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Full Version: V4 released!

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From: mkdm
11 May 2021   [#133] In reply to [#131]
Hello Michael.

Ok. Thanks for the tips.

re
> Your OnKeyDownEvent() handler could look at what key the event is for...

I'll try it asap, and I'll let you know.

re:
> I've fixed this up for v5...

Maybe you could publish some intermediate versions like 4.x.y
I said this because it would be good for us if you'll be able to publish new versions with small useful changes, rather than wait for a long period before you can publish another major version.

re:
> ...bypassing the regular keyboard shortcut launcher....

Ok. I'll try also this tip, and I'll let you know.

Thanks.
From: Michael Gibson
11 May 2021   [#134] In reply to [#133]
Hi Marco,

re:
> Maybe you could publish some intermediate versions like 4.x.y

It's not easy for me to do that because I don't want to make a final release version that has not had some time spent in beta release first to try and avoid regressions,. The next beta release will be for v5 so that's where changes like this will be going into.

- Michael
From: mkdm
13 May 2021   [#135] In reply to [#132]
Hello Michael.

So...after your suggestion, I nailed it :)

I open my custom UI in a pop-up dialog and I manage all the shortcuts is this way:

code:
<script>
	var cmds = [];
	cmds[parseInt("0x31")] = "line";
	cmds[parseInt("0x32")] = "curve";
	... other commands ...

	var cmdsAlt = [];
	cmdsAlt[parseInt("0x31")] = "polyline";
	cmdsAlt[parseInt("0x32")] = "interpcurve";
	... other commands ...

	var cmdsCtrl = [];
	cmdsCtrl[parseInt("0x35")] = "circletangent";
	cmdsCtrl[parseInt("0x36")] = "arccontinue";
	... other commands ...

	var cmdsShift = [];
	cmdsShift[parseInt("0x32")] = "sketchcurve";
	cmdsShift[parseInt("0x33")] = "rect3pts";
	... other commands ...

	function OnKeyDownEvent(e) {
		e.handled = true;

		var cmdName = null;

		if (e.shift) {
			cmdName = cmdsShift[e.keyCode];
		} else if (e.ctrl) {
			cmdName = cmdsCtrl[e.keyCode];
		} else if (e.alt) {
			cmdName = cmdsAlt[e.keyCode];
		} else {
			cmdName = cmds[e.keyCode];
		}

		if (!cmdName) {
			return;
		}
		
		moi.command.execCommand(cmdName);

		moiWindow.close();
	}
</script>


Then I also use a "fake" class to attach the "moiWindow.close();" command to all the moi:CommandButton that I use in the dialog:

code:
<moi:CommandButton class="myCmd" ...

<script type="text/javascript">
	var buttons = document.querySelectorAll(".myCmd");

	for (var i = 0; i < buttons.length; i++) {
	   buttons[i].addEventListener("click", function (event) {
	       moiWindow.close();
	   });
	}
</script>



I hope you will ad soon the capability of trapping key event also in pop-up menu.

Thanks and have a nice day.
From: Michael Gibson
13 May 2021   [#136] In reply to [#135]
That's great Marco, I'm glad that is working!

- Michael
From: mkdm
14 May 2021   [#137] In reply to [#136]
Hello Michael.

A quick (for you) help, if you can.

I need a very quick inline script that have to do the following:

Select all objects (solids or surfaces) that belongs to the currently selected edges (and, at the same time, deselect the input selected edges)

Could you tell me?

Thanks and have a nice day.
From: mkdm
14 May 2021   [#138] In reply to [#136]
Helo Michael.

I'm sorry if I ping you again...

Could you help with the little inline script I asked for?
(you can find the answer in my previous message)

Thanks.
From: Michael Gibson
14 May 2021   [#139] In reply to [#137]
Hi Marco,

re:
> Select all objects (solids or surfaces) that belongs to the currently selected edges (and, at
> the same time, deselect the input selected edges)

You can get the selected edges using this:
code:
var edges = moi.geometryDatabase.getSelectedObjects().getEdges();

Then you'll want to loop through every edge something like this:
code:
for ( var i = 0; i &lt; edges.length; ++i )
{
var edge = edges.item(i);
....
}

To deselect the edge you would do:
code:
edge.selected = false;

To get the parent surface or solid of the edge you would do:
code:
edge.getParentBRep();

So putting that all together it would go something like this:

code:
var edges = moi.geometryDatabase.getSelectedObjects().getEdges();
for ( var i = 0; i < edges.length; ++i )
{
   var edge = edges.item(i);
   edge.selected = false;
   edge.getParentBRep().selected = true;
}


Hope that helps! - Michael
From: mkdm
14 May 2021   [#140] In reply to [#139]
Perfect Michael!

Exactly what I needed.
Thanks!

One question...

Trying to write some new scripts for my very personal workflow, I've seen that the version of JS that Moi can interpret is rather...aged.
I can't use any modern construct or technique of ES6 like, arrow functions, let and const, deconstructing and so on...

Which version of JS Moi is capable of?

Are you thinking of support newer and more modern version of JS?

Thanks again.
From: Michael Gibson
14 May 2021   [#141] In reply to [#140]
Hi Marco, I'm glad that was what you needed.


> Which version of JS Moi is capable of?

I think it's ECMAScript5.


> Are you thinking of support newer and more modern version of JS?

