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New API doc - typos and questions

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  • T Offline
    TIG Moderator
    last edited by 18 Nov 2009, 17:03

    @thomthom said:

    I'd rather see view.drawingcolor= make use of the alpha channel and let us draw transparent objects to the viewport.

    That would be much more use... unfortunately with draw aren't we limited to the built-in color-set, and that has no transparency setting ?
    Transparency ispossible with OpenGL but not as I can seem in it's port to Ruby and SUp ???

    TIG

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    • D Offline
      Dan Rathbun
      last edited by 20 Nov 2009, 08:01

      COLOR ...by the way...FYI

      Another Color Table with much more info then the one on the SU API Color page, is at
      MSDN Samples - Dynamic Color Reference

      It's a DHTML sample page... takes awhile to load (and I have broadband.) Once loaded you can sort the table by any column, by clicking it.

      I'm not here much anymore.

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      • T Offline
        thomthom
        last edited by 20 Nov 2009, 08:25

        @dan rathbun said:

        ANY numeric input is bugged, no matter Fixnum or Hex or Octal.

        
        > c1 = Sketchup;;Color.new( 255 )
        > Color(255,   0,   0, 255)
        > # You'd expect (0,0,255,255) ...but
        > 
        

        Why are you expecting a ble value from that? Getting a Red colour is what I'd expect, going left to right in RGB.

        @dan rathbun said:

        
        > c2 = Sketchup;;Color.new( 256 )
        > Color(  0,   1,   0, 255)
        > # that's just plain weird!
        > 
        

        Ah! They treat a single int as a full colour code. Used to do this stuff in VB apps that used long ints for colours.

        
        c = 256
        r = c & 0xFF
        g = (c & 0xFF00) / 0x100
        b = (c & 0xFF0000) / 0x10000
        
        

        Results in RGB 0, 1, 0

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

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        • T Offline
          thomthom
          last edited by 20 Nov 2009, 08:42

          @dan rathbun said:

          c3 = Sketchup;;Color.new("darkorchid")
          > Color(153,  50, 204, 255)
          > # all OK so far, lets get the integer output...
          > c3.to_i
          > 13382297
          > # is that right?
          > 
          
          c = 13382297
          13382297
          r = c % 256
          153
          g = (c / 256) % 256
          50
          b = (c & 0xFF0000) / 0x10000
          204
          

          Seems right.

          @dan rathbun said:

          Let's see what Ruby says...
          "0x9932CC".hex
          10040012

          You get the int by first extracting the rgb components, then: int = b * 65536 + g * 256 + r
          So in this case:
          0xCC * 65536 + 0x32 * 256 + 0x99 = 13382297

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

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          • D Offline
            Dan Rathbun
            last edited by 21 Nov 2009, 06:43

            @thomthom said:

            @dan rathbun said:

            
            > > c1 = Sketchup;;Color.new( 255 )
            > > Color(255,   0,   0, 255)
            > > # You'd expect (0,0,255,255) ...but
            > > 
            

            Ah! They treat a single int as a full colour code. Used to do this stuff in VB apps that used long ints for colours.
            YES.. a single arg is 'read' as either a ColorNameString or a 32bitColorInteger (not read as a 8bitColorComponentByte, unless 3 or 4 args are given.)

            @thomthom said:

            Why are you expecting a blue value from that? Getting a Red colour is what I'd expect, going left to right in RGB...
            Because I was thinking of the 'newer' way of representing colors in binary (in which the blue is the lowest order byte); and you are refering to the 'older' way (in which the red is the lowest order byte.)
            So both of us are both wrong and correct at the same time.😍

            @thomthom said:

            You get the int by first extracting the rgb components, then:...
            Actually I was using bit shifting, it's easier for me to understand, makes for a compact looking method, and is supposed to be much faster on 32 bit architecture.

            The truth (after several hours of research,) is that the whole story is more complex. The binary [integer] format AND the array [component] format for colors depends on platform, specification (ie things changed over time,) and what graphics library is in use by the color.

            The 'old' way you remember is the RGB format , which was a 24bit integer, and had the red as the low-order byte; the blue as the high (3rd) byte. The math you describe will work for this... see previous post, refering to VB coding days.

