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 From:  bemfarmer
9581.221 In reply to 9581.217 
This link explains, in simple terms, the difference between static methods and instance methods,
in particular for a vector class. Its examples with PVector (from processing), essentially show how to use the Vector3d.js class. (FALSE)

https://www.khanacademy.org/computing/computer-programming/programming-natural-simulations/programming-vectors/a/static-functions-vs-instance-methods

- Brian

Note, after much confusion, the PVector examples are different from the way Vector3d is written.
So this post should be disregarded. The classes can be written in different, conflicting ways.

EDITED: 12 Jan 2021 by BEMFARMER

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 From:  wayne hill (WAYNEHILL5202)
9581.222 In reply to 9581.221 
Brian,

Thank you! Max uses the Vector class on his Subdivide and the Cloth script. It was used on the original qhull source code.

Wayne
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 From:  bemfarmer
9581.223 In reply to 9581.222 
Thank you Wayne.
I'll look at those other programs.
I have been puzzling over how to do add-on libraries, and how they are "linked", or accessed.
There seems to be multiple ways to write code.
It seems like nodeeditor/Javascript scans all the addons.
Would having ES6, (or ES11?), be of any benefit?

-Brian
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 From:  wayne hill (WAYNEHILL5202)
9581.224 In reply to 9581.223 
Brian,

MoI's WebKit interface determines what resources are available for the Node Editor uses to ensure stability. My Javascript version is 1.7. ES6 or ES11 would more likely be on a different environment like a backend server Node box. The Node Editor startup scans the scripts and begins the background services. The scripts are scanned and linked in their filename order.

loadScripts('core', 'lang, compatibility, colors, geometry, main, editor');
loadScripts('nodes', 'macros, basic, logic, points, curves, solids, construct, transform, objects, interface');
loadScripts('nodes/extensions/libs', '*');
loadScripts('nodes/extensions', '*');
loadScripts('core', 'init, ext.*');

If you want to build a library calling other Javascript files, they have to be scanned (note filename order) before they are available for the other libraries to use.

Example directory:
1test.js
2test.js
3test.js (uses 1test.js and 2test.js and 4test.js)
4test.js

3test.js can use 1test.js and 2test.js libraries but not 4test.js library because it has not been scanned. Error will trigger on a missing script. It is not missing.

4test.js will have to be renamed to 0test.js in both 3test.js and it's filename.

New listing:
0test.js
1test.js
2test.js
3test.js (uses 1test.js and 2test.js and 0test.js)


Wayne
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 From:  bemfarmer
9581.225 In reply to 9581.224 
Thank you Wayne.
It is very useful information.
- Brian
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Message 9581.226 deleted 12 Jan 2021 by BEMFARMER

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 From:  bemfarmer
9581.227 In reply to 9581.221 
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.

EDITED: 12 Jan 2021 by BEMFARMER

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 From:  wayne hill (WAYNEHILL5202)
9581.228 In reply to 9581.227 
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
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 From:  bemfarmer
9581.229 In reply to 9581.228 
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

EDITED: 13 Jan 2021 by BEMFARMER

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 From:  Psygorn (DRILLBIT)
9581.230 In reply to 9581.217 
Where can I find the qhull3d.nod?
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 From:  bemfarmer
9581.231 In reply to 9581.230 
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:

Image Attachments:
Size: 30.7 KB, Downloaded: 34 times, Dimensions: 359x227px
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 From:  Psygorn (DRILLBIT)
9581.232 In reply to 9581.231 
Thank you bemfarmer :-)
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 From:  Psygorn (DRILLBIT)
9581.233 In reply to 9581.171 
Where is "ExtendSrf.js" to be found?
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 From:  WN
9581.234 In reply to 9581.233 
Hi Psygorn.
Attachments:

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 From:  Psygorn (DRILLBIT)
9581.235 In reply to 9581.234 
Hi WN,

Thank you.

I cannot find "Loft2.js" as well. Where can I find it?
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 From:  bemfarmer
9581.236 In reply to 9581.235 
Maybe try a search for +mLoft2 ?
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 From:  Psygorn (DRILLBIT)
9581.237 In reply to 9581.236 
Hello bemfarmer,

I am sorry I thought mLoft2 is different from Loft2, my bad!

your reply helped me :-) thank you.
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 From:  Psygorn (DRILLBIT)
9581.238 In reply to 9581.231 
Helloo bemfarmer,

I ran into a problem:



What should I do now?

I looked for vector3D.js and I did not find it!
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 From:  bemfarmer
9581.239 In reply to 9581.238 
Vector3d.js should be in the extension folder (?)

https://moi3d.com/forum/index.php?webtag=MOI&msg=9581.217
Program of WayneHill.

- Brian
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 From:  Psygorn (DRILLBIT)
9581.240 In reply to 9581.239 
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?
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