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Re: VRML Export

 

Hi Cirilo,
I tested both VRML export options and they work just fine.
I agree that adding the automatic centering option would be a useful feature for vrml post elaboration...

Maurice

On 9/21/2016 1:20 AM, Cirilo Bernardo wrote:
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



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