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Full Version: Nodebundle for playing with nodes

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From: Barry-H
11 Mar 2016   [#27]
Can Michael's CenterAtOrigin script be converted to a node ?

var objects = moi.geometryDatabase.getSelectedObjects();

var bbox = objects.getHighAccuracyBoundingBox();

var factory = moi.command.createFactory( 'move' );
factory.setInput( 0, objects );
factory.setInput( 1, bbox.center );
factory.setInput( 2, moi.view.getCPlane().origin );

factory.commit();

Barry

Message 7777.28 was deleted


From: Karsten (KMRQUS)
14 Mar 2016   [#29] In reply to [#28]
Hello James,

I had a look at your Problem and as a possible solution, we can make a true/false inputfield in the Infopanel. I did something like that in e.g. subD/simpleBridge. The Loftnode is one of the original nodes written by Max - and these are holy for me - so I won't touch them. Nevertheless I can make a new one based on this in the next days.

Have a nice day
Karsten
From: Karsten (KMRQUS)
14 Mar 2016   [#30] In reply to [#20]
Hello Barry,

I have tested your arrayfile with the boundingbox-stuff!

Cool Idea!

Have a nice day
Karsten
From: Barry-H
14 Mar 2016   [#31]
Hi Karsten
Just to let you know I modified the BoundingBox
Node to "getHighAccuracyBoundingBox" and it works a treat.
I also added an auto position centred within the max X and Y.
This works Ok but if you revolve the object it can move of
Centre. So that's why I posted about Michael's CenterAtOrigin script.
I have tried to modify it but failed so if you can have a look that would
Be great.
(I'm trying to learning JavaScript but more mistake's than success)
Cheers
Barry
From: Karsten (KMRQUS)
16 Mar 2016   [#32] In reply to [#28]
Hello James,

I made a new loft-node, where you can switch between closed and open by entering true/false in the info panel. A checkbox would be better, so we have to ask Max if it is possible to implement such a feature someday in the core development.

Kind regards
Karsten

Image Attachments:
loftnode.png 


From: Barry-H
16 Mar 2016   [#33]
I have modified Michael's CenterAtOrigin script to make a node.
If I use it as an output it works but it applies as well thus if positional sliders & rotations are altered
it produces another set of objects. I'm not sure what to do to overcome this.
Any pointers would be great.

Barry (JavaScript beginner)

// ############ Centre ############
function Centre()
{
this.addInput("In","objectlist");
this.addOutput("Out","objectlist");
this.properties = { capend:true };
}
Centre.title = "Centre";
Centre.desc = "Centre";

Centre.prototype.onExecute = function()
{
//var objects = moi.geometryDatabase.getSelectedObject();
var objects = this.getInputData(0, moi.geometryDatabase.createObjectList());
var bbox = objects.getHighAccuracyBoundingBox();

var factory = moi.command.createFactory( 'move' );
factory.setInput( 0, objects );
factory.setInput( 1, bbox.center );
factory.setInput( 2, moi.view.getCPlane().origin );
factory.commit();
}


LiteGraph.registerNodeType("Transformations/Centre", Centre);
// ############ End Centre ############
From: Karsten (KMRQUS)
16 Mar 2016   [#34] In reply to [#33]
Hello Barry,
the factory.commit() pushes the created object to Moi s geometry database - finished and allready. That is not what you want. So you should store the geometry in a variable and place it in an output. I donĀ“t have access to a sample at the moment (only my Cellphone), but you can find examples in every node that has a geometry output:-)

If you can't find a solution, please tell me.
Happy programming
Karsten
From: Karsten (KMRQUS)
16 Mar 2016   [#35] In reply to [#33]
Hello Barry,
I had a quick look in the above posted factories2.js -
something like that should work for you:
replace the commit-stuff with

var output = factory.calculate();
this.setOutputData(0, output);
factory.cancel();

Have a nice day
Karsten
From: Barry-H
16 Mar 2016   [#36]
Hi Karsten,
could do with an example when you have time.
Cheers
Barry
From: Barry-H
16 Mar 2016   [#37]
Hi Karsten,
works a treat many thanks. Can you explain what a frame is.
Cheers
Barry
From: Karsten (KMRQUS)
16 Mar 2016   [#38] In reply to [#37]
Hello Barry,
I will try it. A frame is something like a local coordinate system. So it defines the basepoint and the orientation in space for some factories which creates geometry who need an alignment (basepoint,u-direction, v-direction)e.g. for circles. Sorry about my english - I'm not a native speaker.

Have a nice day
Karsten
From: James (JFH)
16 Mar 2016   [#39] In reply to [#32]
Thanks Karsten

RE: Loft2

That does the trick. Brilliant

RE: "A checkbox would be better"

or even better a pulldown menus for each of the options built into the node.

In the meantime, I think Inputs for each of the settings (Closed, Cap Ends & Styles) would be useful, or at least more explicit.
This could be paired with a new "String" node for entering strings such as "Normal" "Loose" or "Straight"; while the other options
could be dynamically set by logic/math nodes. That way where required settings are visible in the wiring diagram.

But this new loft node suits my purposes very well.
Thanks again

- James
From: Barry-H
18 Mar 2016   [#40]
Hi Karsten,
just to show you the results of your help.

Thanks
Barry


Image Attachments:
Animation.gif 


From: Karsten (KMRQUS)
18 Mar 2016   [#41] In reply to [#39]
Hello James,

I'm glad to hear that it works for you in a first step. But I don't know which way is the right one regarding to the Features a node have. "Keep it simple" has the Advantage, that everyone understand the function without explanation. A full featured node can do everything for you, but you have to wire a lot of stuff - sometimes for things you never had thought about in the past. It is difficult to decide that concerning a consistent node Format. But, yes that's was my intention - to discuss about that and collect the ideas.


Have a nice day
Karsten

p.s.: With computers we are solving problems, which we would not have without him.
From: Karsten (KMRQUS)
18 Mar 2016   [#42] In reply to [#40]
Wow,

very useful to reduce wasting material or to optimize packaging. Some days ago someone asked in a thread about optimiziation the nesting for 3D-Printing - maybe someday it is possible:-)

Have a nice day
Karsten
From: Frenchy Pilou (PILOU)
18 Mar 2016   [#43]
@ Karsten
Does your last opus is auto sufficient or we must take some files from Max Plugin or some files from your previous one ?
From: Karsten (KMRQUS)
18 Mar 2016   [#44] In reply to [#43]
Hello Pilou,

I didn't tested it by myself, but I hope I have put everything needed in the file. Maxs core files are also in the archive. If you want a new loft- node you can replace factories2.js with the posted one. Infonodes can also be installed, but I think Barrys new one would be a better choice.

So please, backup your files and test it - you should have some new nodes - if not I did something wrong.

Have a nice weekend
Karsten
From: James (JFH)
19 Mar 2016   [#45] In reply to [#40]
Hi Barry,

At first it was not apparent to me what was being illustrated in your animated gif.
But now I get it...very clever! Can you please upload the .nod file?

Thanks
- James
From: Barry-H
20 Mar 2016   [#46]
Hi James,
I should have put an explanation of how it works.
It takes an X & Y area and fills it with objects based on the bounding box and gap.
So if you alter the gap the rotation or the area it automatically updates.
You will need to install Karsten's infnode from an earlier post and to get the high
accuracy bounding box amend line 27 to this: this.bbox = inObj.getHighAccuracyBoundingBox();
I added a Centre on origin in the animation but it tends to slow the process down when adjusting.
You should use the top view for it to work.
Cheers
Barry

Attachments:
AutoArray.nod


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