Node Wish List
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 From:  Frenchy Pilou (PILOU)
9581.201 
Does the new Elephant version 1.1 integrated on the James Thread ?
http://moi3d.com/forum/index.php?webtag=MOI&msg=9358.10

Carko Mollino = Carlo Mollino ?

I must add some new very special cool nodes on my repository! :)

EDITED: 30 Jul 2020 by PILOU

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 From:  James (JFH)
9581.202 In reply to 9581.201 
Pilou,

Carko Mollino = Carlo Mollino ?
Yes Typo :)

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

EDITED: 31 Jul 2020 by JFH

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 From:  Frenchy Pilou (PILOU)
9581.203 In reply to 9581.202 
:)
And about the 1.1 Elephant inside your special Nodes Updates thread ?
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 From:  James (JFH)
9581.204 
subObjs Node

The proposed node would be built on Karsten's "Objects2/NameSubObjs" node which allows for the manual selection of faces within a BRep or polysurface. It would operate in a similar way, however after clicking a face, it's index would appear in the info panel. As well there would be with the additional facility of selecting faces by inputting a number or string of numbers into index connector or typing into index field in info panel.

At the moment, "Construct/Extrude" does not work with subObj faces, so it would also need to be updated. Perhaps tapering & extrude direction could also form part of such an update.

After the face is extruded, the new face should remain selected/highlighted so that further operations may be performed, eg an extrude with taper or perhaps an inset.

This would be a major shift in NE, of working with BReps intact rather than needing to break them apart to perform operations before then joining together again. It would mirror more closely how MoI3d is used manually.

Any thoughts?

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





PS On further thought, maybe there could be a pulldown menu in info panel to select subObj types: Faces / Edges / Vertices : See updated image above.

This could be one indispensable node!

EDITED: 8 Aug 2020 by JFH

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 From:  James (JFH)
9581.205 
Quartz2 node

While experimenting with looping in NE, I have experienced an issue with Quartz node.
The counter runs continuously draining system resources preventing the adjustment of other nodes. It would be beneficial to have options for single cycles in addition to continuous. See below



Ralf (r2d3) has written an extension version: "Quartz2" node which could be revised to include these additional timing options. It can be found in r2d3.js in the nodeeditor/nodes/extensions folder.

Have a great weekend,

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

EDITED: 8 Aug 2020 by JFH

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 From:  bemfarmer
9581.206 In reply to 9581.205 
If one cycle has occurred, setting hz[0] == 0 should stop the if loop (?).

Would a trigger input be of any use?

Here is an incomplete draft quartz3 node, untested.
Place in nodeeditor extensions node, to add to basic2 menu.
(More code needs to be added/modified.)


- Brian

EDITED: 8 Aug 2020 by BEMFARMER

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 From:  bemfarmer
9581.207 In reply to 9581.206 
OK, here is the draft quartz3 node. It is incomplete.

There has been no time for testing. It is loadable in nodeeditor under MoI4.
The theory is that the Cycle Once node uses most of the same code as the Cycle Continuous node, except that when it gets to the end the first time,
the value of hz[0] is set to 0. Tic-toc Once mode has not been coded for. Cleanup has not been done.

- Brian
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 From:  bemfarmer
9581.208 In reply to 9581.207 
quartz2 and quartz3 make the piston work in motor.nod from 2017.

Cycle Once does not terminate. v1 just keeps getting changed. The code needs to be changed.
When v1 = end, the if loop should be exited?

- Brian
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Message 9581.209 deleted 15 Aug 2020 by JFH

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 From:  James (JFH)
9581.210 In reply to 9581.209 
edgesNums Node

The proposed node would parse input surfaces & output a numArray of the number of sides of each item.

It could be used together with logic/compare & split nodes to isolate surfaces of a designated number of sides.

(I have only included an "Out" output, to reduce the tedious need for Object/Clone node prior.)

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

EDITED: 15 Aug 2020 by JFH

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 From:  James (JFH)
9581.211 
vecLerp node

The proposed node would generate new vector that is a linear interpolation between 2 input vectors.

See this link for clear explanation:
https://p5js.org/reference/#/p5.Vector/lerp

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

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 From:  bemfarmer
9581.212 In reply to 9581.211 
Michael's randomize script defines two simple Lerp functions.

code:
function Lerp( low, high, t )
{
	return low + (high-low)*t;
}

function RandLerp( low, high )
{
	return Lerp( low, high, Math.random() );
}


Wikipedia has a more accurate return formula, for floating point. (?)

Need to define Lerp function for vectors, (x, y, z points).

Linearly interpolate between vector v1, and vector v2.

lerpVectors ( v1, v2, interpolationFactor )
v1 - the starting vectpr.
v2 - the vector to interpolate towards.
interpolation factor, typically in the closed interval [0, 1].