No, currently I don't have any specific plans for that.

- Michael
From: mkdm
14 May 2021   [#142] In reply to [#141]
re > No, currently I don't have any specific plans for that.

..Pity

ES6 has a very good sets of other modern programming languages paradigm.

Anyway. Thanks for the reply.

Message 10083.143 was deleted


From: pokoy (MARCIN)
19 May 2021   [#144] In reply to [#1]
I totally missed the v4 release as I have lost the track but here's my belated congrats and a big thank you!
V4 managed to open files that I couldn't import in my main DCC app so it's already helped me within the first 10 minutes after the purchase :D

Also, it's nice to see that this place still is as cozy and warm as it was years ago.
Michael, thank you again for MoI3d and stay safe and healthy!
From: mkdm
19 May 2021   [#145] In reply to [#1]
Hello Michael.

I ask you a little help to do the followings two things, because I don't know where I could find this documentation.

FIRST question:
In one of my scripts, I need to programmatically and temporarily set to "FixedColor" this two settings:

code:
moi.view.surfaceColorMode
moi.view.edgeColorMode


But none of the attempts that I show you here worked out.

code:
moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";

moi.view.surfaceColorMode = 0;
moi.view.edgeColorMode = 1;

moi.view.surfaceColorMode = "Fixed color";
moi.view.edgeColorMode = "Fixed color";

moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";


Also I can't figured out how to revert to the original state:
code:
moi.view.surfaceColorMode = "ByStyle";
moi.view.edgeColorMode = "ByStyle";


None of them did work.

What I have to write in the code?

SECOND question:

I need to put in an javascript array ALL the NAMED objects. That is, ALL the objects that have a NAME explicitly set by the user.

What is the Moi'API call to use?




Thanks and have a nice day.
From: Michael Gibson
19 May 2021   [#146] In reply to [#145]
Hi Marco,

re:
> But none of the attempts that I show you here worked out.

Your code is working ok for me over here. Here is what I tested:

moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";

moi.ui.alert( moi.view.surfaceColorMode ); // Says "FixedColor".
moi.ui.alert( moi.view.edgeColorMode ); // Says "FixedColor";

moi.view.surfaceColorMode = "ByStyle";
moi.view.edgeColorMode = "ByStyle";

moi.ui.alert( moi.view.surfaceColorMode ); // Says "ByStyle".
moi.ui.alert( moi.view.edgeColorMode ); // Says "ByStyle".


re:
> I need to put in an javascript array ALL the NAMED objects. That is, ALL the objects that have a NAME explicitly set by the user.
>
> What is the Moi'API call to use?


Call moi.geometryDatabase.getObjects() to return an object list of all objects, then go through and test each object's .name property.

Something like:

var objs = moi.geometryDatabase.getObjects();
var names = [];

for ( var i = 0; i < objs.length; ++i )
{
var obj = objs.item(i);
if ( obj.name )
names[ obj.name] = true;
}

- Michael
From: mkdm
19 May 2021   [#147] In reply to [#146]
Hi.

re:
> "Your code is working ok for me over here."

Hmmm...strange thing :) It didn't work for me.
Ok. I'l try it one more time

Thanks for the other reply also.
From: mkdm
20 May 2021   [#148] In reply to [#146]
OK :)

I managed how to achieve what I want.

I discovered that (it seems) the problems is that after calling:

code:
moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";


the current active viewport (in my case the "3D" viewport) doesn't do a "refresh", so the objects still looks like before.

But, instead, if I other two lines of code, all works as excpeted:

code:
moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";

// just to FORCE the refresh of the active viewport
moi.geometryDatabase.selectAll();
moi.geometryDatabase.deselectAll();


So, now it works.
Anyway...am I using the correct solution?

Thanks.
From: Michael Gibson
20 May 2021   [#149] In reply to [#148]
Hi Marco, was it that the edges looked ok but surfaces did not?

There is probably a bug where surface colors are not getting recalculated, I'll see about fixing that up but for now the method you're using should work around the bug.

- Michael
From: Michael Gibson
20 May 2021   [#150] In reply to [#148]
Hi Marco, also instead of calling the selection functions you could try calling:

moi.geometryDatabase.updateStaticFaceColors();

That should trigger the needed recalculation for changes to surface color. I will update changing surfaceColorMode to do that automatically.

- Michael
From: mkdm
20 May 2021   [#151] In reply to [#150]
HI. Thanks for help.

re:
> was it that the edges looked ok but surfaces did not?

In can say for sure that surfaces were not updated but honestly I didn't notice If also edges has the same problem

re:
> moi.geometryDatabase.updateStaticFaceColors();

Ok. I'll also try that.

Thanks.
From: mkdm
20 May 2021   [#152] In reply to [#150]
Thanks Michael.

I'm now using the call to moi.geometryDatabase.updateStaticFaceColors(); to force a refresh of the surface color in the viewport.
It works :)

Please, help me also with this last (for the moment) question:

Is there a way to programmatically set the current Lighting mode?

I mean, a way to programmatically mimic what we can find into the moi.ini settings:

code:
LightingOptions={"selected":"Porcelain"...and so on...}


I ask this because I need to store in a backup variable the current Lighting mode, then set it to a custom Light that I created, named "Drat 2", the reset it back to its original moi's setting.

Is there an Api call to set that LightingOptions={"selected"} ?

Thanks.

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