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Full Version: Parametric design in MoI?

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From: Karsten (KMRQUS)
12 May 2016   [#297] In reply to [#292]
Hello Max,

I'm not sure that the pushFrame works:

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);

var rx=ry=rz=0;
if ( frame.zaxis.y === 0 && frame.zaxis.z === 0) { ry = ( frame.xaxis.z > 0 )?Math.PI/4:-Math.PI/4; }
else
{
rx = Math.atan2(frame.zaxis.y, frame.zaxis.z);
ry = -Math.asin(Math.round(frame.zaxis.x*10000)/10000);
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(rx * 180 / Math.PI);
this.data.push(ry * 180 / Math.PI);
this.data.push(rz * 180 / Math.PI);

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;???

Nevertheless, tomorrow is a new day!
Karsten
From: BurrMan
12 May 2016   [#298] In reply to [#297]
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...
From: Max Smirnov (SMIRNOV)
12 May 2016   [#299]
Pilou, BurrMan
http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.292

Karsten,
Yes, I forgot about rad-deg translation :)
Thank you
From: Frenchy Pilou (PILOU)
12 May 2016   [#300] In reply to [#299]
Works now like a charm! :)

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
From: BurrMan
12 May 2016   [#301] In reply to [#299]
Hey Max,
Here's the workflow error with the new styles element:



And then a quick error on the old "example" node:


From: Karsten (KMRQUS)
12 May 2016   [#302] In reply to [#301]
Hello Burrman,

please try to replace the marked area with shown line in nodes\basic.js - and give a feedback:-)


MoIOutput.prototype.updateObjects = function()
{
this.onClear();
var changeStyle = (this.properties.style[0] !== this.properties.style[1] && this.sIndex !== -1);
var inObj = this.getInputData(0, moi.geometryDatabase.createObjectList());
/////////////////////////////////////////////////
if(inObj!==null){for ( var i = 0; i<inObj.length; i++) this.tempobjects.addObject(changeStyle?inObj.item(i).clone():inObj.item(i));};
/////////////////////////////////////////////////
for ( var i=this.tempobjects.length; i>0; i-- ) this.tempobjects.item(i-1).setHitTest(0);
if (changeStyle) this.tempobjects.setProperty( 'styleIndex', this.sIndex);
moi.geometryDatabase.addObjects(this.tempobjects);
}

Have a nice day
Karsten
From: BurrMan
12 May 2016   [#303] In reply to [#302]
That worked..... That eliminated the workflow error. Should ask Max to take a look.

Thanks Karsten.
From: BurrMan
12 May 2016   [#304] In reply to [#303]
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....
From: Karsten (KMRQUS)
12 May 2016   [#305] In reply to [#304]
Yes, I had also a look to that node, but I can't see any problems ... recreate it:-)
From: Karsten (KMRQUS)
13 May 2016   [#306] In reply to [#304]
Hello Burrman,

I had another look into the v.0.4 code: The problem is quiet simple - loft node in V0.4 hasn't the feature for closed:-)

Have a nice day
Karsten
From: mkdm
13 May 2016   [#307] In reply to [#288]
Hi Max,

>> added Style property in the Output node

Thank you very much for this new feature!

It's exactly what i wanted.

P.S.

I noticed that the "Circle" node only generates one single circle whatever the input "pointarray" is.

So i wrote a little modified version called "Circles" that generates as many as the points contained in the array.

Furthermore, it is possible to limit the total number of generated circle, to a specified amount.

This amount can be >=1 AND <= the number of points contained in the array.

And is also possible to specify a step amount for the for-loop.

Here's the code :

code:
// Circles
function Circles()
{
	this.addInput("Center","pointarray");
	this.addInput("Radius","number");
	this.addInput("Elements","number");
	this.addInput("Step","number");
	this.addOutput("Out","objectlist");
	this.properties = { radius:1, elements:1, step:1 };
}

Circles.title = "Circles";
Circles.desc = "Circles";

Circles.prototype.onExecute = function()
{
	var output = moi.geometryDatabase.createObjectList();
	var centers = this.getInputData(0, new pointArray());
	var len = centers.getLength();
	this.properties.radius = this.getInputData(1, this.properties.radius);
	this.properties.elements = this.getInputData(2, this.properties.elements);
	if (this.properties.elements <= 0) this.properties.elements = 1;
	this.properties.step = this.getInputData(3, this.properties.step);
	if (this.properties.step <= 0) this.properties.step = 1;
	if (this.properties.step > len) this.properties.step = len;
	for (i = 0; i < len && i < this.properties.elements; i += this.properties.step) {
		var cir = factory( 'circle', true, centers.getFrame(i), null, this.properties.radius );
		output.addObject(cir.item(0));
	}	
	this.setOutputData(0, output);
}

LiteGraph.registerNodeType("Curves/Circles", Circles);



I've also done the "GetBBoxes" node that follow the same logic.

