meshes",
            min=0.0, max=1.0,
            default=0.0,
            )

    use_anim: BoolProperty(
            name="Import Animation",
            description="Import FBX animation",
            default=True,
            )
    anim_offset: FloatProperty(
            name="Animation Offset",
            description="Offset to apply to animation during import, in frames",
            default=1.0,
            )

    use_subsurf: BoolProperty(
            name="Subdivision Data",
            description="Import FBX subdivision information as subdivision surface modifiers",
            default=False,
            )

    use_custom_props: BoolProperty(
            name="Custom Properties",
            description="Import user properties as custom properties",
            default=True,
            )
    use_custom_props_enum_as_string: BoolProperty(
            name="Import Enums As Strings",
            description="Store enumeration values as strings",
            default=True,
            )

    ignore_leaf_bones: BoolProperty(
            name="Ignore Leaf Bones",
            description="Ignore the last bone at the end of each chain (used to mark the length of the previous bone)",
            default=False,
            )
    force_connect_children: BoolProperty(
            name="Force Connect Children",
            description="Force connection of children bones to their parent, even if their computed head/tail "
                        "positions do not match (can be useful with pure-joints-type armatures)",
            default=False,
            )
    automatic_bone_orientation: BoolProperty(
            name="Automatic Bone Orientation",
            description="Try to align the major bone axis with the bone children",
            default=False,
            )
    primary_bone_axis: EnumProperty(
            name="Primary Bone Axis",
            items=(('X', "X Axis", ""),
                   ('Y', "Y Axis", ""),
                   ('Z', "Z Axis", ""),
                   ('-X', "-X Axis", ""),
                   ('-Y', "-Y Axis", ""),
                   ('-Z', "-Z Axis", ""),
                   ),
            default='Y',
            )
    secondary_bone_axis: EnumProperty(
            name="Secondary Bone Axis",
            items=(('X', "X Axis", ""),
                   ('Y', "Y Axis", ""),
                   ('Z', "Z Axis", ""),
                   ('-X', "-X Axis", ""),
                   ('-Y', "-Y Axis", ""),
                   ('-Z', "-Z Axis", ""),
                   ),
            default='X',
            )

    use_prepost_rot: BoolProperty(
            name="Use Pre/Post Rotation",
            description="Use pre/post rotation from FBX transform (you may have to disable that in some cases)",
            default=True,
            )

    def draw(self, context):
        pass

    def execute(self, context):
        keywords = self.as_keywords(ignore=("filter_glob", "directory", "ui_tab", "filepath", "files"))

        from . import import_fbx
        import os

        if self.files:
            ret = {'CANCELLED'}
            dirname = os.path.dirname(self.filepath)
            for file in self.files:
                path = os.path.join(dirname, file.name)
                if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:
                    ret = {'FINISHED'}
            return ret
        else:
            return import_fbx.load(self, context, filepath=self.filepath, **keywords)


class FBX_PT_import_include(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Include"
    bl_parent_id = "FILE_PT_operator"

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "IMPORT_SCENE_OT_fbx"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, "use_custom_normals")
        layout.prop(operator, "use_subsurf")
        layout.prop(operator, "use_custom_props")
        sub = layout.row()
        sub.enabled = operator.use_custom_props
        sub.prop(operator, "use_custom_props_enum_as_string")
        layout.prop(operator, "use_image_search")
        layout.prop(operator, "colors_type")


class FBX_PT_import_transform(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Transform"
    bl_parent_id = "FILE_PT_operator"

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "IMPORT_SCENE_OT_fbx"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, "global_scale")
        layout.prop(operator, "decal_offset")
        row = layout.row()
        row.prop(operator, "bake_space_transform")
        row.label(text="", icon='ERROR')
        layout.prop(operator, "use_prepost_rot")


class FBX_PT_import_transform_manual_orientation(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Manual Orientation"
    bl_parent_id = "FBX_PT_import_transform"

