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Full Version: V4 released!

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From: Michael Gibson
14 May 2021   [#141] In reply to [#140]
Hi Marco, I'm glad that was what you needed.


> Which version of JS Moi is capable of?

I think it's ECMAScript5.


> Are you thinking of support newer and more modern version of JS?

No, currently I don't have any specific plans for that.

- Michael
From: mkdm
14 May 2021   [#142] In reply to [#141]
re > No, currently I don't have any specific plans for that.

..Pity

ES6 has a very good sets of other modern programming languages paradigm.

Anyway. Thanks for the reply.

Message 10083.143 was deleted


From: pokoy (MARCIN)
19 May 2021   [#144] In reply to [#1]
I totally missed the v4 release as I have lost the track but here's my belated congrats and a big thank you!
V4 managed to open files that I couldn't import in my main DCC app so it's already helped me within the first 10 minutes after the purchase :D

Also, it's nice to see that this place still is as cozy and warm as it was years ago.
Michael, thank you again for MoI3d and stay safe and healthy!
From: mkdm
19 May 2021   [#145] In reply to [#1]
Hello Michael.

I ask you a little help to do the followings two things, because I don't know where I could find this documentation.

FIRST question:
In one of my scripts, I need to programmatically and temporarily set to "FixedColor" this two settings:

code:
moi.view.surfaceColorMode
moi.view.edgeColorMode


But none of the attempts that I show you here worked out.

code:
moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";

moi.view.surfaceColorMode = 0;
moi.view.edgeColorMode = 1;

moi.view.surfaceColorMode = "Fixed color";
moi.view.edgeColorMode = "Fixed color";

moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";


Also I can't figured out how to revert to the original state:
code:
moi.view.surfaceColorMode = "ByStyle";
moi.view.edgeColorMode = "ByStyle";


None of them did work.

What I have to write in the code?

SECOND question:

I need to put in an javascript array ALL the NAMED objects. That is, ALL the objects that have a NAME explicitly set by the user.

What is the Moi'API call to use?




Thanks and have a nice day.
From: Michael Gibson
19 May 2021   [#146] In reply to [#145]
Hi Marco,

re:
> But none of the attempts that I show you here worked out.

Your code is working ok for me over here. Here is what I tested:

moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";

moi.ui.alert( moi.view.surfaceColorMode ); // Says "FixedColor".
moi.ui.alert( moi.view.edgeColorMode ); // Says "FixedColor";

moi.view.surfaceColorMode = "ByStyle";
moi.view.edgeColorMode = "ByStyle";

moi.ui.alert( moi.view.surfaceColorMode ); // Says "ByStyle".
moi.ui.alert( moi.view.edgeColorMode ); // Says "ByStyle".


re:
> I need to put in an javascript array ALL the NAMED objects. That is, ALL the objects that have a NAME explicitly set by the user.
>
> What is the Moi'API call to use?


Call moi.geometryDatabase.getObjects() to return an object list of all objects, then go through and test each object's .name property.

Something like:

var objs = moi.geometryDatabase.getObjects();
var names = [];

for ( var i = 0; i < objs.length; ++i )
{
var obj = objs.item(i);
if ( obj.name )
names[ obj.name] = true;
}

- Michael
From: mkdm
19 May 2021   [#147] In reply to [#146]
Hi.

re:
> "Your code is working ok for me over here."

Hmmm...strange thing :) It didn't work for me.
Ok. I'l try it one more time

Thanks for the other reply also.
From: mkdm
20 May 2021   [#148] In reply to [#146]
OK :)

I managed how to achieve what I want.

I discovered that (it seems) the problems is that after calling:

code:
moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";


the current active viewport (in my case the "3D" viewport) doesn't do a "refresh", so the objects still looks like before.

But, instead, if I other two lines of code, all works as excpeted:

code:
moi.view.surfaceColorMode = "FixedColor";
moi.view.edgeColorMode = "FixedColor";

// just to FORCE the refresh of the active viewport
moi.geometryDatabase.selectAll();
moi.geometryDatabase.deselectAll();


So, now it works.
Anyway...am I using the correct solution?

Thanks.
From: Michael Gibson
20 May 2021   [#149] In reply to [#148]
Hi Marco, was it that the edges looked ok but surfaces did not?

There is probably a bug where surface colors are not getting recalculated, I'll see about fixing that up but for now the method you're using should work around the bug.

- Michael
From: Michael Gibson
20 May 2021   [#150] In reply to [#148]
Hi Marco, also instead of calling the selection functions you could try calling:

moi.geometryDatabase.updateStaticFaceColors();

That should trigger the needed recalculation for changes to surface color. I will update changing surfaceColorMode to do that automatically.

- Michael
From: mkdm
20 May 2021   [#151] In reply to [#150]
HI. Thanks for help.

re:
> was it that the edges looked ok but surfaces did not?

