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authorJuan Linietsky <reduzio@gmail.com>2014-09-15 11:33:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-09-15 11:33:30 -0300
commit8cab401d08f8e25aa9b2dc710204785858ff3dbb (patch)
tree1a4cec868f937fb24d340ee33fbeba2f1c6fa9f2 /tools/export/blender25/io_scene_dae
parent1a2cb755e2d8b9d59178f36702f6dff7235b9088 (diff)
3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
Diffstat (limited to 'tools/export/blender25/io_scene_dae')
-rw-r--r--tools/export/blender25/io_scene_dae/export_dae.py17
1 files changed, 12 insertions, 5 deletions
diff --git a/tools/export/blender25/io_scene_dae/export_dae.py b/tools/export/blender25/io_scene_dae/export_dae.py
index ec907a998d..cd785fca40 100644
--- a/tools/export/blender25/io_scene_dae/export_dae.py
+++ b/tools/export/blender25/io_scene_dae/export_dae.py
@@ -317,14 +317,14 @@ class DaeExporter:
def export_mesh(self,node,armature=None):
+ if (node.data in self.mesh_cache):
+ return self.mesh_cache[mesh]
+
if (len(node.modifiers) and self.config["use_mesh_modifiers"]):
mesh=node.to_mesh(self.scene,True,"RENDER") #is this allright?
else:
mesh=node.data
- if (mesh in self.mesh_cache):
- return self.mesh_cache[mesh]
-
mesh.update(calc_tessface=True)
vertices=[]
vertex_map={}
@@ -519,7 +519,7 @@ class DaeExporter:
meshdata={}
meshdata["id"]=meshid
meshdata["material_assign"]=mat_assign
- self.mesh_cache[mesh]=meshdata
+ self.mesh_cache[node.data]=meshdata
# Export armature data (if armature exists)
@@ -1094,7 +1094,14 @@ class DaeExporter:
mtx = posebone.matrix.copy()
if (bone.parent):
parent_posebone=node.pose.bones[bone.parent.name]
- mtx = parent_posebone.matrix.inverted() * mtx
+ parent_invisible=False
+
+ for i in range(3):
+ if (parent_posebone.scale[i]==0.0):
+ parent_invisible=True
+
+ if (not parent_invisible):
+ mtx = parent_posebone.matrix.inverted() * mtx
xform_cache[bone_name].append( (key,mtx) )