            Then came Win32. Colors were expressed as 32bit integers, but the industry could not agree on what the extra 4th byte was to be used for. Win32 was released with the 'old' GDI library using the COLOREF structure; it was the same as the 24bit RGB but the 4th byte was labeled 'Reserved' and had to be set to 00 if specified. (I think it defaulted to 00 as well.)

            Later, came, the GDI+ library and .NET; and by that time the alpha camp won out, and the 4th byte became the 'aplha channel.' BUT... they changed the format to ARGB format :
            [C from WinowsSDK::GdiPlusColor.h:beginline 288]

            // Shift count and bit mask for A, R, G, B components
                
                enum
                {
                    AlphaShift  = 24,
                    RedShift    = 16,
                    GreenShift  = 8,
                    BlueShift   = 0
                };
            
                enum
                {
                    AlphaMask   = 0xff000000,
                    RedMask     = 0x00ff0000,
                    GreenMask   = 0x0000ff00,
                    BlueMask    = 0x000000ff
                };
            
            // Assemble A, R, G, B values into a 32-bit integer
                
                static ARGB MakeARGB(IN BYTE a,
                                     IN BYTE r,
                                     IN BYTE g,
                                     IN BYTE b)
                {
                    return (((ARGB) (b) <<  BlueShift) |
                            ((ARGB) (g) << GreenShift) |
                            ((ARGB) (r) <<   RedShift) |
                            ((ARGB) (a) << AlphaShift));
                }
            
            

            Also take note, that HTML/CSS colors conform to ARGB.

            However... when Microsoft, and the W3C switched to ARGB.. others did not.

            OpenGL went with the RGBA format, and did not swap the red and blue, just added the alpha as the 4th byte above the blue, as in the original RGB ( or as in the 'old' GDI 32bit COLORREF with the alpha occuping the 'Reserved' 4th byte.)

            So why am I worrying about this?
            Well, I was 'mixing-in' the standard ruby library Comparble, so Sketchup::Color class objects could be compared to one another, and other objects, ie: integers and arrays that a coder might create for comparison sake. The simplest comparison is at the integer level, and it seemed to me that there was a math bug in the SU Color class.

            So.. it turns out there is NO correct color integer, NOR color array, but instead 4 versions (editions) of each! ( RGB, RGB0, RGBA and ARGB ) The 1st being 24bit/3 element array; the following 3 being 32bit/4 element arrays.

            
            Form  ArrayFmt   HexInteger   Used by;
            RGB   [r,g,b]      0xbbggrr   Win16
            RGB0  [r,g,b,0]  0x00bbggrr   Win32, GDI
            RGBA  [r,g,b,a]  0xaabbggrr   OpenGL
            ARGB  [a,r,g,b]  0xaarrggbb   Win32, GDI+,.NET, HTML/CSS
            Form  bits  (MSB)--Binary Representation--(LSB)
            RGB    24            bbbbbbbb gggggggg rrrrrrrr
            RGB0   32   00000000 bbbbbbbb gggggggg rrrrrrrr
            RGBA   32   aaaaaaaa bbbbbbbb gggggggg rrrrrrrr
            ARGB   32   aaaaaaaa rrrrrrrr gggggggg bbbbbbbb
            
            

            This greatly complicates implementing comparison, which may be why it was not done in the first place.

            Also.. the idea of whether one color is greater or less than another, depends upon your viewpoint. If you like to think of color as having 'frequency magnitude', where red have lower freqs, and blue have higher freqs, than direct comparison of RGBA integers will work for you. On the other hand, most people (scientisits) refer to colors as having 'wavelength magnitude' where the blues have shorter wavelengths, and the colors have longer and longer wavelengths as you appraoch the red. So in the 2nd case you might prefer the ARGB; but a comparison of RGBA integers would give you an opposite result.

            Oh.. we might think why not use a to_hash method and then the comparisons would be able to match up the rgba keys, but to complicate things further there are different types for the values: byteinteger, float 0.0-1.0, percent 0-100%.
            It's looking like it's more trouble than it's worth.

            I'm not here much anymore.

