pointArray.prototype.pushFrame = function(frame)
{
var rx=ry=rz=0;
if ( frame.zaxis.y === 0 && frame.zaxis.z === 0) { ry = ( frame.xaxis.z > 0 )?90:-90; }
else
{
rx = Math.atan2(frame.zaxis.y, frame.zaxis.z);
ry = -Math.asin(frame.zaxis.x);
rz = Math.atan2(frame.xaxis.z*Math.sin(rx)-frame.xaxis.y*Math.cos(rx), frame.xaxis.x*Math.cos(ry)+(frame.xaxis.y*Math.sin(rx)+frame.xaxis.z*Math.cos(rx))*Math.sin(ry));
}
this.data.push(frame.origin.x); this.data.push(frame.origin.y); this.data.push(frame.origin.z);
this.data.push(rx); this.data.push(ry); this.data.push(rz);
this.data.push(1);
this.xlength++;
}
I'm missing the conversion to deg?
What works for me at the moment is something like:
pointArray.prototype.pushFrame = function (frame)
{
this.data.push(frame.origin.x);
this.data.push(frame.origin.y);
this.data.push(frame.origin.z);
this.data.push(1);
// this.xlength++;
}
Although, for the gimbal lock is a calculation vor rx or rz is missing?? e.g. rz = Math.atan2(frame.yaxis.z,frame.yaxis.y); with rx=0;???
Hey Max,
If you try and set output style property "before" running the node it will produce an error. If you run node first, then style is applied great!
I ran old "jitter node"... But example node and others like motor error out. Hopefully you are just making those future changes now...
It's always no need to translate what is out of the lang.js file ?
(for the Info or some info node message like "(input locked)" when you Right Click on an input node point
The example node error still exists in the construct.js file though.
I'm not going to be running all the created nodes because of such heavy development right now... Maybe Max should just keep "example" updated as needed with any major release... So I don't bug him about "an old node doesn't work...." stuff, when he already knows that, etc....
Thanks for sharing ideas and nodes.
I like the idea more and more. Maybe it is also possible to use the mystic 7th value in the pointarry structure "scale" (radius * scale)?. I will definitively play with your nodes at the weekend :-)
Maybe you can make a Gif or some pictures, to give an impression of the functinallity!
There's my problem. I wasn't looking for old stuff to work with the newer builds, i mistakenly thought of the "sample" node as a base for being sure builds work on a given system.
Regarding my last nodes (Circles, GetBBoxes, Cones, Cylinders and Spheres), almost totally based on Max's original nodes,
i'll try to find time to publish some screen cap.
Meantime you could use the .node file that i posted in http://moi3d.com/forum/messages.php?webtag=MOI&msg=7713.310.
N.B. : All the nodes needs latest version of Max's node editor (0.65b).
In my garbage time i'm working on others ideas and little refinement for this fantastic plugin, that Max gave us.
1) Making nodes : Rectangles, Polygons, Stars
2) Creating a node that could do this thing :
a) Accept a Pointarray as input
b) Provide some criteria to define a sort of slicing rules to apply to the array.
c) Return a the resulting Pointarray or an "array of Pointarray"
For example, given a point array of 100 elements, define a criteria (using a math formula ?) to slice the original array
into 5 little arrays, each of which containing only certain elements of the original array.
3) Try to do a little refinement of the NodeEditor's UI, like illustraded in the attached pictures.
>>>>> Only for info....my name's Marco, not Mauro.
sorry for that! I know it :-)
I have made a quick test of your nodes and I like them :-) I hope that Max will integrate it. One thing I would prefer, is to collect new nodes first in a separate JS-File, so e.g. curvesMKDM.js with a separate Menu, so everybody can set apart the nodes from Maxs core development. And you can register them for tests very simple in the index.htm.
Updates and a discussion about is in my opinion also easier.
Anyway, the idea is good and we have some new nodes for playing:-)