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    Draw infinite lines?

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    • TIGT Offline
      TIG Moderator
      last edited by

      Or temporarily set the model.bounds +1000m and then make the 'line' ~ that long, so you still see it - it doesn't really need to be 'infinite' - does it πŸ˜•

      TIG

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      • thomthomT Offline
        thomthom
        last edited by

        I just want to draw these infinite guide lines that SU's tools uses some times, like the rotation or protractor tool does.
        So I'm trying to find a way for it to be in 3D so one can see the guidelines in 3d space. Otherwise I'd just use the draw2d methods.

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

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        • fredo6F Offline
          fredo6
          last edited by

          @thomthom said:

          I just want to draw these infinite guide lines that SU's tools uses some times, like the rotation or protractor tool does.
          So I'm trying to find a way for it to be in 3D so one can see the guidelines in 3d space. Otherwise I'd just use the draw2d methods.

          Have a look at what is done in FredoScale protractor tool (for instance for the rotation tool). If this is what you need I can tell you then where is the corresponding code.

          Fredo

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          • thomthomT Offline
            thomthom
            last edited by

            The Rotation (Free) tool?
            Looks to be drawn in the view plane, 2d. ?

            I see you've also remade SU's protractor, I guess this gizmo is something that could be make into a reusable code snippet. I've just reinvented it myself. πŸ˜’

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

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            • fredo6F Offline
              fredo6
              last edited by

              @thomthom said:

              The Rotation (Free) tool?
              Looks to be drawn in the view plane, 2d. ?

              Yes it is 2D (but in the plan of rotation), so the direction is 3D

              @thomthom said:

              I see you've also remade SU's protractor, I guess this gizmo is something that could be make into a reusable code snippet. I've just reinvented it myself. πŸ˜’

              I am afraid many scripters will end up rewriting their own ruby code for mimiquing the standrad SU tools (unless SU publishes some classes).

              fredo

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              • TIGT Offline
                TIG Moderator
                last edited by

                If you want 3D guides why not just use 3D guides [clines] made within the draw command and then erase them when they are no longer needed or on deactivate ? I use this in 2D tools with cpoints etc to let you snap to them on a line you have 'drawn' in temporary graphics but is not really there otherwise; they are collected into an array of entities and they are erased afterwards πŸ˜•

                TIG

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                • thomthomT Offline
                  thomthom
                  last edited by

                  I want them for illustrative purposes, but I don't want my inputpoints to snap to them.
                  Too bad the API lacks this feature.

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

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                  • fredo6F Offline
                    fredo6
                    last edited by

                    @thomthom said:

                    Given a 3d vector, does anyone have any idea of drawing an infinite line using the view.draw* methods?

                    Tom,

                    Attached is a small code snippet (extracted and adapted from LibFredo6) which computes the 2D line simulating an infinite line in 3D.

                    Say you have 2 points in 3D space: pt1_3d and pt2_3d.

                    Based on the current view, you can compute the line in 2D representation
                    pt1, pt2 = infinite_line(view, pt1_3d, pt2_3d)

                    Then you just have to draw it
                    view.draw2d GL_LINE_STRIP, pt1, pt2

                    Of course, because the view can be altered by zooming and orbiting, you need

                    • either to do the computation within the draw method of the Tool
                    • compute it once and then only on each resume events

                    Fredo


                    Not a script - only code inside

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                    • Dan RathbunD Offline
                      Dan Rathbun
                      last edited by

                      You have the first point ( pt1 ) a Geom::Point3d object.
                      How about using Geom::Point3d.offset like so: (not tested)
                      vec is some vector you set

                      
                      len = model.bounds.diagonal * 2
                      pt2 = pt1.offset( vec, len )
                      xytl=view.corner(0) # topleft  an [x,y] Array
                      xybr=view.corner(3) # botright an [x,y] Array
                      xyp2=view.screen_coords(pt2) # a Point3d (ignore z value)
                      until not(xyp2.x.between?(xytl.x,xybr.x) and xyp2.y.between?(xytl.y,xybr.y))
                        len += len  # double the length
                        pt2 = pt1.offset( vec, len ) # get a new pt2
                        xyp2=view.screen_coords(pt2) # get it's new coords
                      end
                      view.draw_polyline( pt1, pt2 )
                      
                      

                      @unknownuser said:

                      Of course, because the view can be altered by zooming and orbiting, you need

                      • either to do the computation within the draw method of the Tool
                      • compute it once and then only on each resume events
                        Same goes for my example. Recompute pt2 onResume.

                      I'm not here much anymore.

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        What if you are able to calculate the vanishing point?

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

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                        • fredo6F Offline
                          fredo6
                          last edited by

                          @thomthom said:

                          What if you are able to calculate the vanishing point?

                          This is a good idea.
                          This will allow also to use view.draw_line method and have the line be fully embedded in the 3D model (i.e. not visible when it crosses solids).

                          Of course, one need to compute this vanishing point based on the perspective view. In principle, offsetting by a distance of 1 million miles should make it!

                          Fredo

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            Might still be an issue, you need to use the Tool's getExtent method to return a Boundingbox big enough. But if you do that you cause the OpenGL clipping.

                            I've been trying to search for how it's generally done, infinite lines, and I think that they are drawn with special instructions in order to create such projection...

                            Not sure though... but this infinite line thing is bugging me!

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

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              @unknownuser said:

                              Of course, one need to compute this vanishing point based on the perspective view. In principle, offsetting by a distance of 1 million miles should make it!

                              And... what if the view is parallel...?

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

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                              • fredo6F Offline
                                fredo6
                                last edited by

                                @thomthom said:

                                @unknownuser said:

                                Of course, one need to compute this vanishing point based on the perspective view. In principle, offsetting by a distance of 1 million miles should make it!

                                And... what if the view is parallel...?

                                I mean if you have a point and a direction, I guess that by offsetting the point by a huge distance will make the line looks infinite. This should be independent of the view.

                                Fredo

                                PS: do you wish to create a physical line or just draw it in a view?

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                                • TIGT Offline
                                  TIG Moderator
                                  last edited by

                                  Two 'infinite' parallel lines that are in fact only a few km long will appear to have a common end-point in the far distance... simply because both of their end-points will use the same screen-pixel - so they'll look like they spring from a common point BUT are actually parallel and will not.
                                  Isn't it pointless to worry about this infinity-ness, provided that they 'appear' infinitely long ?

                                  TIG

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    @tig said:

                                    Isn't it pointless to worry about this infinity-ness, provided that they 'appear' infinitely long ?

                                    Yes, that is what I try to do. Draw a line that appear to be infinite - that i ends in the SU horizon. Like the protractor tool does when you rotate. Or like an Guide Line does.

                                    I was thinking that if you could calculate where the projection meet, you could then use that as a measurement of how long the line should be, provided you could work out what the screen point represented in world coordinates.

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

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