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    How do you move vertices?

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    • T Offline
      todd burch
      last edited by

      That's how I originally coded it, but I changed it and don't remember why now. You are right, that would have been simpler.

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      • Chris FullmerC Offline
        Chris Fullmer
        last edited by

        Hey Todd, the example you gave me worked great (as expected)! I am wondering if there is an easier way to located the push/pulled face though. I tried

        new_face = orig_face.pushpull length

        And I was hoping thay would return the name of the new face, but it doesn't. I think it returns a true/false status or something.

        So is there a built in way to get the name of the newly created face? In my actual model, I have lots of faces that will be parallel, so just comparing normals does not quite do it in practice. So if there is no built in way to get the name of the newface, I'll play around with how to compare vertices or edges of the original face to the push/pulled distance and see if I can find the face that way.

        Thanks so much Todd! (and thanks for letting me piggy back on your transformation thread Thom!)

        Chris

        Lately you've been tan, suspicious for the winter.
        All my Plugins I've written

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        • thomthomT Offline
          thomthom
          last edited by

          hm.. if you do a pushpull on a face, and do not create a copy of the starting face, you still have a reference to it.

          
          sel = Sketchup.active_model.selection
          someFace = sel[0] # Assuming it's a face
          sel.clear
          someFace.pushpull(100)
          sel.add someFace # someFace still refers to your original face
          
          

          If you create a copy of the starting face I can see it being a problem though.

          someFace.pushpull(100, true)
          

          I suppose you could traverse the connected faces of your original face.

          Thomas Thomassen β€” SketchUp Monkey & Coding addict
          List of my plugins and link to the CookieWare fund

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          • Chris FullmerC Offline
            Chris Fullmer
            last edited by

            Oh yes, I did not specify. I do need to make a copy of the face when I push.pull. I think I have some ideas of how to find that face using the distance I pushpulled and vertices or edges locations or something. I was hoping there was an easier way though πŸ˜„

            ok, question about when and why to create a method. So lets say I do write code that does the above for me. Is that an example of something that might be nice to write as its own method that I could call anytime I wanted to find the newly created push.pulled face? Because for example, I have 6 different ways that I might create that face, so there are 6 places in my code that I might have to write out the test to find the name of the new face. Is that a good reason to write it as its own method? So instead of re-writing it, I can just call the method, pass the original face name and the pushpull distance into the method and make it return the new face name?

            Chris

            Lately you've been tan, suspicious for the winter.
            All my Plugins I've written

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            • thomthomT Offline
              thomthom
              last edited by

              Yes. That's when you want a method. You don't want code doing the same thing multiple places. You'll eventually forget to update all occurrences.

              Thomas Thomassen β€” SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • thomthomT Offline
                thomthom
                last edited by

                An idea to find the new push pulled face:

                
                # get a face
                myFace = Sketchup.active_model.selection[0]
                
                # build an array of the currently connected faces
                connected_faces = []
                myFace.edges.each { |edge| connected_faces += edge.faces }
                connected_faces.uniq!
                
                # push/pull
                myFace.pushpull 100, true
                
                # find the new faces connected to our face
                new_faces = []
                myFace.edges.each { |edge| new_faces += edge.faces }
                new_faces.uniq!
                # eliminate the ones we had before
                side_faces = new_faces - connected_faces
                
                # find the new push/pulled face
                opposite_face = get_opposite_face(side_faces[0], myFace)
                
                # find the opposite face
                def get_opposite_face(connected_face, original_face)
                  # We take one of the side faces,
                  # loop through all it's edges,
                  # until we find a face that has the same normal
                  # as our original face.
                  connected_face].edges.each { |edge|
                    edge.faces.each { |face|
                      if face != original_face && (face.normal == original_face.normal || face.normal.reverse == original_face.normal)
                          return face
                      end
                    }
                  }
                  return nil # method failed
                end
                
                

                Note: code not tested.

                Thomas Thomassen β€” SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • T Offline
                  todd burch
                  last edited by

                  Chris and Thom, I think I've posted maybe 6 times (in different forums) how to reliably get the new face. The process boils down to using set arithmetic on arrays.

