[Plugin] Loose Geometry to Groups (Updated August 28, 2009)
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Classes are objects. Modules are like namespaces.
While the stuff inside your method was insulated from everything else, your method wasn't. If another ruby had a method with the name of make_groups (not a very unlikely name) there'd be a conflict.
Use Modules to group and isolate code. Use classes when you need new objects.
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ok, updated to be inside of its own module. I also updated the code in the first post so its current. Now if I wanted to access a method in this script from another script, what would be the syntax. Is it possible? Or would I have to have made it a class instead of a module?
Chris
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module SomeModuleName def make_groups ... end def foo_bar # lets call the other method make_groups end end # module end SomeModuleName;;make_groups # prefix with SomeModuleName;; to access stuff inside
For classes, methods needs to be prefixed with self. inside the class. http://sidtalk.wordpress.com/2008/10/06/what-exactly-is-ruby-self/
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EDIT: I don't need to bump the thread, but I wanted to say that I fixed the problem I was having below. I had to make the module name start with an uppercase letter, and then define the method as "def Modulename.methodname" format. So its all better now. Thanks!
Bummer, I think the module bit didn't work. I am getting this error:
Error Loading File loose2groups.rb C;/Program Files/Google/Google SketchUp 7/Plugins/loose2groups.rb;12; class/module name must be CONSTANT
And here is the code to my plugin:
#loose2groups.rb #Chris Fullmer #v1.0 Jan 28th, 2009 #Please use and distribute, but do not sell this script. #Released to the Sketchucation.com website first. Go there #to find updates (if there are any). #History v1.1 added a single Undo command for entire script. #History v1.2 wrapped it all into a module require 'sketchup.rb' module clf_loose_groups def make_groups model = Sketchup.active_model entities = model.active_entities entity = entities[0] entity_counter = 0 model.start_operation "Make Groups" while entity_counter < entities.length entity = entities[entity_counter] if entity.typename == ("Edge" or "Face") ents = entity.all_connected group = entities.add_group(ents) entity_counter = 0 else entity_counter = entity_counter + 1 end end model.commit_operation end end if( not file_loaded?("loose2groups.rb") ) UI.menu("Plugins").add_item("Loose Geometry to groups") { make_groups } end file_loaded("loose2groups.rb")
Thanks folks,
Chris
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Chris,
Congrats on your first script! Way to jump in and make things happen
Regarding classes and understanding them a little bit more - they are like the framework for objects. They contain the rules for behavior and parameters. When you want one of those objects, you create an instance of it. That instance will behave like other instances that share similar parameters.I created this (overly simple) example a long time (5 years) ago, on the old SketchUp forum. Perhaps it will help.
As for understanding modules, let's continue with the Ball class. I like playtime with my 15-month-old son. He has several toy balls that he plays with. With him in mind, I would write the Ball class as in my linked example.
On the other hand, my wife loves to dance. With her in mind, I would write a Ball class like this:
class Ball def initialize #code goes here end def music=(style) #code goes here end def orchestra_size=(i) #code goes here end def refreshments=(good_eats) #code goes here end end # class Ball strictly_ballroom = Ball.new strictly_ballroom.orchestra_size=50 strictly_ballroom.refreshments=["caviar","champagne","cheese","foie gras","hot wings"] etc...
The problem is that both classes have the same name, but different methods and uses. A toy ball isn't likely to need refreshments or an orchestra size, and a grand ball with dancing and an orchestra isn't likely to be inflated or inclined to bounce. Yet if both files were loaded, a bizarre merger would occur where one could see bouncing ballrooms and round rubber toys stuffed with hors d'oeuvres. That's where modules come into play.
module Toys class Ball ...etc end end module Parties class Ball ...etc end end bouncyball = Toys;;Ball.new grandball = Parties;;Ball.new
This significantly cuts down on the possibility of conflicting classes and methods, but even then, selecting a unique module name is important.
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Chris,
I just saw this - it doesn't do what you think it does.
if entity.typename == ("Edge" or "Face")
What does the right-hand-side of the evaluate to?
You need to write it like this:
if entity.typename == "Edge" or entity.typename == "Face"
or perhaps even this:
if( %w(Edge Face).include?(entity.typename))
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Hmm, what does what I wrote do then? It seems to work. I was thinking that it would evaluate to a true or false depending if the typename was edge,face,component, or group (Edge or face = true, group or component = false). It seems to be working in the code, but I'm sure its just dumb luck and will probably fail in circumstances I have not tested. I'll re-write like your first example (because I don't follow what's happening in the 2nd example ). I need to look at what %w is. Thank you so much for taking the time to read through the script Jim,
Chris
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ok, I think I'm getting the problem with what I wrote. I want an IF statement to essentially boil to down "if true"
but my code
if entity.typename == ("Edge" or "Face")
is evaluating down (over the 3 steps I've written out)
"if entity.typename == (true)"
if face == true
if false
So I should be getting a false no matter what the 2nd half of the evaluate is, since neither true nor false == face. Am I understanding the logic flow there correctly?
Chris
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Sorry, I tried to be too clever in my last example...
this:
("Edge" or "Face")
always returns "Edge" so your comparison always boils down to
if entity.typename == "Edge"
which works just fine since all_connected will pick up any connected faces.
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Ohh! That makes so much sense now. I was wondering why it was working, but that explains it. But yes,it was not doing what I thought it was doing. Thanks for clearing that up Jim.
Chris
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This script had a bug that I updated. I also added a counter to the status bar so that you can see the script in action. It counts the entities as it processes them so you know where it is in the process (though it is possible that the Sketchup user interface might freeze and quite showing the counter while processing large selections).
version 1.2 2009-08-28
- Fixed a major bug where the script was not working with selections.
- Fixed some internal coding that might make it slightly faster.
- Added an entity counter to the Status Bar so you can see the script working.
- Changed the Undo title from "Make groups" to "Loose to Groups" (this is the title that you see in the Edit > Undo command).
This is script is located on smustard.com at:
http://www.smustard.com/script/Loose2Groups
Chris
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Hi Chris Fullmer
Great plugin, it is very usefull.
Would the plugin be possible to make components instead of groups??
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Just edit it when the group is made and
group.to_component
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Yup, add that line:
group.to_component
in between lines 82 and 83 - so right after this line:
group = @entities.add_group(to_group)
Its near the bottom of the scipt. about 25 lines up from the bottom.
Chris
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Chris, why are you splitting the geometry processing into chunks of 1000? Is it to speed up creation?
do you not risk splitting groups of loose geometry? -
Thom, yes it was an attempt to speed things up. I do not think it helped at all. I can't look at the code right now, but I was thinking that I done something to make sure I did not split up geometry......but its also possible I did not think of that
Chris Fullmer
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Maybe you did, I did not decipher the code that thoroughly. Was curious if you found some speed tricks.
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hi, i played with this plugin and all was god, but now
i have a bug that say in spanish "AJUSTA LA HORA", in english its something like "CHANGE THE CLOCK TIME"
????????WHY
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