Here's the code :

code:
function GetBBoxes()
{
	this.addInput("In","objectlist");
	this.addInput("Elements","number");
	this.addInput("Step","number");	
	this.addOutput("Out","objectlist");
	this.addOutput("BBox Center","pointarray");
	this.properties = { elements:0, step:1 };

}

GetBBoxes.title = "BoundingBoxes";
GetBBoxes.desc = "Get BoundingBoxes";

GetBBoxes.prototype.onExecute = function()
{
	var input = this.getInputData(0, moi.geometryDatabase.createObjectList());
	var len = input.length;
	var bbox = new pointArray();
	
	this.properties.elements = this.getInputData(1, this.properties.elements);
	if ((this.properties.elements <= 0) || (this.properties.elements > len)) this.properties.elements = len;
	this.properties.step = this.getInputData(2, this.properties.step);
	if (this.properties.step <= 0) this.properties.step = 1;
	if (this.properties.step > len) this.properties.step = len;
		
	this.setOutputData(0, input);
	
	for (i = 0; i < len && i < this.properties.elements; i += this.properties.step) {
		bbox.pushPoint(input.item(i).getBoundingBox().center);
	}
	this.setOutputData(1, bbox);
}

LiteGraph.registerNodeType("Objects/GetBBoxes", GetBBoxes);


Have a nice day.

Marco.

Attachments:
BBoxes.nod
Circles.nod


From: mkdm
13 May 2016   [#308] In reply to [#285]
Hi Karsten,

and thank you for code.

I was examining the code but i must admit that i can't figure out what are the data types that it accepts in input.

code:
function PtArrayConcat()
{
	this.labels = "abcdef";
	this.size = [60,20];
	this.internal = {a:1, b:1};
	this.addOutput("Out", "pointarray");
}


Could you kindly explain ?

Anyway...thanks for your reply.

Nice day.

Marco.
From: Karsten (KMRQUS)
13 May 2016   [#309] In reply to [#308]
Hello Marco,
since yesterday the code is obsolete - Max has implemented the node also in his new version. Nevertheless, inputs are of type pointarray.

A nice weekend
Karsten
From: mkdm
13 May 2016   [#310] In reply to [#309]
Hi Karsten,

thanks anyway and, if you want, take a look at my "Circles" and "GetBBoxes" nodes
that i posted some minutes ago.

Ciao!

Marco.

P.S.

How funny can be playing with nodes !!

Here's my other 3 nodes that follow the same rules of my "Circles" and "GetBBoxes" :

code:
// Cones
function Cones()
{
	this.addInput("Center","pointarray");
	this.addInput("Radius","number");
	this.addInput("Height","number");
	this.addInput("Elements","number");
	this.addInput("Step","number");	
	this.addOutput("Out","objectlist");
	this.properties = { radius:1, height:1, elements:1, step:1 };
}

Cones.title = "Cones";
Cones.desc = "Cones";

Cones.prototype.onExecute = function()
{
	var output = moi.geometryDatabase.createObjectList();
	var centers = this.getInputData(0, new pointArray());
	this.properties.radius = this.getInputData(1, this.properties.radius);
	this.properties.height = this.getInputData(2, this.properties.height);
	var len = centers.getLength();
	this.properties.elements = this.getInputData(3, this.properties.elements);
	if ((this.properties.elements <= 0) || (this.properties.elements > len)) this.properties.elements = len;
	this.properties.step = this.getInputData(4, this.properties.step);
	if (this.properties.step <= 0) this.properties.step = 1;
	if (this.properties.step > len) this.properties.step = len;
	
	for (i = 0; i < len && i < this.properties.elements; i += this.properties.step) {
		var frame = centers.getFrame(i);
		var cone = factory('cone', true, frame, null, this.properties.radius, frame.evaluate(0,0,this.properties.height));
		output.addObject(cone.item(0));
	}
	
	this.setOutputData(0, output);
	
}

LiteGraph.registerNodeType("Solids/Cones", Cones);

// Cylinders
function Cylinders()
{
	this.addInput("Center","pointarray");
	this.addInput("Radius","number");
	this.addInput("Height","number");
	this.addInput("Elements","number");
	this.addInput("Step","number");	
	this.addOutput("Out","objectlist");
	this.properties = { radius:1, height:1, elements:1, step:1 };
}

Cylinders.title = "Cylinders";
Cylinders.desc = "Cylinders";

Cylinders.prototype.onExecute = function()
{
	var output = moi.geometryDatabase.createObjectList();
	var centers = this.getInputData(0, new pointArray());
	this.properties.radius = this.getInputData(1, this.properties.radius);
	this.properties.height = this.getInputData(2, this.properties.height);
	var len = centers.getLength();
	this.properties.elements = this.getInputData(3, this.properties.elements);
	if ((this.properties.elements <= 0) || (this.properties.elements > len)) this.properties.elements = len;
	this.properties.step = this.getInputData(4, this.properties.step);
	if (this.properties.step <= 0) this.properties.step = 1;
	if (this.properties.step > len) this.properties.step = len;
	
	for (i = 0; i < len && i < this.properties.elements; i += this.properties.step) {
		var frame = centers.getFrame(i);
		var cylF = moi.command.createFactory( 'cylinder' );
		cylF.setInput(0, true);
		cylF.setInput(1, frame);
		cylF.setInput(3, this.properties.radius);
		cylF.setInput(4, frame.evaluate(0,0,this.properties.height));
		var cyl = cylF.calculate();	
		output.addObject(cyl.item(0));
		cylF.cancel();
	}
	
	this.setOutputData(0, output);	
}

LiteGraph.registerNodeType("Solids/Cylinders", Cylinders);

