Three.js: Adding convertUpAxis() to ColladaLoader

Created on 30 Oct 2017  ·  3Comments  ·  Source: mrdoob/three.js

Description of the problem

Hi,

Is there any reason why options.convertUpAxis() was removed from the new ColladaLoader?

RIP convertUpAxis() , you were a very helpful function :smile:

Three.js version
  • [x] Dev
  • [ ] r87
  • [ ] ...
Browser
  • [x] All of them
  • [ ] Chrome
  • [ ] Firefox
  • [ ] Internet Explorer
OS
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  • [ ] Windows
  • [ ] macOS
  • [ ] Linux
  • [ ] Android
  • [ ] iOS
Hardware Requirements (graphics card, VR Device, ...)
Question

Most helpful comment

The former implementation was somewhat messy because the conversion was hardwired in the code of the loader. Besides, we generally agreed that this functionality should actually part of exporters, not loaders. Read #11404 see #11540 for the entire story 😉

The new loader automatically performs a simple rotation of the superior scene, if necessary. This should be sufficient for most use cases.

https://github.com/mrdoob/three.js/blob/dev/examples/js/loaders/ColladaLoader.js#L3424-L3428

All 3 comments

The former implementation was somewhat messy because the conversion was hardwired in the code of the loader. Besides, we generally agreed that this functionality should actually part of exporters, not loaders. Read #11404 see #11540 for the entire story 😉

The new loader automatically performs a simple rotation of the superior scene, if necessary. This should be sufficient for most use cases.

https://github.com/mrdoob/three.js/blob/dev/examples/js/loaders/ColladaLoader.js#L3424-L3428

Okay I see, seems out meshes are not case :confused:
Well it seems like that we need to exchange Y_UP and Z_UP all of the meshes -gazebo meshes- by an external script to have the correct rotation when upgrading to the new Collada, well this is not a very good thing for us.
So I would say exposing this functionality would still be useful.

Having the same problem with some collada files. I use TransformControls to build a simple editor. Other formats work fine, but using the gizmo on a collada object (in world space) moves the object on the wrong axis. I'm also confused, because I thought #11540 should re-add this method to SceneUtils.

A build-in solution to fix non y-up models would be great!

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