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            • D Offline
              Dan Rathbun
              last edited by 21 Nov 2009, 07:07

              @jim said:

              Sketchup::Color.new

              new can accept a hex value (not string) as the parameter: for example 0xFF0000 (undocumented)

              But, it reverses the red and blue values. Here is a Console session. (bug)

              
              > Sketchup;;Color.new 0xFF0000
              > Color(  0,   0, 255, 255)
              > Sketchup;;Color.new 0x0000FF
              > Color(255,   0,   0, 255)
              > 
              

              ANY numeric input is bugged, no matter Fixnum or Hex or Octal. NOT TRUE... see my next post
              [Console Sesion]

              
              c1 = Sketchup;;Color.new( 255 )
              Color(255,   0,   0, 255)
              # You'd expect (0,0,255,255) ...but
              c2 = Sketchup;;Color.new( 256 )
              Color(  0,   1,   0, 255)
              # that's just plain weird!
              
              

              The color "DarkOrchid" = Hex:#9932CC RGB: 153,50,204
              Using the ColorName all seems to go well on "new"
              [Console Sesion]

              
              c3 = Sketchup;;Color.new("darkorchid")
              Color(153,  50, 204, 255)
              # all OK so far, lets get the integer output...
              c3.to_i
              13382297
              # is that right? Let's see what Ruby says...
              "0x9932CC".hex
              10040012
              # so the .to_i ouput is NOT correct.. 
              #### UPDATE; Ruby returns the correct integer for an ARGB string, ####
              ####  but not the correct integer for an RGBA color, which OpenGL uses.  ####
              # ... but what is integer 13382297 for?
              #### UPDATE; it's for the RGBA color "DarkOrchid"
              #### see the next 2 posts.
              "0xCC3299".hex
              13382297
              # it's for RGB;(204, 50, 153) NOT (153, 50, 204)
              
              

              So.. Sketchup::Color.to_i has the same bug. NOT TRUE... see my next post.
              I'm working on aColor Mixin for the SKX project that ... needs more work.

              I'm not here much anymore.

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              • T Offline
                thomthom
                last edited by 21 Nov 2009, 10:24

                sheeeesh! No wonder it was all confusing. 😆

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

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                • D Offline
                  Dan Rathbun
                  last edited by 23 Nov 2009, 16:13

                  A TEMPORARY fix for dealing with the differing formats of color integers.

                  Adds 4 methods to Integer (and subclasses Bignum and Fixnum.)

                  Get it in the main Ruby Discussion forum, thread:
                  [Ruby Extension] for Sketchup color integers

                  I'm not here much anymore.

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                  • T Offline
                    thomthom
                    last edited by 24 Nov 2009, 09:02

                    PickHelper.path_at
                    PickHelper.depth_at
                    PickHelper.path_at
                    PickHelper.transformation_at
                    All these are described as index 1 being the root element. But that's not in my experience. I was using PickHelper.path_at and PickHelper.transformation_at for one of my scripts where I was drilling down through groups/components. When using PickHelper.transformation_at(1) to get the global positions I would get nil half the time. PickHelper.transformation_at(0) worked instead.

                    Error 404 (Not Found)!!1

                    favicon

                    (code.google.com)

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

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                    • T Offline
                      thomthom
                      last edited by 26 Nov 2009, 15:07

                      PolygonMesh.uv_at
                      http://code.google.com/intl/nb/apis/sketchup/docs/ourdoc/polygonmesh.html#uv_at
                      There are two arguments:
                      PolygonMesh.uv_at(int_index, bool_front)

                      PolygonMesh.uvs
                      http://code.google.com/intl/nb/apis/sketchup/docs/ourdoc/polygonmesh.html#uvs
                      This requires a boolean value as argument.
                      true returns front UV data set.
                      false returns back data set.

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

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                      • T Offline
                        thomthom
                        last edited by 27 Nov 2009, 12:26

                        PolygonMesh.add_polygon
                        http://code.google.com/intl/nb/apis/sketchup/docs/ourdoc/polygonmesh.html#add_polygon

                        I can't seem to add points like the example does.

                        Instead, I must first add each point using PolygonMesh.add_point and then provide PolygonMesh.add_polygon with index values that refers to the points.

                        In general this PolygonMesh seem to have many errors in the description of the methods, arguments and usage. Recommend a closer revising of this section.