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "IMPORT_SCENE_OT_fbx"

    def draw_header(self, context):
        sfile = context.space_data
        operator = sfile.active_operator

        self.layout.prop(operator, "use_manual_orientation", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.enabled = operator.use_manual_orientation

        layout.prop(operator, "axis_forward")
        layout.prop(operator, "axis_up")


class FBX_PT_import_animation(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Animation"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "IMPORT_SCENE_OT_fbx"

    def draw_header(self, context):
        sfile = context.space_data
        operator = sfile.active_operator

        self.layout.prop(operator, "use_anim", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.enabled = operator.use_anim

        layout.prop(operator, "anim_offset")


class FBX_PT_import_armature(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Armature"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "IMPORT_SCENE_OT_fbx"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, "ignore_leaf_bones")
        layout.prop(operator, "force_connect_children"),
        layout.prop(operator, "automatic_bone_orientation"),
        sub = layout.column()
        sub.enabled = not operator.automatic_bone_orientation
        sub.prop(operator, "primary_bone_axis")
        sub.prop(operator, "secondary_bone_axis")


@orientation_helper(axis_forward='-Z', axis_up='Y')
class ExportFBX(bpy.types.Operator, ExportHelper):
    """Write a FBX file"""
    bl_idname = "export_scene.fbx"
    bl_label = "Export FBX"
    bl_options = {'UNDO', 'PRESET'}

    filename_ext = ".fbx"
    filter_glob: StringProperty(default="*.fbx", options={'HIDDEN'})

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.

    use_selection: BoolProperty(
            name="Selected Objects",
            description="Export selected and visible objects only",
            default=False,
            )
    use_visible: BoolProperty(
            name='Visible Objects',
            description='Export visible objects only',
            default=False
            )
    use_active_collection: BoolProperty(
            name="Active Collection",
            description="Export only objects from the active collection (and its children)",
            default=False,
            )
    global_scale: FloatProperty(
            name="Scale",
            description="Scale all data (Some importers do not support scaled armatures!)",
            min=0.001, max=1000.0,
            soft_min=0.01, soft_max=1000.0,
            default=1.0,
            )
    apply_unit_scale: BoolProperty(
            name="Apply Unit",
            description="Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)",
            default=True,
            )
    apply_scale_options: EnumProperty(
            items=(('FBX_SCALE_NONE', "All Local",
                    "Apply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0"),
                   ('FBX_SCALE_UNITS', "FBX Units Scale",
                    "Apply custom scaling to each object transformation, and units scaling to FBX scale"),
                   ('FBX_SCALE_CUSTOM', "FBX Custom Scale",
                    "Apply custom scaling to FBX scale, and units scaling to each object transformation"),
                   ('FBX_SCALE_ALL', "FBX All",
                    "Apply custom scaling and units scaling to FBX scale"),
                   ),
            name="Apply Scalings",
            description="How to apply custom and units scalings in generated FBX file "
                        "(Blender uses FBX scale to detect units on import, "
                        "but many other applications do not handle the same way)",
            )

    use_space_transform: BoolProperty(
            name="Use Space Transform",
            description="Apply global space transform to the object rotations. When disabled "
                        "only the axis space is written to the file and all object transforms are left as-is",
            default=True,
            )
    bake_space_transform: BoolProperty(
            name="Apply Transform",
            description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
                        "target space is not aligned with Blender's space "
                        "(WARNING! experimental option, use at own risk, known to be broken with armatures/animations)",
            default=False,
            )

    object_types: EnumProperty(
            name="Object Types",
            options={'ENUM_FLAG'},
            items=(('EMPTY', "Empty", ""),
                   ('CAMERA', "Camera", ""),
                   ('LIGHT', "Lamp", ""),
                   ('ARMATURE', "Armature", "WARNING: not supported in dupli/group instances"),
                   ('MESH', "Mesh", ""),
                   ('OTHER', "Other", "Other geometry types, like curve, metaball, etc. (converted to meshes)"),
                   ),
            description="Which kind of object to export",
            default={'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'},
            )

