June 29, 2020, 20:43 (GMT) |
Remove axis transform defines and use existing enums |
June 29, 2020, 20:34 (GMT) |
Clean up: comments, minor refactor. Use `const char *set_name` instead of `void get_name` which was meant to copy the buffer originally but then was neglected. Don't expose `_export_mesh_eval` just for ensuring normals, moved it to another function. Use conventional destructor function names. Upper case enums. |
June 29, 2020, 15:27 (GMT) |
Check if there is any material to write. |
June 29, 2020, 15:11 (GMT) |
Null check: no image is present in the texture node |
June 29, 2020, 15:03 (GMT) |
Fix crash when exporting uv vertices with no UV map. |
June 29, 2020, 13:49 (GMT) |
Support multiple materials in the same object. Design has slightly changed: The line with `usemtl` has moved just before a face element is being written. So whenever a face with a new material is encountered, it can be labelled. Appending to the MTL file is still at the same place, writing once every object. |
June 29, 2020, 08:34 (GMT) |
Support material groups: writing material name with object name |
June 29, 2020, 08:25 (GMT) |
Support for object groups: name of object and its mesh |
June 28, 2020, 19:29 (GMT) |
Fix socket vector being read as socket RGBA Wrong typecasting as bNodeSocketRGBA instead of bNodeSocketVector causes `SOCK_VECTOR`'s `type` being read as `value[0]`. So instead of having three different functions for float, vector & color, merging into one and specifying Datatype seems better. |
June 28, 2020, 10:23 (GMT) |
June 28, 2020, 10:03 (GMT) |
Merge branch 'master' into soc-2020-io-performance |
June 28, 2020, 09:15 (GMT) |
Add object name in MTL related errors. |
June 28, 2020, 08:44 (GMT) |
Use Span<T> instead of const Vector<T> & Reasons to prefer `Span`: > - It is shorter. > - It is const by default (whereas you could easily forget the const in `const Vector<T> &`). And I did forget the `const` here! https://developer.blender.org/D7987#inline-64852 |
June 28, 2020, 08:19 (GMT) |
Typo: write OBJ & MTL comments properly with # |
June 28, 2020, 08:17 (GMT) |
Support exporting selected objects only, not the whole scene. |
June 27, 2020, 21:16 (GMT) |
UI: show warning when overwriting an export file |
June 27, 2020, 20:44 (GMT) |
Replace char * with string in texture map types. Review update rB827869a45bccbf1e016580b#271046 (by Jacques Lucke) As mentioned in his comments, `Map` will do a pointer comparison for `char *` keys. So string would be better. Even though the `lookup` has been removed, `std::string` is still okay. Also instead of iterating over `Map.keys()`, and then looking up value, now it's iterating over a key-value pair: `Map<T, T>::item` of strings. Minor comment changes. |
June 27, 2020, 19:40 (GMT) |
June 27, 2020, 16:23 (GMT) |
Add texture transform options, Blender version comment. Two texture transform options, out of several, are supported now: - Translation (origin offset) (syntax: "-o u v w") - Scale (syntax: "-s u v w") For Normal Map textures, Strength (bump multiplier) (syntax: "-bm s") is also added. I had to temporarily replace `nodeFindSocket` with its own implementation to be able to build, since it doesn't accept `const bNode*` which we're using everywhere. I proposed a simple fix: D8142 for that. If and when it gets committed, I'll remove the duplicate code. Blender version string is also added in the MTL file. Test file: {F8647881} |
June 27, 2020, 13:19 (GMT) |
Move code to namespace blender; clang-format |
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