// Spheres
function Spheres()
{
//	this.size = [60,20];
	this.addInput("Center","pointarray");
	this.addInput("Radius","number");
	this.addInput("Elements","number");
	this.addInput("Step","number");		
	this.addOutput("Out","objectlist");
	this.properties = { radius:1, height:1, elements:1, step:1 };
	
}

Spheres.title = "Spheres";
Spheres.desc = "Spheres";

Spheres.prototype.onExecute = function()
{
	var output = moi.geometryDatabase.createObjectList();
	var centers = this.getInputData(0, new pointArray());
	this.properties.radius = this.getInputData(1, this.properties.radius);
	var len = centers.getLength();
	this.properties.elements = this.getInputData(2, this.properties.elements);
	if ((this.properties.elements <= 0) || (this.properties.elements > len)) this.properties.elements = len;
	this.properties.step = this.getInputData(3, this.properties.step);
	if (this.properties.step <= 0) this.properties.step = 1;
	if (this.properties.step > len) this.properties.step = len;
	
	for (i = 0; i < len && i < this.properties.elements; i += this.properties.step) {
		var frame = centers.getFrame(i);
		var sphF = moi.command.createFactory( 'sphere' );
		sphF.setInput(0, true);
		sphF.setInput(1, frame);
		sphF.setInput(3, this.properties.radius);
		var sph = sphF.calculate();	
		output.addObject(sph.item(0));
		sphF.cancel();
	}
	
	this.setOutputData(0, output);
	
}

LiteGraph.registerNodeType("Solids/Spheres", Spheres);

Attachments:
CylsAndCones.nod


From: Karsten (KMRQUS)
13 May 2016   [#311] In reply to [#310]
Hello Mauro,

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!

Many thanks
Karsten
From: BurrMan
13 May 2016   [#312] In reply to [#306]
""":V.0.4"""""

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.
From: mkdm
13 May 2016   [#313] In reply to [#311]
Hi Karsten,

Thank you for your reply.

Only for info....my name's Marco, not Mauro.

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.


What do you think about these ideas ?

I also hope that Max will appreciate.

Ciao!

Marco.

Image Attachments:
01_Capture.PNG  02_Capture.PNG 


From: Karsten (KMRQUS)
13 May 2016   [#314] In reply to [#313]
Hello Marco,

>>>>> 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:-)

Have a nice weekend
Karsten

Message 7713.315 was deleted


From: mkdm
13 May 2016   [#316] In reply to [#314]
Hello Karsten,

Here's my new node : PatternSelectArray

It's an idea based on the Max's script PatternSelection.
(http://moi3d.com/forum/index.php?webtag=MOI&msg=6518.11)

code:
// PatternSelectArray
function PatternSelArray()
{
	this.addInput("In","pointarray");
	this.addOutput("Out","pointarray");
	this.addOutput("Elems","number");
	
	this.properties = { pattern:"+-", elems:0 };
}

PatternSelArray.title = "PatternSelArray";
PatternSelArray.desc = "PatternSelArray";

PatternSelArray.prototype.onExecute = function()
{
	var output = new pointArray();
	var source = this.getInputData(0, new pointArray());
	if (this.properties.pattern == '') this.properties.pattern = "+-";
	var len = source.getLength();
	
	var cn = 0;
	for (i = 0; i < len ; i++) {
		if ( this.properties.pattern[cn] === '1' || this.properties.pattern[cn] === '+') {
					
			var source_elem = source.getElement(i);
			
			output.push(source_elem.pt.x,
				source_elem.pt.y,
				source_elem.pt.z,
				source_elem.AngleX,
				source_elem.AngleY,
				source_elem.AngleZ,
				source_elem.Size);
		}
		cn = (cn < this.properties.pattern.length-1) ? cn+1 : 0;
	}
	
	this.properties.elems = output.getLength();
	
	this.setOutputData(0, output);
	this.setOutputData(1, output.getLength());
}

LiteGraph.registerNodeType("Arrays/PatternSelArray", PatternSelArray);


In order to use it, it's necessary to add this function definition to the "pointArray" section of the file litegraph.js

code:
pointArray.prototype.getElement = function(n)
{
	var shift = n*this.recordLength;
	
	var element = {"pt":this.getPoint(n),
		"AngleX":this.data[shift+3],
		"AngleY":this.data[shift+4],
		"AngleZ":this.data[shift+5],
		"Size":this.data[shift+6]};
		
	return element;
}


I hope it can be useful.

Ciao!

Marco.

Attachments:
PatternSelArray.nod

Image Attachments:
01_Capture.PNG  02_Capture.PNG 


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