    use_mesh_modifiers: BoolProperty(
            name="Apply Modifiers",
            description="Apply modifiers to mesh objects (except Armature ones) - "
                        "WARNING: prevents exporting shape keys",
            default=True,
            )
    use_mesh_modifiers_render: BoolProperty(
            name="Use Modifiers Render Setting",
            description="Use render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)",
            default=True,
            )
    mesh_smooth_type: EnumProperty(
            name="Smoothing",
            items=(('OFF', "Normals Only", "Export only normals instead of writing edge or face smoothing data"),
                   ('FACE', "Face", "Write face smoothing"),
                   ('EDGE', "Edge", "Write edge smoothing"),
                   ),
            description="Export smoothing information "
                        "(prefer 'Normals Only' option if your target importer understand split normals)",
            default='OFF',
            )
    colors_type: EnumProperty(
            name="Vertex Colors",
            items=(('NONE', "None", "Do not export color attributes"),
                   ('SRGB', "sRGB", "Export colors in sRGB color space"),
                   ('LINEAR', "Linear", "Export colors in linear color space"),
                   ),
            description="Export vertex color attributes",
            default='SRGB',
            )
    prioritize_active_color: BoolProperty(
            name="Prioritize Active Color",
            description="Make sure active color will be exported first. Could be important "
                        "since some other software can discard other color attributes besides the first one",
            default=False,
            )
    use_subsurf: BoolProperty(
            name="Export Subdivision Surface",
            description="Export the last Catmull-Rom subdivision modifier as FBX subdivision "
                        "(does not apply the modifier even if 'Apply Modifiers' is enabled)",
            default=False,
            )
    use_mesh_edges: BoolProperty(
            name="Loose Edges",
            description="Export loose edges (as two-vertices polygons)",
            default=False,
            )
    use_tspace: BoolProperty(
            name="Tangent Space",
            description="Add binormal and tangent vectors, together with normal they form the tangent space "
                        "(will only work correctly with tris/quads only meshes!)",
            default=False,
            )
    use_triangles: BoolProperty(
            name="Triangulate Faces",
            description="Convert all faces to triangles",
            default=False,
            )
    use_custom_props: BoolProperty(
            name="Custom Properties",
            description="Export custom properties",
            default=False,
            )
    add_leaf_bones: BoolProperty(
            name="Add Leaf Bones",
            description="Append a final bone to the end of each chain to specify last bone length "
                        "(use this when you intend to edit the armature from exported data)",
            default=True # False for commit!
            )
    primary_bone_axis: EnumProperty(
            name="Primary Bone Axis",
            items=(('X', "X Axis", ""),
                   ('Y', "Y Axis", ""),
                   ('Z', "Z Axis", ""),
                   ('-X', "-X Axis", ""),
                   ('-Y', "-Y Axis", ""),
                   ('-Z', "-Z Axis", ""),
                   ),
            default='Y',
            )
    secondary_bone_axis: EnumProperty(
            name="Secondary Bone Axis",
            items=(('X', "X Axis", ""),
                   ('Y', "Y Axis", ""),
                   ('Z', "Z Axis", ""),
                   ('-X', "-X Axis", ""),
                   ('-Y', "-Y Axis", ""),
                   ('-Z', "-Z Axis", ""),
                   ),
            default='X',
            )
    use_armature_deform_only: BoolProperty(
            name="Only Deform Bones",
            description="Only write deforming bones (and non-deforming ones when they have deforming children)",
            default=False,
            )
    armature_nodetype: EnumProperty(
            name="Armature FBXNode Type",
            items=(('NULL', "Null", "'Null' FBX node, similar to Blender's Empty (default)"),
                   ('ROOT', "Root", "'Root' FBX node, supposed to be the root of chains of bones..."),
                   ('LIMBNODE', "LimbNode", "'LimbNode' FBX node, a regular joint between two bones..."),
                  ),
            description="FBX type of node (object) used to represent Blender's armatures "
                        "(use the Null type unless you experience issues with the other app, "
                        "as other choices may not import back perfectly into Blender...)",
            default='NULL',
            )
    bake_anim: BoolProperty(
            name="Baked Animation",
            description="Export baked keyframe animation",
            default=True,
            )
    bake_anim_use_all_bones: BoolProperty(
            name="Key All Bones",
            description="Force exporting at least one key of animation for all bones "
                        "(needed with some target applications, like UE4)",
            default=True,
            )
    bake_anim_use_nla_strips: BoolProperty(
            name="NLA Strips",
            description="Export each non-muted NLA strip as a separated FBX's AnimStack, if any, "
                        "instead of global scene animation",
            default=True,
            )
    bake_anim_use_all_actions: BoolProperty(
            name="All Actions",
            description="Export each action as a separated FBX's AnimStack, instead of global scene animation "
                        "(note that animated objects will get all actions compatible with them, "
                        "others will get no animation at all)",
            default=True,
            )
    bake_anim_force_startend_keying: BoolProperty(
            name="Force Start/End Keying",
            description="Always add a keyframe at start and end of actions for animated channels",
            default=True,
            )
    bake_anim_step: FloatProperty(
            name="Sampling Rate",
            description="How often to evaluate animated values (in frames)",
            min=0.01, max=100.0,
            soft_min=0.1, soft_max=10.0,
            default=1.0,
            )
    bake_anim_simplify_factor: FloatProperty(
            name="Simplify",
            description="How much to simplify baked values (0.0 to disable, the higher the more simplified)",
            min=0.0, max=100.0,  # No simplification to up to 10% of current magnitude tolerance.
            soft_min=0.0, soft_max=10.0,
            default=1.0,  # default: min slope: 0.005, max frame step: 10.
            )
    path_mode: path_reference_mode
    embed_textures: BoolProperty(
            name="Embed Textures",
            description="Embed textures in FBX binary file (only for \"Copy\" path mode!)",
            default=False,
            )
    batch_mode: EnumProperty(
            name="Batch Mode",
            items=(('OFF', "Off", "Active scene to file"),
                   ('SCENE', "Scene", "Each scene as a file"),
                   ('COLLECTION', "Collection",
                    "Each collection (data-block ones) as a file, does not include content of children collections"),
                   ('SCENE_COLLECTION', "Scene Collections",
                    "Each collection (including master, non-data-block ones) of each scene as a file, "
                    "including content from children collections"),
                   ('ACTIVE_SCENE_COLLECTION', "Active Scene Collections",
                    "Each collection (including master, non-data-block one) of the active scene as a file, "
                    "including content from children collections"),
                   ),
            )
    use_batch_own_dir: BoolProperty(
            name="Batch Own Dir",
            description="Create a dir for each exported file",
            default=True,
            )
    use_metadata: BoolProperty(
            name="Use Metadata",
            default=True,
            options={'HIDDEN'},
            )