                  • Basically, take an inventory of your active_entities.
                  • Perform the push pull. In the simplest form of push pull, you get a minimum of 4 new faces and 6 new edges (the case when you extrude a triangle), perhaps thousands of new faces and edges.
                  • Subtract the initial inventory of entities from the now current active_entities and that result is all the new geometry created.
                    Now, you can weed through the result to find the geo you want to work with.

                  If you can find it via distance, good luck, and I hope you don't run into a pre-existing face at the same distance. I would like to see .pushpull return an array of newly created edges and faces, with the opposite face listed first.

                  @Chris - a terminology thing: we're not dealing with "names" of faces. We're dealing with Object References. No, there is no built in method. When you .pushpull, you will ONLY EVER get one face with the same normal.

                  Todd

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    Thanks Todd.
                    Seems that I wasn't too far of.

                    @unknownuser said:

                    I would like to see .pushpull return an array of newly created edges and faces, with the opposite face listed first.

                    I second this.

                    Thomas Thomassen β€” SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • Chris FullmerC Offline
                      Chris Fullmer
                      last edited by

                      @unknownuser said:

                      I would like to see .pushpull return an array of newly created edges and faces, with the opposite face listed first.

                      That would be great.

                      That makes sense to compare and subtract, then find the leftover entity with the normal that matches the original face. That did not cross my mind to search that way. Thanks guys! I'll post it when I get it written (probably after work or during lunch).

                      @unknownuser said:

                      @Chris - a terminology thing: we're not dealing with "names" of faces. We're dealing with Object References.
                      Oops, I'll work on my terminology πŸ˜„

                      Chris

                      Lately you've been tan, suspicious for the winter.
                      All my Plugins I've written

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                      • Chris FullmerC Offline
                        Chris Fullmer
                        last edited by

                        ok, here is the code I put together based on your guys comments. It gets all geometry before pushpulling, then all geometry after pushpulling and does a subtraction, leavin just the new stuff. Then searches through that for a face with a normal == to the original face's normal. Thanks for the help on this. Now I can do a uniform scale on the new face. So I'll incorporate it all into my greeble script later today I hope. Thanks!

                        model = Sketchup.active_model
                        entities = model.selection
                        # Initialize my Arrays
                        existing_ents = []
                        current_ents = []
                        new_ents = []
                        # Define existing entities and then push.pull my face
                        existing_ents = entities[0].all_connected
                        entities[0].pushpull( 100, true)
                        # Define all entities after the push.pull
                        current_ents = entities[0].all_connected
                        # Define new entities through subtraction
                        new_ents = current_ents - existing_ents
                        # Loop through each new entity to find the faces, 
                        # then find just the face with its normal matching the original face
                        # Send a quick text to the Ruby console and paint the face to show it worked
                        new_ents.each do |ent|
                        	if ent.typename == ( "Face" )
                        		if ent.normal == entities[0].normal
                        			puts "Found it!  The Object Reference is " + ent.to_s
                        			ent.material = [0,0,0]
                        		end
                        	end
                        end
                        

                        This script requires having a single face selected when the script is run.

                        Chris

                        Lately you've been tan, suspicious for the winter.
                        All my Plugins I've written

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                        • T Offline
                          todd burch
                          last edited by

                          For your playing around with stuff like this, (and I encourage it), here's a tip. Instead of this:

                          
                          entities = model.selection
                          .
                          .
                          existing_ents = entities[0].all_connected
                          
                          

                          Do this, and it's less typing:

                          
                          entity = model.selection[0]
                          .
                          .
                          existing_ents = entity.all_connected
                          
                          

                          That way, you get rid of the array reference early and no more qualifying every use with [0].

                          For short stuff (shorter than this), I just use the console.

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                          • Chris FullmerC Offline
                            Chris Fullmer
                            last edited by

                            Ahh, very helpful, thanks again Todd,

                            Chris

                            Lately you've been tan, suspicious for the winter.
                            All my Plugins I've written

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