mirror of
https://github.com/godotengine/collada-exporter.git
synced 2026-01-04 18:10:15 +03:00
Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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@@ -108,6 +108,11 @@ class ExportDAE(bpy.types.Operator, ExportHelper):
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description=("Export all actions for the first armature found in separate DAE files"),
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default=False,
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)
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use_anim_skip_noexp = BoolProperty(
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name="Skip (-noexp) Actions",
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description="Skip exporting of actions whose name end in (-noexp). Useful to skip control animations.",
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default=True,
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)
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use_anim_optimize = BoolProperty(
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name="Optimize Keyframes",
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description="Remove double keyframes",
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@@ -317,6 +317,7 @@ class DaeExporter:
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def export_mesh(self,node,armature=None,shapename=None):
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mesh = node.data
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if (node.data in self.mesh_cache) and shapename==None:
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return self.mesh_cache[mesh]
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@@ -475,7 +476,12 @@ class DaeExporter:
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self.writel(S_GEOM,3,'<source id="'+meshid+'-texcoord-'+str(uvi)+'">')
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float_values=""
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for v in vertices:
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float_values+=" "+str(v.uv[uvi].x)+" "+str(v.uv[uvi].y)
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try:
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float_values+=" "+str(v.uv[uvi].x)+" "+str(v.uv[uvi].y)
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except:
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# I don't understand this weird multi-uv-layer API, but with this it seems to works
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float_values+=" 0 0 "
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self.writel(S_GEOM,4,'<float_array id="'+meshid+'-texcoord-'+str(uvi)+'-array" count="'+str(len(vertices)*2)+'">'+float_values+'</float_array>')
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self.writel(S_GEOM,4,'<technique_common>')
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self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-texcoord-'+str(uvi)+'-array" count="'+str(len(vertices))+'" stride="2">')
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@@ -1156,6 +1162,8 @@ class DaeExporter:
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for x in bpy.data.actions[:]:
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if x.users==0 or x in self.action_constraints:
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continue
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if (self.config["use_anim_skip_noexp"] and x.name.endswith("-noexp")):
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continue
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bones=[]
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#find bones used
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