    def draw(self, context):
        pass

    @property
    def check_extension(self):
        return self.batch_mode == 'OFF'

    def execute(self, context):
        from mathutils import Matrix
        if not self.filepath:
            raise Exception("filepath not set")

        global_matrix = (axis_conversion(to_forward=self.axis_forward,
                                         to_up=self.axis_up,
                                         ).to_4x4()
                        if self.use_space_transform else Matrix())

        keywords = self.as_keywords(ignore=("check_existing",
                                            "filter_glob",
                                            "ui_tab",
                                            ))

        keywords["global_matrix"] = global_matrix

        from . import export_fbx_bin
        return export_fbx_bin.save(self, context, **keywords)


class FBX_PT_export_main(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = ""
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'HIDE_HEADER'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_fbx"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        row = layout.row(align=True)
        row.prop(operator, "path_mode")
        sub = row.row(align=True)
        sub.enabled = (operator.path_mode == 'COPY')
        sub.prop(operator, "embed_textures", text="", icon='PACKAGE' if operator.embed_textures else 'UGLYPACKAGE')
        row = layout.row(align=True)
        row.prop(operator, "batch_mode")
        sub = row.row(align=True)
        sub.prop(operator, "use_batch_own_dir", text="", icon='NEWFOLDER')


class FBX_PT_export_include(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Include"
    bl_parent_id = "FILE_PT_operator"

