NURBS plugin version 0.1
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Nope did not spot that, and I started work on this because I couldn't find any Sketchup surface builders anywhere.
Thanks for the heads up, guess I'm off the hook thenI'm just gonna wrap this one up into a slightly more wholesome package and direct people to the other version.
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@unknownuser said:
@unknownuser said:
Error Loading File NurbsPlugin.rb > > 127; The specified procedure could not be found. - Init_Nurbs > > C;/PROGRA~2/Google/GOOGLE~1/Plugins/Nurbs.dll
Nurbs.dll is in my plugins folder. Is this v7 only?
That is only Ruby trying to call an initialization command in DLL which doesn't exist, I tried adding some empty ones to get around the error message but nothing fixed it sofar.
This is only the first crack at the plugin, and I see I got alot of corners to trim.
Actually the DLL is NOT a Ruby C extension, so cannot be loaded with
require()
(at this time.)
As it's accessed via theWin32API
class... for now just comment out the line
require 'Nurbs.dll'
as it doesn't do anything anyway. -
Looking thru the CPP file, I dont see anything that couldn't just be written in pure Ruby. (might be slower of course.)
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But if I remove
require()
Win32API doesn't find the file at all... and I'm guessing using a full path would actually fix that.Yes the C++ code is fairly simple, I thought interfacing a working example with Ruby would be simple to make and compute faster, but as it turns out it needs alot of array transformations(which were nibbling away at my sanity) plus the added time cost of those it is very questionable if a direct Ruby compute would be any slower.
And since drawing is the real time hog it doesn't really matter.How is thomthom doing the Bezier Surface? Ruby only?
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@unknownuser said:
But if I remove
require()
Win32API doesn't find the file at all... and I'm guessing using a full path would actually fix that.Yes... normally the DLLs used are system files like user32.dll etc. so the OS knows where to find them.
The default working dir when Ruby starts is the HOME dir...
ENV['USERPROFILE']
but you can save it, change it, use it and restore it.Your also creating a new
Win32API
instance each time that method is called.
It would be simplier to create a reference to the call outside the method:
olddir = Dir.getwd Dir.chdir(File.expand_path(File.dirname(__FILE__))) @nurbs = Win32API.new('Nurbs','nurbs', ["p","p","p"],"L") Dir.chdir(olddir)
then within the method
@nurbs.call(@a,@b,@c)
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@dan rathbun said:
See Fredo6's BezierSpline Plugin plugin for examples.
SO.. was Fredo's utility what you wanted, but could not find it because he didn't use the word "NURBS" ??
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I was looking for a surface builder, don't know if I'm missing something but Fredo's BezierSpline just does 2D curves.
But if there already is any sort of SU surface builder in existance I would love to know about it.
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@unknownuser said:
I was looking for a surface builder, don't know if I'm missing something but Fredo's BezierSpline just does 2D curves.
But if there already is any sort of SU surface builder in existance I would love to know about it.
Now once a surface mesh is created, the built in tools lack power. If ThomThom is working on a mesh editor tool, then you just KNOW it will be a good one!
Add:
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YES! Curviloft is exactly what I wanted, thank you.
Now I can move on to other projects, and it makes this thread/topic obsolete, could someone please remove it?
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Are you sure about removing this?
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I don't mind... the code was way before alpha!
Just a rudimentary example of concept.
Users would be better off using one of the mesh / surface packages from the Plugins forum.
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Exactly, I don't want other users stumbling upon my poor attempts at reinventing water when there are so many well done plugins available.
If I ever get back to finishing this I'll post a new thread, but right now this thread is of no value and should be deleted.
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Dear Mr.K
If you have a C/C++ library containing Surface Nurbs functionality, I am interested to have a look and possibly build the SU GUI around it.
As you noticed, Curviloft (or ExtrudeEdgeByxxx by TIG) are not really Nurbs modelers, but use splines and bezier curves to generate surfaces based on coons, stretching and averaging. Real surfacic Nurbs are more powerful, but for performance reasons the calculations must be done in C. The closest I know to be a real surfacic modeler is
- BezierPatch by Victor Liu
- BezierSurface by ThomThom
- TGI3d (probably based on true Nurbs)
- Artisan by Whaat
- Soap, Skin & Bubble
- FerrariSketch
- maybe others that I am not aware of
If your package includes Nurbs curves only, then it is more something that is today in BezierSpline and that I will definitely include in a more advanced form in the refresh of this plugin.
Thanks
Fredo
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Well I should probably explain that I am not all that knowledgeable in the Spline area, and have no idea if the code I have is real surfacic Nurbs, or what the differences are.
All I really did was shoehorn a C++ NURBS example into a DLL example and made a Ruby interface for it.
And it really shows as I was fruitlessly trying to fix the density error(the surface vertices stretch out at the start and bunches up at the end), suppose to be controllable in the U,V knot vectors but they are built as specified by formulas and any attempt at correction makes it worse.Maybe you have some more insight on this?
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@unknownuser said:
Dear Mr.K
If you have a C/C++ library containing Surface Nurbs functionality, I am interested to have a look and possibly build the SU GUI around it.
Thanks
Fredo
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@unknownuser said:
Exactly, I don't want other users stumbling upon my poor attempts at reinventing water when there are so many well done plugins available.
If I ever get back to finishing this I'll post a new thread, but right now this thread is of no value and should be deleted.
YOU can edit your first post, and remove the file attachments. Put a note to PM you if they are coders and wish to see the latest version.
People are still d/l'ing it. (Some end up leaving beta scripts in their Plugins folder, forever.)
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@unknownuser said:
How is thomthom doing the Bezier Surface? Ruby only?
Currently in Ruby. But once I get things working and I can start profiling I'll probably move some stuff into a C Extension to do the main bulk of the bezier calculations etc.
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