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    [solved!!]onMouseMove show component instance

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    • K Offline
      kdasilva
      last edited by

      hmmm i have been testing away and:

      (this is just the one relevant methods)

      
      	def onLButtonDown flags, x, y, view
      		@pt1.pick view, x, y
      		newpt = Geom;;Transformation.new( @pt1.position )
      		puts newpt.origin
      		@insert_tree_1.transform!( newpt )
      		reset
      	end
      
      

      (reset is just @pt1.clear)

      So from my testing I am pretty sure the pick is working because when I just had a new tree put down for every new click it went where it was supposed to. So I started testing the above code, so i could keep better track of what was going on then with the onMouseMove (when it was in onMouseMove it spazzed off really fast is some direction). From the above code I could tell that the first click I do (my tree starts at the origin) it successfully translates to the proper position, however each subsequent click something weird goes on.

      I clicked on the red axis, the tree went to the right spot, I then click on approximately the same distance down the green axis and the tree translated to from what I could tell the intersect of going straight out from the point on the red and the green (my math fails me off the top of my, inst that the the sum of the two points?)...some sort of math went on..

      I tried adding

      
      @insert_tree_1.transform!( [0,0,0] )
      
      

      right before the translation in hopes that it would reset the tree position but I got the same result. So i am lead to believe its a problem with my @pt1? is it perhaps not getting reset? (i use .clear after each click)......

      This is as far as my investigating could get me 😞

      If anyone can shed any light for me it would be appreciated.

      *edit
      Im pretty sure now that it is to do with the my instance variable and the translation.....from what I can tell it is adding its current location before it translates itself...thus why the first translation works because its adding 0,0,0. ....could I subtract the current location from the transformation to cancel this out?? I think I'm just using the method wrong...

      Cheers,
      Korbin

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      • TIGT Offline
        TIG Moderator
        last edited by

        The code should move the instance with the cursor until you click then it stops.
        After that your code needs to add a new instance and start again.
        In initialize() set @instance=nil.
        When you add an instance set it to be @instance [within activate].
        In the mouse-move method add a test at the start like 'return nil if not @instance' - so nothing is done unless @instance is set...
        BUT when you click to place it you run reset which sets @instance=nil again, so it is then fixed where you clicked, reset also runs 'activate' again...
        Repeat adding another instance etc etc...

        TIG

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        • K Offline
          kdasilva
          last edited by

          @tig said:

          The code should move the instance with the cursor until you click then it stops.

          Thank you for continuing to help, and I did implement what you suggested however I still have my main problem which is that, although the code does move the instance with my cursor (or with my clicks in the more controlled testing) it does not move to where the cursor is.....however the transform! method is working it is not simply moving the instance to my cursor...it is moving it in some other weird direction, which I beleive I found out somewhat why in my previous post...however I don't know how to make it not do that 😞

          cheers,
          Korbin

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          • TIGT Offline
            TIG Moderator
            last edited by

            @kdasilva said:

            @tig said:

            The code should move the instance with the cursor until you click then it stops.

            Thank you for continuing to help, and I did implement what you suggested however I still have my main problem which is that, although the code does move the instance with my cursor (or with my clicks in the more controlled testing) it does not move to where the cursor is.....however the transform! method is working it is not simply moving the instance to my cursor...it is moving it in some other weird direction, which I beleive I found out somewhat why in my previous post...however I don't know how to make it not do that 😞
            cheers,
            Korbin
            For example - assuming the component-instance is added and referenced as @instance

            
            def onMouseMove(flags, x, y, view)
              return nil if not @instance ### only works when instance is set
              @ip.pick(view, x, y)
              if @ip != @ip1
                view.invalidate if( @ip.display? or @ip1.display? )
                @ip1.copy!(@ip)
                view.tooltip=@ip1.tooltip
                @instance.transform!(Geom;;Transformation.new(@ip1.position))
              end
            end
            
            

            Later

            
            def onLButtonDown(flags, x, y, view)
              return nil if not @instance
              @ip1.pick(view, x, y)
              if @ip1.valid?
                @instance.transform!(Geom;;Transformation.new(@ip1.position))
                @instance=nil ### un-sets instance
              end
            end
            

            Then reset @instance to another new instance... πŸ€“

            TIG

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            • K Offline
              kdasilva
              last edited by

              @tig said:

              @kdasilva said:

              @tig said:

              The code should move the instance with the cursor until you click then it stops.

