Age | Commit message (Collapse) | Author |
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MTL file.
Was a TODO actually, now we try to match better illum values with current mesh material.
Also, using mirror color as Ka instead of ambient one, when mirror is enabled in blen mat.
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rBAbfbabc0592b8.
Now using a class factory to allow customization of those defaults axes, still way less
verbose than previous code!
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In fact, it's the OBJ file which is utterly broken (thousands of faces reusing the same vertex...).
I think 'breakage' comes actually from change in bmesh (raising error when trying to get
an edge with same vert in both items of the key), afaiks this is not different from
old code in current importer.
Anyway, working around this is easy and cheap, so...
To be backported in final 2.74.
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Stupid mistake in own recent work on OBJ...
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Caused by rBc755d8fbb520fbcf2a, can understand we want a 'good' (sigh) naming
before release, but please ensure code already using it is updated then...
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Reviewers: mont29
Projects: #import_export
Differential Revision: https://developer.blender.org/D1151
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Issue reported by Daniel Salazar (ZanQdo) through IRC, thanks!
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Makes code nicer, but adds between 10 and 15% to parsing time... Not worth it.
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tessellate/untessellate sometimes.
Issue comes with ngons having holes (i.e. ngons using the same edge more than once).
This is not supported in Blender, so we have to 'work around' it.
However, we can limit this behavior to ngons actually 'blender-invalid', no need to
do that systematically.
So this commit still allows for much better performances with 'usual' ngons.
Those with holes get back to previous performances, more or less.
Many thanks to Campbell for the headup!
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Note I tried to make 'face' tuple a namedtuple, but this makes things significantly
slower here (about ten percents), don't think it's worth it.
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Not much to say, pretty similar to how FBX custom normals import works...
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This is the main and best way to export complex shading...
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That code was doing some rather crazy things, like:
* tessellating ngons, and un-tesselate them later;
* use up to two bmesh transformations for each imported mesh;
* ...
Now, removed the 'use_ngons' option and all the tesselated mess,
we always only work in polygon context, user can triangulate later if really needed.
Got rid of all bmesh stuff.
Also, some cleanup of 'old' fashioned code, like e.g. converting dict views to list
before iterating on those...
With pure-tessellated .obj, we gain nearly nothing (about 5% quicker - and much nicer code).
With .obj containing a fair amount of ngons, we devide import time by six!
E.g. with a test mesh of 475000 polygons (1100000 triangles), we go from 60 seconds (old code)
to less than 10 seconds with new code!
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Python 3.4.0 deprecated the "imp" module, and replaced it with
"importlib". This changes imp.reload() into implib.reload().
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1016
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Helps ensuring common behavior, and saves quite a few lines of code, too...
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Some .obj files use tabs instead of spaces, so refactored how
'line id' is checked.
Also fixed a stupid bug (empty/comment lines were not skipped as expected,
using 'pass' instead of 'continue').
Thanks to Campbell for the head-up.
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startswith('d') is too generic, matches 'disp' lines too...
So added space after expected keyword in all case.
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This is not a bug, in fact, but imho we do not need to compare exactness of values
up to the 6th decimal, 4th decimal should be enough, and will avoid such cases of
"over generation" of data...
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Rough guess, 2.0 for obj (because of quite heavy changes in it this fall/winter),
and 3.0 for FBX (assuming 1.0 = 6.1 exporter, and 2.0 = 7.x importer, makes 3.0 = 7.4 exporter)
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Patch by Zer0 (vince), many thanks! :)
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OBJ do not works
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this is an internal name only.
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this clear for users).
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better way to terminate addons and inform user. More py 2.x leftovers in startup/bl_operators/uvcalc_*!
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(Hopefully!) Logic behind normals export indices was indeed wrong when using several objects (at least, not matching vertex/uv ones).
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keep sharp edges...).
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IDs as simple values or as bitflags.
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file instead
- r3954/patch [#32914], introduced incorrect displacement map name, corrected.
- added support for reading displacement maps.
- remove checks that added alpha support for diffuce images, OBJ has alpha material settings for this.
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3 verts (even though 2 vertex faces are in fact quite common).
now export these as lines.
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exporters. OBJ/X3D/VRML/PLY/STL
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uses absolute paths
use preference for relative paths.
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access to customdata layers.
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