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

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                        • T Offline
                          thomthom
                          last edited by 30 Nov 2009, 19:15

                          Entities.fill_from_mesh
                          http://code.google.com/apis/sketchup/docs/ourdoc/entities.html#fill_from_mesh

                          smooth_flags does not default to 0. Seems to default to 12 (soft and smooth)
                          weld_vertices - what does this really do? I can't see any difference in the resulting geometry.

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

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                          • T Offline
                            thomthom
                            last edited by 3 Dec 2009, 22:00

                            Entities.add_faces_from_mesh
                            http://code.google.com/apis/sketchup/docs/ourdoc/entities.html#add_faces_from_mesh

                            @unknownuser said:

                            Returns:
                            faces
                            an array of Face objects if successful

                            In my tests it returns 0 - not an array.

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

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                            • C Offline
                              cjthompson
                              last edited by 4 Dec 2009, 13:12

                              @thomthom said:

                              PolygonMesh.add_polygon
                              http://code.google.com/intl/nb/apis/sketchup/docs/ourdoc/polygonmesh.html#add_polygon

                              I can't seem to add points like the example does.

                              Instead, I must first add each point using PolygonMesh.add_point and then provide PolygonMesh.add_polygon with index values that refers to the points.

                              That's weird. It works just fine for me.

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                              • T Offline
                                thomthom
                                last edited by 4 Dec 2009, 13:21

                                Can you post a quick example?

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

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                                • T Offline
                                  thomthom
                                  last edited by 4 Dec 2009, 13:49

                                  Ah! That's what I tried. Using a normal Array as substitute of Point3D. How odd that this method suddenly don't let you interchange arrays and Point3Ds... 😕

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

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                                  • C Offline
                                    cjthompson
                                    last edited by 4 Dec 2009, 13:57

                                    now I see why it doesn't work with arrays:

                                    
                                    mesh = Geom;;PolygonMesh.new
                                    mesh.add_point([0,0,0])
                                    mesh.add_point([1,0,0])
                                    mesh.add_point([1,1,0])
                                    mesh.add_point([0,1,0])
                                    mesh.add_polygon([1,2,3,4])
                                    Sketchup.active_model.entities.add_faces_from_mesh(mesh)
                                    
                                    

                                    you can use an array to index the points directly (for some reason, starting at 1)!

                                    Can you test whether this is faster than point_at?

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                                    • T Offline
                                      thomthom
                                      last edited by 4 Dec 2009, 14:09

                                      I will see over the weekend. I found some slowness by having to use .add_point and then later use .point_index to build the polygons. building my own hash of Point3Ds and the index I got from add_point was faster.

                                      Hopefully adding points in the add_polygon methods directly will be faster.

                                      Oh yea - the index start at 1 is annoying as well.

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

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                                      • C Offline
                                        cjthompson
                                        last edited by 4 Dec 2009, 15:13

                                        I think I found what your problem is.

                                        This works:

                                        
                                        mesh = Geom;;PolygonMesh.new
                                        mesh.add_polygon(Geom;;Point3d.new(0,0,0),Geom;;Point3d.new(1,0,0),Geom;;Point3d.new(1,1,0),Geom;;Point3d.new(0,1,0))
                                        Sketchup.active_model.entities.add_faces_from_mesh(mesh)
                                        
                                        

                                        This doesn't:

                                        
                                        mesh = Geom;;PolygonMesh.new
                                        mesh.add_polygon([0,0,0],[1,0,0],[1,1,0],[0,1,0])
                                        Sketchup.active_model.entities.add_faces_from_mesh(mesh)
                                        
                                        

                                        EDIT:
                                        You can put the arrays inside of another array to get it to work:

                                        
                                        mesh = Geom;;PolygonMesh.new
                                        mesh.add_polygon([[0,0,0],[1,0,0],[1,1,0],[0,1,0]]) #this works
                                        Sketchup.active_model.entities.add_faces_from_mesh(mesh)
                                        
                                        
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                                        • T Offline
                                          thomthom
                                          last edited by 5 Dec 2009, 21:00

                                          Using .add_points first and using index references for .add_polygon seems faster than using Point3d's.

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

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