              Thank you for continuing to help, and I did implement what you suggested however I still have my main problem which is that, although the code does move the instance with my cursor (or with my clicks in the more controlled testing) it does not move to where the cursor is.....however the transform! method is working it is not simply moving the instance to my cursor...it is moving it in some other weird direction, which I beleive I found out somewhat why in my previous post...however I don't know how to make it not do that 😞
              cheers,
              Korbin
              For example - assuming the component-instance is added and referenced as @instance

              
              > def onMouseMove(flags, x, y, view)
              >   return nil if not @instance ### only works when instance is set
              >   @ip.pick(view, x, y)
              >   if @ip != @ip1
              >     view.invalidate if( @ip.display? or @ip1.display? )
              >     @ip1.copy!(@ip)
              >     view.tooltip=@ip1.tooltip
              >     @instance.transform!(Geom;;Transformation.new(@ip1.position))
              >   end
              > end
              > 
              

              Later

              
              > def onLButtonDown(flags, x, y, view)
              >   return nil if not @instance
              >   @ip1.pick(view, x, y)
              >   if @ip1.valid?
              >     @instance.transform!(Geom;;Transformation.new(@ip1.position))
              >     @instance=nil ### un-sets instance
              >   end
              > end
              

              Then reset @instance to another new instance... πŸ€“

              wow so i was definitely missing a few things...alas put your code in directly, changed the necessary variable names, ...but same result 😞

              When I creep my mouse onto the screen, it will move to my mouse for the very first move...but any subsequent move sends the instance off rapidly in a another direction...is this just a problem for me??

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              • TIGT Offline
                TIG Moderator
                last edited by

                Do you get any errors in the Ruby Console ?

                TIG

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                • K Offline
                  kdasilva
                  last edited by

                  no totally error free BUT..i just made it work by.....(drumroll)... changing .transform!() to .move!()

                  I don't know why it worked...i just did it on a whim, but presto!

                  thanks for all the help, this was driving me crazy...so much thesis to do, but I tend to obsess on things I cant solve.

                  cheers
                  Korbin

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                  • TIGT Offline
                    TIG Moderator
                    last edited by

                    @kdasilva said:

                    no totally error free BUT..i just made it work by.....(drumroll)... changing .transform!() to .move!()

                    I don't know why it worked...i just did it on a whim, but presto!

                    thanks for all the help, this was driving me crazy...so much thesis to do, but I tend to obsess on things I cant solve.

                    cheers
                    Korbin

                    I was just going to suggest .move! instead of .transform! as it's 'outside of the undo stack'... [honest!]
                    Glad it's working at last... πŸ˜„

                    TIG

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                    • Chris FullmerC Offline
                      Chris Fullmer
                      last edited by

                      (I'm not sure that there is a question in this - its more of me just talking out loud).

                      I'm trying to do the same, and I'm getting the problem that once I attache the component to the cursor, then the ip point easily grabs onto the component when the mouse moves. And sine the component is closer to the camera, than the center of the component that is attached tot he cursor, then the ip jumps to the closer position, moving the whole component closer. And repeats. So every time I start move the mouse,t he component gets closer and closer to the camera until it clips out of view, and the mouse can reach geometry in the model to reset the ip back to the model.

                      I have not thought much about this yet, but I was wondering how you guys got it to work? It just doesn't seem to do the trick for me. I was really hoping it would be easy to place a component in the model, and have the component attach to the cursor.

                      Its not the end of the world if it turns out to not work, I don't truly need to show the component.

                      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

                        Do you need a custom tool? Can you not use model.place_component ?

                        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

                          I think I do - I need to know what edge in what group it was placed on so I can break the edge and insert new geometry. I can do all that easy enough if I do it with my own tool. But I'm scared of relying on too many observers. I've had bad luck with them already, and I know you (thom) have had many projects ruined by them.

                          So I think I need my own tool. Its working ok though, I'm actually drawing lines to the viewport that represent the component I'm placing. I can attach that to the mouse easy enough, and it looks pretty cool.

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

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                          • Dan RathbunD Offline
                            Dan Rathbun
                            last edited by

                            Hmmm... would have been nice if the method returned a ref to the newly placed instance (instead of the model object itself*****.) Then you might have been able to easily get the instances origin point and go from there.

                            Just weird that a ref to the placed instance is the obvious preferred return for a method like this. Sometimes I just do not understand how the obvious can be so often overlooked.

                            ***** The API doc is in error when it says it returns nil.

                            I'm not here much anymore.

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                            • Dan RathbunD Offline
                              Dan Rathbun
                              last edited by

                              Ok.. you could call:
                              lastdefn = defn.instances.last
                              after using model.place_component( defn, false )

                              Wait... weirdness, the method returns immediately, BEFORE the instance is actually placed. (It spits out a redraw time to $stdout after the instance is placed.) The move component tool does not exit with a false 2nd arg, but remains in the move tool, and the user could inadvertently move the instance again.
                              It would be nice if this method took a block to be run after the instance was placed.

                              I'm not here much anymore.

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                Agree 100% with you Dan.

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

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                                • F Offline
                                  fatihbarut
                                  last edited by

                                  I think eventhough the title has "Solved" the last solution is missing

                                  Here is one of them.

