Nodebundle for playing with nodes
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 From:  sunspeed
7777.1840 
I need to do some calcs in a MATH node. I am looking for a function like integer(), but this one seems not to exist.

Do you know where I can find a summary about available functions that can be used in the MATH node? I know the simple + - * / PI sin cos tan ( ) but I assume that there might be more ;o))

Thanks, Joerg
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 From:  bemfarmer
7777.1841 In reply to 7777.1840 
See posts by Max, a few years ago.
Also see nodeeditor code, e.g. in notepad++.
See Javascript functions, Ecmascript 5, for example at W3 site

- Brian
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 From:  sunspeed
7777.1842 In reply to 7777.1841 
Thanks Brian. Sometimes it's really the easiest to directly look into the code although Java is not a know language for me. But Max did a very good readable code, so it was easy to simply add the ROUND() function to the list of codes.

In line 78 of basic.js the function can be added:
this.properties = { mode:["Long","Long","Short"], f:"a+b", preset:["a+b", "a+b", "a-b", "a*b", "a/b", "sin[a]", "cos[a]", "pow(a,b)", "round(a)"], a:[1], b:[1]};

Works now perfect for me.
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 From:  bemfarmer
7777.1843 In reply to 7777.1842 
Thankyou sunspeed for sharing your Javascript (5) solution.
- Brian
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 From:  bemfarmer
7777.1844 
Is bundlePts available anywhere?
Is bundlePts redundant?

Was bundlePts replaced with some combination of array nodes?
As per Karsten, bundlePts combines the 1st point of each input array, then 2nd point of each input array, etc., which seems to be one of the multi process combinations?

Search of +bundlePts only yields 6 mentions.

- Brian
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 From:  James (JFH)
7777.1845 In reply to 7777.1844 
Brian

"Bundle" node in "ArrayExt" menu is multi-modal: Points, as well as Numbers& Objects.

James
https://www.instagram.com/nodeology/

EDITED: 12 Mar 2022 by JFH

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 From:  bemfarmer
7777.1846 In reply to 7777.1845 
Thank you James.

So, to clarify my understanding:
The old bundlePts node is redundant, or superceded and replaced.
Instead, under the "ArrayExt" menu, use the "bundleArray" node, in "Points" mode, as a replacement.

- Brian

bundleArray has three modes, Points, Numbers, or Objects. These correspond to input and output pointarrays, numarrays, or objarrays.
bundleArray grabs the 1st element of each input array, and outputs them sequentially in an array.
Then grabs the 2nd elements, and outputs them.
etcetera, to the ends of all of the input arrays.
If an input has less elements that the other inputs, EDIT: THE GRABS STOP. (=Short)
(slice(s) or cross section(s) of arrays?) (Some explanation by Max in multiprocess mode combinations? Short, NOT Long). (See James next post.)

So if the input array elements are arranged in Rows, the output would be the Column elements, sequentially. Or vice-versa.
For example, isoline u elements could be converted to isoline v elements.
Weft could be converted to Warp(???) EDIT: Well, see next two posts for elaboration.

EDITED: 13 Mar 2022 by BEMFARMER

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 From:  James (JFH)
7777.1847 In reply to 7777.1846 
Brian,
quote:
If an input has less elements that the other inputs, it contributes no element for the remaining grabs.
(slice(s) or cross section(s) of arrays?) (Some explanation by Max in multiprocess mode combinations? Long or Long+?)

You have alluded to a flaw in bundle node: effectively it is "Short" list matching only. If you look at the image below,
the final list should, if it did "long" matching, include "4" at the end. This is also the case with ptArrays & collections of objects.


quote:
So if the input array elements are arranged in Rows, the output would be the Column elements, sequentially. Or vice-versa.
For example, isoline u elements could be converted to isoline v elements. Weft could be converted to Warp.

I'm not clear how bundle node could perform the operation of swapping warp & weft of ptArray, but the means of achieving this would certainly be useful.

