Cirilo,

Never mind.  I figured out what I was doing wrong.  Sorry for the noise.

Cheers,

Wayne

On 9/21/2016 9:14 AM, Wayne Stambaugh wrote:
> Cirilo,
> 
> Is this
> 
> https://git.launchpad.net/~cirilo-bernardo/kicad/+git/kicad-oce/commit/?id=424d98f81c410b7b6cd315fd8a6834192cd9d2f3
> 
> the only commit that needs to be merged from your vrml_export branch?
> The reason I ask is for simple merges like this, a patch generated with
> format-patch or send-email makes my life easier.  If it's just this
> commit, I'll generate the patch and git-am it.  Merging with git just
> makes more work for me.
> 
> Thanks,
> 
> Wayne
> 
> On 9/20/2016 7:20 PM, 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.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
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
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>>>>>>>>
>>>>>>>>
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>>>>>>
>>>>>>
>>>>
>>>>
>>
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