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_fbx"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        sublayout = layout.column(heading="Limit to")
        sublayout.enabled = (operator.batch_mode == 'OFF')
        sublayout.prop(operator, "use_selection")
        sublayout.prop(operator, "use_visible")
        sublayout.prop(operator, "use_active_collection")

        layout.column().prop(operator, "object_types")
        layout.prop(operator, "use_custom_props")


class FBX_PT_export_transform(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Transform"
    bl_parent_id = "FILE_PT_operator"

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_fbx"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, "global_scale")
        layout.prop(operator, "apply_scale_options")

        layout.prop(operator, "axis_forward")
        layout.prop(operator, "axis_up")

        layout.prop(operator, "apply_unit_scale")
        layout.prop(operator, "use_space_transform")
        row = layout.row()
        row.prop(operator, "bake_space_transform")
        row.label(text="", icon='ERROR')


class FBX_PT_export_geometry(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Geometry"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_fbx"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, "mesh_smooth_type")
        layout.prop(operator, "use_subsurf")
        layout.prop(operator, "use_mesh_modifiers")
        #sub = layout.row()
        #sub.enabled = operator.use_mesh_modifiers and False  # disabled in 2.8...
        #sub.prop(operator, "use_mesh_modifiers_render")
        layout.prop(operator, "use_mesh_edges")
        layout.prop(operator, "use_triangles")
        sub = layout.row()
        #~ sub.enabled = operator.mesh_smooth_type in {'OFF'}
        sub.prop(operator, "use_tspace")
        layout.prop(operator, "colors_type")
        layout.prop(operator, "prioritize_active_color")


class FBX_PT_export_armature(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Armature"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_fbx"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.prop(operator, "primary_bone_axis")
        layout.prop(operator, "secondary_bone_axis")
        layout.prop(operator, "armature_nodetype")
        layout.prop(operator, "use_armature_deform_only")
        layout.prop(operator, "add_leaf_bones")


class FBX_PT_export_bake_animation(bpy.types.Panel):
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'
    bl_label = "Bake Animation"
    bl_parent_id = "FILE_PT_operator"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator

        return operator.bl_idname == "EXPORT_SCENE_OT_fbx"

    def draw_header(self, context):
        sfile = context.space_data
        operator = sfile.active_operator

        self.layout.prop(operator, "bake_anim", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator

        layout.enabled = operator.bake_anim
        layout.prop(operator, "bake_anim_use_all_bones")
        layout.prop(operator, "bake_anim_use_nla_strips")
        layout.prop(operator, "bake_anim_use_all_actions")
        layout.prop(operator, "bake_anim_force_startend_keying")
        layout.prop(operator, "bake_anim_step")
        layout.prop(operator, "bake_anim_simplify_factor")


def menu_func_import(self, context):
    self.layout.operator(ImportFBX.bl_idname, text="FBX (.fbx)")


def menu_func_export(self, context):
    self.layout.operator(ExportFBX.bl_idname, text="FBX (.fbx)")


classes = (
    ImportFBX,
    FBX_PT_import_include,
    FBX_PT_import_transform,
    FBX_PT_import_transform_manual_orientation,
    FBX_PT_import_animation,
    FBX_PT_import_armature,
    ExportFBX,
    FBX_PT_export_main,
    FBX_PT_export_include,
    FBX_PT_export_transform,
    FBX_PT_export_geometry,
    FBX_PT_export_armature,
    FBX_PT_export_bake_animation,
)


def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
    bpy.types.TOPBAR_MT_file_export.append(menu_func_export)


def unregister():
    bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
    bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)

    for cls in classes:
        bpy.utils.unregister_class(cls)


if __name__ == "__main__":
    register()
