diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-09-15 11:33:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-09-15 11:33:30 -0300 |
commit | 8cab401d08f8e25aa9b2dc710204785858ff3dbb (patch) | |
tree | 1a4cec868f937fb24d340ee33fbeba2f1c6fa9f2 /tools/export/blender25 | |
parent | 1a2cb755e2d8b9d59178f36702f6dff7235b9088 (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')
-rw-r--r-- | tools/export/blender25/io_scene_dae/export_dae.py | 17 |
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) ) |