- Brian

So regular javascript does not have a lerp function (?)
So the 3d lerp function must be defined in terms of simpler javascript commands.

Found 2d lerp function here:
https://www.redblobgames.com/grids/line-drawing.html

code:
1d: function lerp(start, end, t) {
    return start + t * (end-start);
}

function lerp_point(p0, p1, t) {
    return new Point(lerp(p0.x, p1.x, t),
                     lerp(p0.y, p1.y, t));
}


Note: to do 3d vector lerp, add
code:
 lerp(p0.z, p1.z, t) 
to the redblob code.

(Use vectorLerp() (?))


This vectorLerp is a bit confusing...negative numbers? low > high, clamping t? angleLerp vs quaternionLerp, floating point problems...


But I think that this proposed node is relatively easy to do, once understood.

Then smooth motion Move of an object could be done...

t is usually between [0, 1], but does not have to be.
negative t might be a problem?
Negative low and high, and low > high might be problems?

A good link: https://danielilett.com/2019-09-08-unity-tips-3-interpolation/

EDITED: 16 Aug 2020 by BEMFARMER

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 From:  bemfarmer
9581.213 In reply to 9581.212 
Significant editing was done to prior post.
Due to limited understanding of Lerp, it might be best to write the node, then worry about what if
negative numbers are used, clamping is needed, or vector1 x1, y1, z1 coordinates vs vector2 x2, y2, z2 coordinates are not always low...high, or ?.

- Brian
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 From:  bemfarmer
9581.214 In reply to 9581.213 
Do regular value Lerp with math node(s).
Do vectorLerp with a nodeeditor Macro?

Brian
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 From:  bemfarmer
9581.215 In reply to 9581.213 
Draft of a Lerp macro for number values.

Partial draft of a LerpVector node for v1 = (x1, y1, z1), v2 = (x2, y2, z2).
It uses pairs x1 and x2 for a and b inputs to one of three copies of the Lerp macro. Similarly for y1, y2 and z1, z2.
The three X, Y, Z outputs are the resulting interpolated vector.
The c input is the interpolation factor, == t, normally from [0 to 1]. Use slider widget?
So a vector could have its X, Y, Z split out...? (For v1 and v2)

untested.

- Brian

The javascript code of the existing vector nodes, versus the pointarray datatype are nearly incomprehensible for myself :-)
I went back to some of the old posts by Max and Karsten, about the pointarray data structure, and its 10 elements,
and wrote up some documentation, but still do not understand a lot...

With a slider input to c, the node works, but there seems to be a scale factor of 2, somehow.

See next post for two macros and node.

EDITED: 19 Aug 2020 by BEMFARMER

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 From:  bemfarmer
9581.216 In reply to 9581.215 
Here is an updated LerpVectorMacro, which can be placed in the Macro folder, along with LerpMacro.
Also is the node program using the two macros, lerpVectorTest2 node.
2X "scale" bug still present.

The LerpVectorMacro contains 3 copies of the LerpMacro.

- Brian

To save a macro, (for example LerpMacro), export LerpMacro from the canvas to a folder, naming it LerpMacro.nod.
Then copy the file LerpMacro.nod to the nodeeditor macros folder, for future re-use.
Similarly for LerpVectorMacro.nod, or any other Macro.

EDITED: 19 Aug 2020 by BEMFARMER


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 From:  wayne hill (WAYNEHILL5202)
9581.217 
New qhull3d Node:

Based on the qhull library:
https://github.com/bjnortier/qhull
http://www.qhull.org/

I would like to thank James for helping out with testing.

Save all the files to this directory:
C:\Users\<UserName>\AppData\Roaming\Moi\nodeeditor\nodes\extensions


Input:
1. Points: At least three points to start the node.

Outputs:
1. Triangles: Line edge vectors to create planar faces.
2. Hull Pts: The outer most points of a point cloud being input.
3: Hull Pts Objects: The outer most object points of a point cloud being input.

Added a new Vector3d.js point class function for future projects.

Wayne



EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  Frenchy Pilou (PILOU)
9581.218 
What is the the name of a "qhull" : a polyhedron ?
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  wayne hill (WAYNEHILL5202)
9581.219 In reply to 9581.218 
Qhull computes the convex hull from points.

https://en.wikipedia.org/wiki/Convex_hull

The attached image is a simple point cloud. Red spheres are the outer-most points of the cloud making up the hull. The lines are the triangles that make up the outer-most planes of the hull.

EDITED: 17 Jan 2021 by WAYNEHILL5202

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 From:  bemfarmer
9581.220 In reply to 9581.217 
WOW,
I dabbled a few years ago, but gave up.
Brian

Now to try it with spherePts...
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