[solved!!]onMouseMove show component instance
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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 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 -
@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 @instancedef 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...
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@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...
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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Do you get any errors in the Ruby Console ?
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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 -
@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
KorbinI was just going to suggest .move! instead of .transform! as it's 'outside of the undo stack'... [honest!]
Glad it's working at last... -
(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.
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Do you need a custom tool? Can you not use model.place_component ?
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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.
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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
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Ok.. you could call:
lastdefn = defn.instances.last
after usingmodel.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 afalse
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. -
Agree 100% with you Dan.
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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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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.
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@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.
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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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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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@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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You must tell SketchUp which face to glue it onto.
You could do that by using a 'pickhelper
' which is activated 'on button up'... which finds the best face-match http://www.sketchup.com/intl/en/developer/docs/ourdoc/pickhelper#picked_face
And then use:
@instance.glued_to=some_face_that_you_specify_from_pickhelper
See http://www.sketchup.com/intl/en/developer/docs/ourdoc/componentinstance#glued_to=
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