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    Draw infinite lines?

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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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