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From: bemfarmer
Note, I edited the post on PVector, because it works differently from Vector3d.
It almost works in the opposite way, which caused much confusion.
If object types do not match, javascript shows an error.
The way a class is programmed determines the way it works.
Other programmers have written vector classes, and complex number classes, with instance methods, and static methods, which behave very differently from what other programmers have written. I am not aware of any standard.
So I have been doing my own complex number class, cPlex, adapting the available conflicting code.
It has to be ES5 compatible as well, to be compatible with the javascript used by MoI4.
(A complex number class is very similar to a vector2d class.)
(mathJS has the needed functions, but is extremely complicated, ES11(+/-), BigInt, etc.
Then I can finish my script.
- Brian
Mixing real numbers with complex numbers makes it even more complicated.
From: wayne hill (WAYNEHILL5202)
Brian,
Learning both Javascript and Node Editor programming is confusing and complicated. Javascript code would work on the web browsers, but not in the Node Editor environment. That is when the version type the Node Editor uses make a difference. The scripting format of the Node Editor is very different from Javascript code. My Delaunay conversion script project changed a higher version of Javascript to a lower version to be compatible with the Node Editor. The Vector3D.js is a compilation of code from different sources. There are no documented standards to reference from for Node Editor programming. Learning from other users code, including your examples.
Wayne
From: bemfarmer
Thank you Wayne, for the clarifications.
I see that Max initiated a vector, before making the vector equal a vector subtraction.
Arrays and objecLists get initiated before use...
Now have a better understanding of why objects do not match, in my test code.
- Brian
From: Psygorn (DRILLBIT)
Where can I find the qhull3d.nod?
From: bemfarmer
qhull3d node seems to have been deleted(?)
Not yet integrated into Nodeeditor1.1.zip(?)
Will be located in the Objects2 menu.
(Place node in the nodeeditor extensions folder.)
Attachments:
qhull3d.js
Image Attachments:
qhull3dCropped.png
From: Psygorn (DRILLBIT)
Thank you bemfarmer :-)
From: Psygorn (DRILLBIT)
Where is "ExtendSrf.js" to be found?
From: WN
Hi Psygorn.
Attachments:
ExtendSrf.js
From: Psygorn (DRILLBIT)
Hi WN,
Thank you.
I cannot find "Loft2.js" as well. Where can I find it?
From: bemfarmer
Maybe try a search for +mLoft2 ?
From: Psygorn (DRILLBIT)
Hello bemfarmer,
I am sorry I thought mLoft2 is different from Loft2, my bad!
your reply helped me :-) thank you.
From: Psygorn (DRILLBIT)
Helloo bemfarmer,
I ran into a problem:
What should I do now?
I looked for vector3D.js and I did not find it!
From: bemfarmer
Vector3d.js should be in the extension folder (?)
https://moi3d.com/forum/index.php?webtag=MOI&msg=9581.217
Program of WayneHill.
- Brian
Attachments:
Vector3d.js
From: Psygorn (DRILLBIT)
Thank you,
But I ran into a new error!
Which makes me confused! I thought it should be working by now!
I have qhull3d.js in extensions folder of nodeeditor.
What should I do now?
From: bemfarmer
Strange results...
Note that the number of points input to the qhull need to be 3 or more, and should be an integer, (not
having a decimal point.) Otherwise, on two computer systems, home and work, the slider behaved weirdly, with mouse motion above or below the slider,
the slider would move, and weird exceptions occured. With 3+ integer number of points, the slider works fine.
So set the slider minimum to 3, and have no decimals, in its info box.
Getting your error sounds strange.
- Brian
From: Psygorn (DRILLBIT)
Hi Brian,
I asked James directly about the problem however, I'd be happy if you take a look at it too.
you can find the .nod file here:
https://moi3d.com/forum/index.php?webtag=MOI&msg=9476.466
From: wayne hill (WAYNEHILL5202)
Here are my latest versions. Yes, the original Voronoi conversion was limited to 100 objects. Updated to 1000.
Wayne Hill
Attachments:
qhull3d.js
randompts.js
Vector3d.js
voronoi.js
_qhull3d.js
From: Psygorn (DRILLBIT)
Hello all,
Could we have a search ability within Nodeeditor? (like blender when we press F3 a search window pops up)
Also when doing right-click to find a node could we have the opened windows open until we click on empty space?
From: WN
"Could we have a search ability within Nodeeditor?"
That's all that's implemented.
Image Attachments:
1.png
From: Psygorn (DRILLBIT)
Dear WN,
Yes I have already seen that but I meant something like search ability inside blender3D ( I don't know if you have seen it or not)
Inside Blender3D if you press F3 (a default hotkey for search within Blender3D) I meant something like that! (And I know it may sound a bit odd but somehow I miss that ability when I work with Nodeeditor)
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