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ziriax avatar ziriax commented on June 1, 2024

@robertlong That's amazing! I'm honored 👍

Currently the dependencies folder lists:

COLLADA2GLTF
GSL
cpp-linq

All of these should be platform independent.

From COLLADA2GLTF, I only use the GLTF submodule.

I don't use cpp-linq that much, so if needed it could be removed by changing a few lines of code (as a C# LINQ fan, I discovered this library too late, otherwise I would have used it a lot).

I do use windows-specific code for fatal exception handling, but that is inside a #ifdef _MSC_VER.

In general, I wrote this code to be platform independent.

The main concerns are:

  • C++17
  • using namespace std::experimental for filesystem and path classes

I just pushed a commit that removed some unused #include statements, so porting will be easier.

Again, thanks a lot!
Peter

PS: I'm not 100% happy with the current code base, but I will never be ;-) The original plan was to create MayaXXX specific classes to convert Maya's dependency graph into something easier to convert to whatever format, and then ExportableXXX classes that took care of the actual GLTF export, but when I started implementing skinning and animation, I wasn't able to keep this up... That's why the architecture is not perfect yet, but it requires a lot of refactoring to get it right, and might not be worth it.

from maya2gltf.

ziriax avatar ziriax commented on June 1, 2024

The cmake branch now contains an experimental MacOS version. As soon as this is merged into master, I will close this issue.

from maya2gltf.

fire avatar fire commented on June 1, 2024

As soon as this is merged into master, I will close this issue.

from maya2gltf.

ziriax avatar ziriax commented on June 1, 2024

The plugin works on MacOS now, we just need an installer.

from maya2gltf.

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