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[Plugin] Hatchfaces (v1.8 beta) UPDATED 15-Dec-2012

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  • J Offline
    jolran
    last edited by 22 Jul 2011, 12:27

    Hmm interesting.. I get the same result. Very disturbing. This must be fixed I agree!

    I was thinking of modifying TIG's script later on so it will copy lines in 2 directions, from center-> out. Or at least be aligned from center. Maybe that will take care of things. Although I have the feeling it has something to do with how the diagonal is created and vector comparison. Eg that it has to do with vertices 0 and 1 (vectorcreation). Depending of how the boundingbox is created, those points will be on different positions.

    At the moment I'm trying to fix the crosshatching(having some difficulties), so I will look at this later.

    Thank you Sergey for experimenting and notifying this!

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    • T Offline
      TIG Moderator
      last edited by 22 Jul 2011, 14:38

      Currently the hatching's rotation is calculated relative to the vector formed by the face's first edge - and this is clearly variable.
      A consistent and simple way would be to make it relative the the X-axis that has been transformed to lie on the face.plane ???

      TIG

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      • T Offline
        TIG Moderator
        last edited by 22 Jul 2011, 15:42

        At the moment the ;reference-edge' is actually the vector from the face's fist vertex to the second vertex.
        This bound to be on the face.plane as all vertices are coplanar.
        To make another vector to use instead you can make that vector and project it onto the face.plane and use that... So
        p0=face.vertices[0].position p1=p0.clone p1.x=p1.x+1 p1=p1.project_to_plane(face.plane) vector=p0.vector_to(p1)
        This projects the equivalent of a vector [1,0,0] onto the face's plane...
        That vector can now be used to base the hatch angle upon...

        TIG

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        • J Offline
          jolran
          last edited by 22 Jul 2011, 15:43

          He he. This is bothering me badly. Most annoying.
          One of my first ideas when I thought about this plugin was to let the user select from a scroll list, Front, Right, Left Back view etc, and have determined pt from bounds according to selection. That of course is not a flexible and smart solution. But maybe viable? Will be troublesome for in between angles.. It's not a good solution...

          @unknownuser said:

          relative to the vector formed by the face's first edge

          Oh, yeah that's right 😳

          @unknownuser said:

          A consistent and simple way would be to make it relative the the X-axis that has been transformed to lie on the face.plane ???

          Do you mean create edge first on X and move to face.plane?

          Or maybe select a reference edge as Sergey idea?

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          • J Offline
            jolran
            last edited by 22 Jul 2011, 16:09

            Hmm, no? I must have gotten it wrong. Doesent work in Y,Z axis.

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            • J Offline
              jolran
              last edited by 22 Jul 2011, 16:19

              Genious TIG!

              I think I got it right. It work for me in a few tests.

              Like this, no?

              pt=face.vertices[0].position
                    p1=pt.clone
                    p1.x=p1.x+1
                    p1=p1.project_to_plane(face.plane)
                    ve=pt.vector_to(p1)
                    bb=face.bounds
                    di=bb.diagonal
                    po=pt.clone
              

              I mean is that correct for an update, cause this problem is(was) irritating.

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              • T Offline
                TIG Moderator
                last edited by 22 Jul 2011, 17:15

                You need to trap for the case when the X-axis is parallel with the palne and then use another axis - i.e. offset the y instead of the x value of p1...
                To do this get the n=face.normal and then use the alternative vector [offset in y] if n.x.abs==1 or n.z.abs==1
                etc...

                TIG

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                • J Offline
                  jolran
                  last edited by 22 Jul 2011, 17:24

                  Hmm I will try..

                  Where do you learn all these commands?? πŸ˜„ It feels like I'm missing some information source(exept from this forum).

                  BTW won't there be a conflict of axes if one for ex. have a face rotated 45 degrees?

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                  • T Offline
                    TIG Moderator
                    last edited by 22 Jul 2011, 17:34

                    No.
                    The problem arises if you try to project a p1 onto a face with a plane that is square to the x-axis or flat to it, as that p1 is then back on p0 and the vector can't have a zero length!

                    TIG

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                    • J Offline
                      jolran
                      last edited by 22 Jul 2011, 18:06

                      @unknownuser said:

                      vector can't have a zero length!

                      That I can understand. Alright, I will have a go at it. I'm not sure a fully grasp this 😳
                      This is more and more your plugin, it's starting to be too complicated for me. My level is more icons and stuff.
                      Maybe one day I can contribute more.

                      Thanks for your invaluable help TIG πŸ‘

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                      • K Offline
                        kyyu
                        last edited by 22 Jul 2011, 21:35

                        @jolran said:

                        Hmm I will try..

                        Where do you learn all these commands?? πŸ˜„ It feels like I'm missing some information source(exept from this forum).

                        You have to learn the ruby language itself. I'm lacking in this area, too.

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                        • J Offline
                          jolran
                          last edited by 23 Jul 2011, 07:03

                          @unknownuser said:

                          You have to learn the ruby language itself

                          Yeah, you are right. Working on that.

                          Good news is the code seams to be working for sorting irregular faces and hatching.

