Age | Commit message (Collapse) | Author |
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exporting with Triangulate.
No point in splitting vertices over small differences in UVs or Color
values.
Note that there will still be splits when those UVs or colors actually
do not match, but this seems to be part of 'triangulated' export design
(otherwise we could use indexed values as with regular polygons export).
Based on investigation by Sebastian Ullrich (@souljedi), thanks.
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That was a rather heavy work, since in 2.7 that add-on was still using
tessellated geometry API quiet extensively (and that one has been
removed from 2.8)...
Also updated some minor things on the road, like e.g. exporting
ColorRGBA for vertex colors, since ours now have some alpha.
Main remaining TODO is materials afaik (those need to be ported to the
new nodeshader wrapper), not very high priority for now.
Also note that the whole code has many sub-optimal handling, but that
whole format is not really designed for heavy geometries anyway I think,
so this is probably fine for now (and going over whole code to optimize
it would be quiet a work too).
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This should take care of most of the class property conversions to
use the new annotation format (colon instead of equals) for
assignment. There may still be a few edge cases that were missed.
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The warnings in the console are getting on the way. May as well update
the addons even if they are still mostly not ported to 2.8.
We can probably ditch orientation_helper_factory altogether.
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- Pass context/scene as arguments.
- Avoid try/except on entire geometry loading (instead use dict.get).
- Use keyword-only args for load/save module functions.
- Don't pass the operator as first arg.
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It supports:
- all geometry nodes from Rendering
- all geometry nodes from Geometry3D
- ImageTexture (including primitives)
- TextureTransform (needs careful testing)
- all lamp nodes from Lighting
- Viewpoint
I've been going by the standard as outlined here:
http://www.web3d.org/documents/specifications/19775-1/V3.3/index.html
When not sure, I'd compare to a reference implementation, X3DOM ( http://www.x3dom.org/ ).
The UI was left intact from the existing implementation.
Reviewed by campbellbarton and mont29
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Previously, that script whould create an object (two, actually!), mesh, material etc.
for every 'Shape' node, even when x3d format has intancing capabilities.
That would made importing files with many copies of same object insanely long.
Now we support instances of objects, geometry (aka meshes), materials (aka appearance)
and images, should be enough for now.
Also, fixed some old cruft like still using tessface stuff in a few minor places and such.
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We need to split each vrml field on its own line in pre-processing step, to be sure
we correctly detect all new (child) nodes...
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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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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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make addons blender versions consistent
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finished
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- remove additional axis args.
- use of _TRANSFORM was incorrect.
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Adding UNDO flag to import operators. Made this only for trunk addons.
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- remove/comment unused variables
- remove unused imports
- fixed some bugs using incorrect variables
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- h3d: replace unfinvviewmat with gl_ModelViewMatrixInverse
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dupli-groups, scaling, rotations.
keep this optional so exporting without hierarchy is still supported.
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IndexedFaceSet.
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to FBX.
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