Yes, it should be OK to merge. I think it has been tested enough that we're not likely to get more feedback on problems until we push it and more people can use it.
- Cirilo On Wed, Sep 21, 2016 at 7:00 AM, José Ignacio <jose.cyb...@gmail.com> wrote: > Is this ready to merge? I've been using this branch on several boards > and it works perfect, aside from the small inconvenience of not having > the centering option. > > On Sat, Sep 17, 2016 at 10:20 PM, Cirilo Bernardo > <cirilo.berna...@gmail.com> wrote: >> I had a look and the automatic centering option was removed at some point >> so only the user-specified X, Y offset remains in the VRML export. I will >> add the options to use Grid or Drill origin as well, and make these options >> per-project rather than per-user. >> >> - Cirilo >> >> On Sat, Sep 17, 2016 at 11:19 PM, José Ignacio <jose.cyb...@gmail.com> >> wrote: >>> >>> It works great, both in inline and monolithic mode! one thing I >>> noticed though is that the model output is not centered on the origin >>> (the old exporter probably did this too), it would be nice if it was, >>> as with the board i tested it was really far from the origin and it >>> was annoying to center for rendering on blender. >>> >>> On Sat, Sep 17, 2016 at 4:53 AM, Cirilo Bernardo >>> <cirilo.berna...@gmail.com> wrote: >>> > On Sat, Sep 17, 2016 at 4:35 PM, José Ignacio <jose.cyb...@gmail.com> >>> > wrote: >>> >> >>> >> That sound perfect! Does you "Copy 3D model" really copy the >>> >> originals, or rebuild them from the scenegraph? (I very much prefer >>> >> the latter so it's compatible with all the formats), in that case it >>> >> might be best to rename that option as "Use external model files" or >>> >> invert it and call it "Generate single/monolithic file". >>> >> >>> > >>> > Copy 3D model will actually copy any *.wrl file; I did this because some >>> > of >>> > the >>> > polygon triangulation performed by the VRML plugin may lose some >>> > information >>> > from the original file and cause some (minor) artifacts. In the case of >>> > X3D >>> > and >>> > all other supported formats (IDF, IGES, STEP) the scenegraph is used to >>> > create a VRML representation. >>> > >>> > If anyone wants to try out the branch it is here: >>> > >>> > >>> > https://code.launchpad.net/~cirilo-bernardo/kicad/+git/kicad-oce/+ref/vrml_export >>> > >>> > I would appreciate feedback from anyone testing it. I've only checked >>> > the >>> > output >>> > with FreeCAD and view3dscene (FreeCAD uses the COIN library which is >>> > really >>> > an impressive fast VRML renderer). When creating a monolithic file, >>> > DEF/USE >>> > is >>> > employed - there is not yet an option to create a flat file (no >>> > DEF/USE). >>> > >>> > - Cirilo >>> > >>> > >>> >> >>> >> On Fri, Sep 16, 2016 at 7:29 PM, Cirilo Bernardo >>> >> <cirilo.berna...@gmail.com> wrote: >>> >> > OK, with the feedback from Maurice and Mario I have retained the >>> >> > Inline{} >>> >> > option but >>> >> > changed the behavior: >>> >> > >>> >> > + If "Copy 3D model files" is activated then Inline{} is used, >>> >> > otherwise >>> >> > a >>> >> > monolithic >>> >> > file is written. This removes the previous behavior that absolute >>> >> > paths >>> >> > can >>> >> > be used in >>> >> > Inline{}; the absolute paths are bad anyway since they differ >>> >> > depending >>> >> > on >>> >> > the OS >>> >> > and VRML files cannot be shared easily. With this new behavior it >>> >> > will >>> >> > be >>> >> > easier to >>> >> > share VRML files which use Inline{}. >>> >> > >>> >> > + In the case of a monolithic file, DEF/USE will be employed. This >>> >> > typically >>> >> > makes >>> >> > the file smaller, especially if complex components have many >>> >> > instances. >>> >> > If >>> >> > people >>> >> > want an option to not use DEF/USE let me know and I can add Yet >>> >> > Another >>> >> > Flag >>> >> > to the export UI. >>> >> > >>> >> > The rework is *mostly* done; I only need to add a few routines to >>> >> > create >>> >> > the >>> >> > board >>> >> > model in the monolithic file (basically pass existing tesselation >>> >> > data >>> >> > and >>> >> > color data >>> >> > to the KiCad scenegraph library). >>> >> > >>> >> > Any more comments/suggestions? >>> >> > >>> >> > - Cirilo >>> >> > >>> >> > >>> >> > On Fri, Sep 16, 2016 at 9:20 AM, easyw <ea...