                          
                                p1=pt.clone
                                p1.x=p1.x+1 # X value = x axis needs to be replaced if using another axis
                                
                                p1=p1.project_to_plane(face.plane)
                                ve=pt.vector_to(p1)
                                bb=face.bounds
                                di
                          

                          So something like this does not do the trick yet. Will work on it..

                           p1.each {|e|e.z+1 if face.normal.z.abs==1
                                e.x+1 if face.normal.x.abs==1
                                e.y+1 if face.normal.y.abs==1}
                          
                          
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                          • T Offline
                            TIG Moderator
                            last edited by 23 Jul 2011, 09:44

                            Read this and try to understand...

                            p0=face.vertices[0].position
                            p1=p0.clone
                            if face.normal.x.abs>0.9999
                              p1.y=p1.y+1
                            else
                              p1.x=p1.x+1
                            end#if
                            p1=p1.project_to_plane(face.plane)
                            ve=p0.vector_to(p1)
                            ### etc
                            

                            This should always result in a 've'ctor with a non=zero length.
                            To test it set up a cube and test add temporary 'puts' into the code after ve=
                            puts face.normal puts ve.length πŸ€“

                            TIG

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                            • J Offline
                              jolran
                              last edited by 23 Jul 2011, 11:54

                              Wow, thanks! So if I understand it correctly one do only need to compare x to y to get the required results. Where if>0,9999 switches to other axis-comparison=under1? Clever.

                              It works for faces without holes if I switch values p0 to pt, with your last posted code.
                              Or do you mean p0 to be po, (typo)? Cause that is a whole different thing. That does not makes sence though, wonder why I think that...

                              I will try that meanwhile..Se if holes get fixed.

                              po=pt.clone:

                              ps=pt.offset(vp)
                                      pe=pt.offset(vp.reverse)
                                      gents.add_line(ps,pe)
                                      pt.offset!(vs,spacing)
                                      ps=po.offset(vp)
                              etc
                              
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                              • J Offline
                                jolran
                                last edited by 23 Jul 2011, 12:37

                                Anyway heres how I implemented your code, between ents erase(facestogo) and intersection. It does not work on faces with holes, as mentioned.
                                Is there a clash with 2 pt.clones? Maybe I HAVE put your code in wrong places. I will continue..

                                bb=face.bounds
                                      di=bb.diagonal
                                       pt=face.vertices[0].position
                                        p1=pt.clone
                                     if face.normal.x.abs>0.9999
                                      p1.y=p1.y+1
                                     else
                                      p1.x=p1.x+1
                                     end#if
                                      p1=p1.project_to_plane(face.plane)
                                       ve=pt.vector_to(p1)
                                        po=pt.clone
                                      tr=Geom;;Transformation.rotation(pt,face.normal,@angle.degrees)
                                       vp=ve.transform(tr)
                                        vp.length=di*2
                                         vs=face.normal.cross(vp) #spacing vector perpendicular to hatch line
                                         tot=0
                                      until tot>=di*2
                                        ps=pt.offset(vp)
                                         pe=pt.offset(vp.reverse)
                                          gents.add_line(ps,pe)
                                           pt.offset!(vs,spacing)
                                            ps=po.offset(vp)
                                           pe=po.offset(vp.reverse)
                                          gents.add_line(ps,pe)
                                         po.offset!(vs.reverse,spacing)
                                        tot=
                                
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                                • J Offline
                                  jolran
                                  last edited by 23 Jul 2011, 12:48

                                  May have found something? Commented out the last parts. Line hatching and intersection.
                                  The results of faces with holes is a group(clone) with reversed face? Faces without holes is created as expected.
                                  Since using face.normal that might (in my theory logic) pose some trouble?

                                  Updated Hmmm, no. Grr. Did not matter if faces was reversed or not. Problem remains..

                                  This code reverses the faces anyway.
                                  Could be useful later on, but it will reverse ALL faces, wich is not useful right now. Faces without holes do not need reversing.

                                  faces2=[]
                                        gents.each{|e|faces2 << e.reverse! if e.class==Sketchup;;Face
                                  
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                                  • T Offline
                                    TIG Moderator
                                    last edited by 23 Jul 2011, 14:14

                                    Perhaps instead of pt=face.vertices[0].position it might be better to use pt=face.outer_loop.vertices[0].position

                                    TIG

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                                    • J Offline
                                      jolran
                                      last edited by 23 Jul 2011, 14:21

                                      It does not work 😞

                                      However i noticed that "face" entity gets erased after erase(facestogo) if it has holes in it. Not if it's a square for ex!

                                      I used puts face after loop face erasing..

                                      So do face.plane have something to refere to when there are holes? Or is the variabel set earlier?

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                                      • T Offline
                                        TIG Moderator
                                        last edited by 23 Jul 2011, 14:27

                                        Erase the faces after you've set the points/vector etc - you can't get the plane or normal of an erased face!

                                        TIG

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                                        • J Offline
                                          jolran
                                          last edited by 23 Jul 2011, 14:30

                                          AHA!!

                                          So even if I am stupid enough to make that misstake, I noticed that in fact that was the error going on?

                                          I'm making progress!! πŸ˜„

                                          Thanks TIG. I will try to fix it.

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