In can say for sure that surfaces were not updated but honestly I didn't notice If also edges has the same problem

re:
> moi.geometryDatabase.updateStaticFaceColors();

Ok. I'll also try that.

Thanks.
From: mkdm
20 May 2021   [#152] In reply to [#150]
Thanks Michael.

I'm now using the call to moi.geometryDatabase.updateStaticFaceColors(); to force a refresh of the surface color in the viewport.
It works :)

Please, help me also with this last (for the moment) question:

Is there a way to programmatically set the current Lighting mode?

I mean, a way to programmatically mimic what we can find into the moi.ini settings:

code:
LightingOptions={"selected":"Porcelain"...and so on...}


I ask this because I need to store in a backup variable the current Lighting mode, then set it to a custom Light that I created, named "Drat 2", the reset it back to its original moi's setting.

Is there an Api call to set that LightingOptions={"selected"} ?

Thanks.
From: Booleano
20 May 2021   [#153]
Hi:

I have this pop-up window, with several icons made by me, that call scrips.
They are what I know are within yellow lines

And I would like to know how to put a name under each icon.

This is a line of code for a custom icon in the "SidePane.htm" file.

"" How would I have to modify each line of code. Attached image of my window Thanks.
<moi: CommandButton icon = "moi: //ui/icons/ReconstructCurve.png" command = "ReconstructCurve"> </ moi: CommandButton>



Image Attachments:
MOI_V_1.jpg 


From: Michael Gibson
20 May 2021   [#154] In reply to [#153]
Hi Booleano,

re:
> How would I have to modify each line of code. Attached image of my window Thanks.

You would put the text content inside the opening/closing tag of the <moi:CommandButton> element, like this:

<moi:CommandButton icon = "..." command = "...">Text content goes here</moi:CommandButton>

- Michael
From: Michael Gibson
20 May 2021   [#155] In reply to [#152]
Hi Marco,

re:
> I'm now using the call to moi.geometryDatabase.updateStaticFaceColors(); to force a refresh of
> the surface color in the viewport.
> It works :)

Great, that should work for now. That's a bug that I will fix up though, it should be doing that automatically when surfaceColorMode is modified.

re:
> Is there a way to programmatically set the current Lighting mode?

Yes, check out the properties used in LightingOptions.htm .

- Michael
From: Booleano
20 May 2021   [#156] In reply to [#154]
Hi Michael.

Perfect.
Can the icons be resized?
If the text is long, it comes out like this.

Thank you.




Image Attachments:
MOI_V_2.JPG 


From: Michael Gibson
20 May 2021   [#157] In reply to [#156]
Hi Booleano,

re:
> Can the icons be resized?

Yes, the icon size comes from this entry in moi.css :

code:
moi\:CommandButton > img, moi\:CommandMenuButton > img, moi\:CommandSplitButton > img {
	width:3.25em;
	height:3.25em;
}


You can override that by putting in that same rule in a <style> block in the <head> of your .htm file, with different width and height values.

- Michael

Message 10083.158 was deleted


From: mkdm
20 May 2021   [#159] In reply to [#155]
Hi Michael.

re:
> Yes, check out the properties used in LightingOptions.htm

Thanks :)
DONE!

With this final tip I managed to modify an exixsting script that "render" the viewport into a file or into the clipboard.

Now, I'm able to generate two viewport renderings.

The first, that is the render of the current active viewport.

And the second, that is the "alpha channel" counterpart of the first render: the background if fully BLACK and all the objects are fully WHITE (using a particular lighting style)

In this way I can very very easily import both renderings into Affinity Photo and use the "alpha channel" render to cut-out the background of the rendered viewport.

Both renders are 8000x6000 or 12000x9000 pixels

Thanks for your help.
From: Booleano
20 May 2021   [#160] In reply to [#157]
Hi Michael.

Once again, thank you very much for your invaluable help.
I have modified my custom window, only with the extra tools that are not in MOI.
But it would be great if you could include in this window, icons that run a script (Scrip1,Scrip2,Scrip3).
And it would look like the attached image (can I do any icon design instead of the "?" Signs).

What code should I use, and in what type of file to write it.
For example, how to put this script:
script: / * Create a style for each object name * / var AllObjects = moi.geometryDatabase.getObjects (); var NamedObjects = new Object (); for (var i = 0; i <AllObjects.length; ++ i) {var Obj = AllObjects.item (i); if (Obj.name! = '') {if (! NamedObjects [Obj.name]) {NamedObjects [Obj.name] = new Array (); } NamedObjects [Obj.name] .push (Obj); }} for (var Name in NamedObjects) {var style = moi.geometryDatabase.findStyle (Name, true); var Objects = NamedObjects [Name]; for (var i = 0; i <Objects.length; ++ i) {Objects [i] .styleIndex = style.index; var SubObjects = Objects [i] .getSubObjects (); for (var j = 0; j <SubObjects.length; ++ j) {SubObjects.item (j) .styleIndex = style.index; }}}


Image Attachments:
MOI_V_2.JPG 


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