                                  
                                  model = Sketchup.active_model
                                  ent = model.entities
                                  sel = model.selection
                                  
                                  defn = Sketchup.active_model.definitions
                                  
                                  def onMouseMove(flags, x, y, view)
                                    return nil if not @instance ### only works when instance is set
                                    @ip.pick(view, x, y)
                                    if @ip != @ip1
                                      view.invalidate if( @ip.display? or @ip1.display? )
                                      @ip1.copy!(@ip)
                                      view.tooltip=@ip1.tooltip
                                      @instance.transform!(Geom;;Transformation.new(@ip1.position))
                                    end
                                  end
                                  
                                  def onLButtonDown(flags, x, y, view)
                                    return nil if not @instance
                                    @ip1.pick(view, x, y)
                                    if @ip1.valid?
                                      @instance.transform!(Geom;;Transformation.new(@ip1.position))
                                      @instance=nil ### un-sets instance
                                    end
                                  end
                                  
                                  lastdefn = defn[0] # ! I had just one definition in my component definition list therefor defn[0] worked well for me
                                  model.place_component( lastdefn , false )
                                  
                                  
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                                  • J Offline
                                    Jim
                                    last edited by

                                    As has been discovered already in this thread, you probably want to use @instance.move!(..) rather than .transform!(..) so as not to disturb the Undo stack.

                                    Another idea might be to use the opengl draw commands to draw a proxy object instead of actually moving an Instance with the mouse.

                                    Hi

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                                    • Chris FullmerC Offline
                                      Chris Fullmer
                                      last edited by

                                      @jim said:

                                      Another idea might be to use the opengl draw commands to draw a proxy object instead of actually moving an Instance with the mouse.

                                      That's what I ended up doing, which was disappointing to me, but still looks pretty cool.

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

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                                      • K Offline
                                        kaas
                                        last edited by

                                        I'm trying out several methods for a plugin-user to define a plane. Picking 3 points works but maybe more easy would be to use a component plane thats glues to the underlying objects.

                                        Using the code from this thread I can attach a component-plane to the mouse pointer.

                                        behavior = @plane_def.behavior behavior.snapto = SnapTo_Arbitrary behavior.is2d = true

                                        Adding this code makes the component-plane glue to objects but only outside the ruby code as it seems. The glue works if the component is picked from the component browser OR if the component is added with model.place_component componentdefinition, repeat. Then I would have to add an observer to have the code pick it up again.

                                        Is there any way around this?

                                        edit: changed 'listener' to 'observer'

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                                        • tt_suT Offline
                                          tt_su
                                          last edited by

                                          In addition to changing the behaviour you need to use glued_to= to specify what it should be glued to.

                                          ...or maybe I didn't quite understand what you where asking for..?

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                                          • K Offline
                                            kaas
                                            last edited by

                                            @tt_su said:

                                            In addition to changing the behaviour you need to use glued_to= to specify what it should be glued to.

                                            Hello Thomas, Thanks for your reply.

                                            I want the component to glue to any face in the model, just like a normal glue-ing component would do, if inserted from the component browser.

                                            Funny part is: when using the code below the instance doesn't glue. If I manually pick the component afterwards from the component browser and place it, it does glue...??

                                            def activate
                                            	@model = Sketchup.active_model
                                            	@definitions = @model.definitions
                                            	@entities = @model.entities	
                                                    @ip = Sketchup;;InputPoint.new
                                            	@ipP = Sketchup;;InputPoint.new	
                                            		
                                            	size = 20
                                            	pm = Geom;;PolygonMesh.new
                                            	pm.add_point([-size, -size, 0]) # 1
                                            	pm.add_point([-size, size, 0]) # 2
                                            	pm.add_point([size, size, 0]) # 3
                                            	pm.add_point([size, -size, 0]) # 4
                                            	pm.add_polygon(1,3,2,4)
                                            	
                                            	smooth_flags = Geom;;PolygonMesh;;NO_SMOOTH_OR_HIDE
                                            	mb_rundim_plane_def = @definitions.add("mb_runDimPlane");
                                            	dim_plane = mb_rundim_plane_def.entities.add_faces_from_mesh(pm, smooth_flags)
                                            	behavior = mb_rundim_plane_def.behavior
                                            	behavior.snapto = SnapTo_Arbitrary
                                            	behavior.is2d = true
                                            	
                                            	@instance = @entities.add_instance(mb_rundim_plane_def, ORIGIN)
                                            end # def activate
                                            
                                            def onMouseMove(flags, x, y, view)
                                              @ip.pick(view, x, y)
                                              if @ip != @ipP && @instance
                                                view.invalidate if( @ip.display? or @ipP.display? )
                                                @ipP.copy!(@ip)
                                                view.tooltip=@ipP.tooltip
                                                @instance.move!(Geom;;Transformation.new(@ipP.position))
                                              end
                                            end
                                            
                                            def onLButtonDown(flags, x, y, view)
                                              return nil if not @instance
                                              @ipP.pick(view, x, y)
                                              if @ipP.valid?
                                                @instance.move!(Geom;;Transformation.new(@ipP.position))
                                                @instance=nil
                                              end
                                            end
                                            
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