Show messages:
1-13
…
94-113
114-133
134-153
154-173
174-193
194-213
214-233
…
354-372
From: Cemortan_Tudor
now i'm more confused
expanding
http://moi3d.com/forum/index.php?webtag=MOI&msg=8818.15 curve explorer
there where only numbers, i've change them to annotation text
1. after saving with annotations, reloading annotations will change positions !
2. crv - evaluateCurvature - understand it's trying to evaluate several connected control pts ?!?!?!
3. tg - evaluateTangent - shoudn't be perpedicular ?
4. evaluateDerivatives - what are those ? (1,2,3 - too far away, pointed direction)
with this script, arrows point different direction (I guess It's correct one, arrows are tangent*)
http://moi3d.com/forum/index.php?webtag=MOI&msg=9781.13Attachments:
_curveExplorer_test.js
Image Attachments:
Screenshot_19.png
Screenshot_20.png
From: Michael Gibson
Hi Tudor,
re:
> 1. after saving with annotations, reloading annotations will change positions !
There is a bug with the anchor point switching around when you save/reload annotation text block objects, it's fixed for the next beta.
> 2. crv - evaluateCurvature - understand it's trying to evaluate several connected control pts ?!?!?!
I'm not sure what you're asking here.
> 3. tg - evaluateTangent - shoudn't be perpedicular ?
No, a curve tangent is not perpendicular to a curve, it's the direction the curve is traveling in at that point, like this:
> 4. evaluateDerivatives - what are those ? (1,2,3 - too far away, pointed direction)
That would take a long time to explain, you could try some online descriptions like:
https://demonstrations.wolfram.com/TheDerivativeVectorsOfABSpline/
Or check out:
"NURB Curves: A Guide for the Uninitiated" by Philip J. Schneider
https://vintageapple.org/develop/pdf/develop-25_9603_March_1996.pdf
These values are vectors that represent directions, it maybe sounds like you're interpreting them as point location values instead of vector directions?
- Michael
Image Attachments:
tudor_tangent.jpg
From: Cemortan_Tudor
restrictToLinePtDir
Restrict the user to only selecting points along the line defined by startPt and the vector dir. If projectAll is true, the user can select any point along the infinite line that goes through startPt in the direction specified by dir. If projectAll is false, the user can only select points along the line segment between startPt and startPt + dir.
false parameter is not working
From: Michael Gibson
Hi Tudor,
re:
> restrictToLinePtDir - false parameter is not working
It's working ok for me over here.
Parameter "project all" true, test script:
script: var pp = moi.ui.createPointPicker();
pp.restrictToLinePtDir( moi.vectorMath.createPoint(0,0,0), moi.vectorMath.createPoint(1,1,0), true );
while ( 1 ) { if ( !pp.waitForEvent() ) break; }
result - point tracks along given line instead of tracking along viewport's cplane grid, and object snaps are also projected onto the line:
Parameter "project all" false, test script:
script: var pp = moi.ui.createPointPicker();
pp.restrictToLinePtDir( moi.vectorMath.createPoint(0,0,0), moi.vectorMath.createPoint(1,1,0), false );
while ( 1 ) { if ( !pp.waitForEvent() ) break; }
result - point tracks along given line instead of the viewport's grid, but object snaps are not projected onto the line:
- Michael
Image Attachments:
tudor_project_line1.jpg
tudor_project_line2.jpg
From: Cemortan_Tudor
Thanks ! next time I'll ask if it's working xD
I thought it will work in different way
_extendTangency 1.1
* added htlm
add functions + hotkeys
b - bothsides
a - join
f - flip sides (here I've needed ~ restrict line direction - not Togo opposite tangency direction)
---
script is not ended, but it has a good chunk of it, will return when i'll know more about html and moi basefunctions
Attachments:
_extendTangecy.htm
_extendTangecy.js
From: Cemortan_Tudor
how can i get difference between parallel frames ?
From: Michael Gibson
Hi Tudor,
> how can i get difference between parallel frames ?
Do you mean the difference in the origin points between 2 coordinate frames?
That would be like this:
var dx = FrameB.origin.x - FrameA.origin.x;
var dy = FrameB.origin.y - FrameA.origin.y;
var dz = FrameB.origin.z - FrameA.origin.z;
- Michael
From: Cemortan_Tudor
between parallels - similar to distance of projection of 1 pt from 1 frame to another
From: Michael Gibson
Hi Tudor, sorry it's not clear to me what you're trying to do.
If it's something like transforming the coordinates of a point in global x,y,z coordinates into coordinates relative to a frame, that would be like this:
var local_x = frame.distancex( pt );
var local_y = frame.distancey( pt );
var local_z = frame.distancez( pt );
The .distancex, .distancey, and .distancez functions on a coordinate frame return the distance of a point in world coordinates along the x, y, or z axis direction planes of the frame.
If that's not it then I need a clearer description of what you're trying to do, it's hard to figure out what you're asking about if you don't provide some more details.
- Michael
From: Cemortan_Tudor
bool operations of standalone curves that have different frames but are parallel to each other (ex circle at 0 0 0 and another at 1 1 1) -> to apply a move to second group(for difference will be subtract objectgroup) & do the bool
From: Cemortan_Tudor
rect3pts with center
Attachments:
RectCenter3pt.htm
RectCenter3pt.js
From: Michael Gibson
Hi Tudor,
> bool operations of standalone curves that have different frames but are parallel to each other
> (ex circle at 0 0 0 and another at 1 1 1) -> to apply a move to second group(for difference
> will be subtract objectgroup) & do the bool
Is this something that you're trying to script? Can you show an example of the input objects and the result you are trying to make?
- Michael
From: Cemortan_Tudor
scene browser - objects are named
there is a solution - to create laaaaarge plane - and second group of objects to drop a point on this plane(project), and apply a move
mb is another solution
Attachments:
bool_scene.3dm
From: Cemortan_Tudor
another script that i'm trying to work on is trim a segment or cut a segment from a curve
the problem that i'm conflicting is that i have todo a separate object - commit and later choose from sepFactory
I dont know what objects are created after commiting, or how can I set a variable to them ! sepFactory.commit().lenght = 0
what's happening after a commit ?
From: Michael Gibson
Hi Tudor,
> scene browser - objects are named
> there is a solution - to create laaaaarge plane - and second group of objects to drop a point on this
> plane(project), and apply a move mb is another solution
Ok, if you have a solution what do you need? Is there a question you have about this?
- Michael
From: Michael Gibson
Hi Tudor,
re:
> what's happening after a commit ?
A .commit() is expected to be the last thing that is called on a factory, it is a signal to MoI that the work being done for the factory with updating different inputs is all finished.
If you want to get the objects that will be generated, you can instead call .update() and then .getCreatedObjects(). Or it is also possible to call .calculate() which will generate the result and return it as an object list without adding it in to the geometry database like usually happens in regular commands with .update()/.commit()/.cancel() .
- Michael
From: Frenchy Pilou (PILOU)
All these Scripts (?) are they on a same place ? (Sites...)
From: Cemortan_Tudor
thanks ! found also older posts by u'r recommendations
Trim hotkeys
t - trim add point
s - trim single segment (~ if u click wrong object it will delete that object -> there are no restriction to object selection)
Attachments:
Trim.js
From: Cemortan_Tudor
single person trying to understand moi in depth - yes
mb later will open a git for scripts
don't like multiple theme option
From: Frenchy Pilou (PILOU)
Thanks for the infos!
Show messages:
1-13
…
94-113
114-133
134-153
154-173
174-193
194-213
214-233
…
354-372