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Re: VRML Export

 

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.cyborg@xxxxxxxxx> 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.bernardo@xxxxxxxxx> 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.cyborg@xxxxxxxxx>
>> 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.bernardo@xxxxxxxxx> wrote:
>>> > On Sat, Sep 17, 2016 at 4:35 PM, José Ignacio <jose.cyborg@xxxxxxxxx>
>>> > 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.bernardo@xxxxxxxxx> 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 <easyw@xxxxxxxxxxxx> 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@xxxxxxxxxxxxxxxxxxx
>>> >> >>> Unsubscribe : https://launchpad.net/~kicad-developers
>>> >> >>> More help   : https://help.launchpad.net/ListHelp
>>> >> >>>
>>> >> >
>>> >> >
>>> >> > _______________________________________________
>>> >> > Mailing list: https://launchpad.net/~kicad-developers
>>> >> > Post to     : kicad-developers@xxxxxxxxxxxxxxxxxxx
>>> >> > Unsubscribe : https://launchpad.net/~kicad-developers
>>> >> > More help   : https://help.launchpad.net/ListHelp
>>> >> >
>>> >
>>> >
>>
>>


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