James
https://www.instagram.com/nodeology/

See Pilou's post for brief explanation of array matching modes
http://moi3d.com/forum/lmessages.php?webtag=MOI&msg=9476.66

EDITED: 13 Mar 2022 by JFH

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 From:  bemfarmer
7777.1848 In reply to 7777.1847 
Thank you James, for the clarifications, corrections, explanations, and link to Pilou.

They help with my better understanding of the node. What it could do, how it could do it.

I'll try and make some corrections, and elaborations, so as to not mislead.

The weaving was an attempt at an example.
If each input array represented (points of) one warp thread...
Output might represent weft thread location, for additional up/down weave information, somehow ???

- Brian
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 From:  Psygorn (DRILLBIT)
7777.1849 
Hello James,

I tried to recreate what you have made here: https://www.instagram.com/p/CbAAG0Xrssv/

However, for me, it doesn't work! I have problems creating an Array with Knob

.nod file is attached.

Could you please help me through it?

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 From:  James (JFH)
7777.1850 In reply to 7777.1849 
Psygorn,

The equation that feeds into "Z" input of point node should be:

sqrt(a-pow(sqrt(b),2))*c

Also the cone needs to be beefed up in size, & importantly
have a negative number for "Height" input so it points outwards.

I used "Radius": 15 "Height" : -35
James
https://www.instagram.com/nodeology/
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 From:  Psygorn (DRILLBIT)
7777.1851 In reply to 7777.1850 
Hi James,

Thank you for your reply I am using sqrt(a-pow(sqrt(b),2))*c to feed into "Z" input of the point node now. however, I still don't get your result!

No need to mention I changed cone specifications to what you suggested there appears only one cone!

My question is that I see your "shiftDublicate" node says "numArray" while mine says "In" what am I doing wrong?
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 From:  James (JFH)
7777.1852 In reply to 7777.1851 
Psygorn

Not sure why it is not working your end, because your NOD file with
the recommended changes works for me.

You could try replacing "shiftDublicate" node with "Basic/Progression" node.

In this setup, they are effectively the same, and "Progression" node
would be the more obvious choice, however when I built this circuit
I was initially attempting something different from what I ended up with.
Sorry if this created confusion.

James
https://www.instagram.com/nodeology/

EDITED: 14 Mar 2022 by JFH

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 From:  MO (MO_TE)
7777.1853 
"ConnectPoints" node
Update: range mode

Address: Curves2/ConnectPoints
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 From:  MO (MO_TE)
7777.1854 
An update on "idxSelect" node
Inverse mode added.
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 From:  James (JFH)
7777.1855 In reply to 7777.1854 
MO,

Thank you very much for update of "idxSelect" node.
This incremental change will have a profound effect on the usability of NE.

There is another node that could be revised to great effect.
Less incremental change than change to increments.
Please see link below:
http://moi3d.com/forum/index.php?webtag=MOI&msg=9581.3

There several ways this could be achieved, but perhaps the easiest would be to introduce a RMB option as per image below


What do you think?
James
https://www.instagram.com/nodeology/
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 From:  MO (MO_TE)
7777.1856 In reply to 7777.1855 
I'm glad you liked it.
I did take a look at "Knob" node.
It looks a bit scary to be honest! :)
Maybe I can add a "step" property, but not sure.
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 From:  MO (MO_TE)
7777.1857 
Unfortunately I couldn't find a decent way to do this, But somehow I managed to reach a result.
I added a "step" property.(Default: 1 But it can be negative too)
It can increment by step number, but the incremental mode works only with mouse wheel.
I post it here in case someone wants to use or improve it.
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 From:  MO (MO_TE)
7777.1858 
"ArrayGem" node
Inputs:
Object: Objects + an optional base circle
Path: curve/curves
Surface: To set objects orientation (optional)



Address:
Objects2/ArrayGem
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 From:  MO (MO_TE)
7777.1859 

EDITED: 10 Apr 2023 by MO_TE

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