@katamail.com> wrote: >>> >> >> >>> >> >> Hi Cirilo, >>> >> >> I found inline{} VRML export option very useful and powerful... >>> >> >> >>> >> >> it allows an easy post elaboration to i.e. change color to pcb >>> >> >> board, >>> >> >> traces and solder mask with some macro or tweak the VRML models to >>> >> >> add >>> >> >> texture to the VRML result for an improved visualization or even add >>> >> >> a >>> >> >> vrml >>> >> >> model inline{} to a 3D part to include some external extra objects >>> >> >> not >>> >> >> present in the pcbnew... >>> >> >> >>> >> >> I use Blender to import kicad VRML exported boards and I use also >>> >> >> material >>> >> >> properties without any issues with the actual develop build >>> >> >> branch... >>> >> >> >>> >> >> So in case of a rewriting of the VRML exporter, I would consider >>> >> >> very >>> >> >> useful to leave at least an option to conserve the actual inline{} >>> >> >> structure. >>> >> >> >>> >> >> Thank you >>> >> >> Maurice >>> >> >> >>> >> >> >>> >> >> On 16/09/2016 00:25, Cirilo Bernardo wrote: >>> >> >>> >>> >> >>> Hi folks, >>> >> >>> >>> >> >>> Since the merge of the new 3DViewer the VRML Export routine has >>> >> >>> not >>> >> >>> been able to include x3d data and the few x3d users out there have >>> >> >>> not >>> >> >>> been very happy about this. However, the scenegraph library >>> >> >>> developed >>> >> >>> for the 3D plugin system can easily write monolithic files which >>> >> >>> include >>> >> >>> visualization data for all file formats supported by plugins. This >>> >> >>> means >>> >> >>> that VRML Export can now be modified to either (a) continue to use >>> >> >>> inline{} when a file is created and when copying files the >>> >> >>> scenegraph >>> >> >>> library is used to write VRML model equivalents of other file >>> >> >>> formats >>> >> >>> (x3d, STEP, IGES, IDF) or (b) create a monolithic file with all >>> >> >>> models >>> >> >>> defined internally and reused wherever possible. Personally I would >>> >> >>> prefer (b) since that would eliminate some options in the Export >>> >> >>> routine >>> >> >>> such as "Copy Model Files" and would also eliminate the problem of >>> >> >>> inline{} compatibility with some viewers. There may be problems >>> >> >>> with >>> >> >>> DEF/USE within some programs like Blender but I can always add an >>> >> >>> option to not reuse definitions (Blender's VRML code has so many >>> >> >>> problems though that I doubt this would help). >>> >> >>> >>> >> >>> Any thoughts before I go ahead and rework the VRML exporter? >>> >> >>> >>> >> >>> - Cirilo >>> >> >>> >>> >> >>> >>> >> >>> >>> >> >>> _______________________________________________ >>> >> >>> Mailing list: https://launchpad.net/~kicad-developers >>> >> >>> Post to : kicad-developers@lists.launchpad.net >>> >> >>> Unsubscribe : https://launchpad.net/~kicad-developers >>> >> >>> More help : https://help.launchpad.net/ListHelp >>> >> >>> >>> >> > >>> >> > >>> >> > _______________________________________________ >>> >> > Mailing list: https://launchpad.net/~kicad-developers >>> >> > Post to : kicad-developers@lists.launchpad.net >>> >> > Unsubscribe : https://launchpad.net/~kicad-developers >>> >> > More help : https://help.launchpad.net/ListHelp >>> >> > >>> > >>> > >> >> _______________________________________________ Mailing list: https://launchpad.net/~kicad-developers Post to : kicad-developers@lists.launchpad.net Unsubscribe : https://launchpad.net/~kicad-developers More help : https://help.launchpad.net/ListHelp