Age | Commit message (Collapse) | Author |
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D15328
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This is no longer necessary, see: T98554.
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When importing a .x3d file containing an empty IndexedFaceSet, like this for example:
```
Shape {
geometry IndexedFaceSet {
coord Coordinate {
point [
]
}
coordIndex [
]
}
}
```
`import_x3d.py` throws an exception, because `x_min`, `x_max`, ... are not initialized/still set to `None`.
This fixes the issue by initializing the mentioned variables to `inf`/`-inf` respectively and also further simplifies the code by utlizing the `min` and `max` builtins.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14470
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14312
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See T95597
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When porting the x3d importer to 2.80, material and texture
importing didn't get ported. The old importer was using
Blender Render like materials, the new implementation uses
the standard node system via `node_shader_utils`.
Additionally this also adds a crude, text based method for
material/texture caching for WRL file (previously only
supported for X3D), fixes a possible `StructRNA has been removed`
error caused by the cache and assigns proper names to the
materials, if available.
Reviewed By: mont29
Maniphest Tasks: T76656, T71232, T83428
Differential Revision: https://developer.blender.org/D12399
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In rBA6aa8e130eff59059886e203ff95221609f63b222 all occurrences
of "lamp" where replaced with "light" which also accidentally
renamed "clamp" to "clight". In case of the x3d importer and
object carver add-on this broke some functionality. This
commit fixes the names to match the use the correct properties
of the Python API and use semantically correct names for other
add-on where the renaming didn't cause functional changes.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9782
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Patch contributed by luzpaz.
Differential Revision: https://developer.blender.org/D5800
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2.8x materials don't have any indication they should use vcols anymore,
that should be handled at node-based shader level now. For now just
ignore, and always export/import active vcols.
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Based on D5822 by Tomas Antecky (@ta), but no reason to keep that unused
parameter since those mesh geometry importer functions are all always
only called with two parameters...
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Main issue was the sphere generation code, that was 100% broken,
presumably since ages (= since adding bmesh to Blender)?
Plus some non-updated API call after changes in 2.80.
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Differential Revision: https://developer.blender.org/D5240
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D4883
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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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Fixes T61052
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Changed objects.link and objects.unlink from scene to collection
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Differential Revision: https://developer.blender.org/D3746
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attributes (where present). For VRML, that worked all along, for X3D it was broken,
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Always use utf8 encoding, with error escaping
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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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We assume a full Python is available now
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This is handy for debugging, not general use.
so only do this when DEBUG is set.
Also use a custom property instead of registering RNA.
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Feature: rudimentary support for Text nodes (no styling, only font size)
Feature: line number of the node reported as a custom property
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vertices/faces from a mesh, so assumptions about mesh size might be off after validation.
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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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