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    [Plugin] Loose Geometry to Groups (Updated August 28, 2009)

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    • thomthomT Offline
      thomthom
      last edited by

      I didn't have a time to look properly at it. But I got one suggestion; put your code into modules. That way you reduce the risk of problems with other rubys.

      And I'm not 100% sure here, but I think the require statement should be outside your method.

      
      #loose2groups.rb
      #Chris Fullmer
      #v1.0 Jan 28th, 2009
      #Please use and distribute, but do not sell this script.
      #Released to the Sketchucation.com website first. Go there
      #to find updates (if there are any).
      
      require 'sketchup.rb' # (!) note that this was moded
      
      module ChrisFullmerUniqueModuleName # (!) pick the name you find fit which is likely to be unique
      def make_groups
      
      model = Sketchup.active_model
      entities = model.active_entities
      entity = entities[0]
      entity_counter = 0
      
      while entity_counter < entities.length
        entity = entities[entity_counter]
        if entity.typename == ("Edge" or "Face")
      	ents = entity.all_connected
      	group = entities.add_group(ents)
      	entity_counter = 0
        else
      	entity_counter = entity_counter + 1
        end
      end
      end
      end # (!) End Module
      
      if( not file_loaded?("loose2groups.rb") )
        UI.menu("Plugins").add_item("Loose Geometry to groups") { make_groups }
      end
        file_loaded("loose2groups.rb")
      
      

      Here's a suggestion. I maked the changed by appending # (!) at the end of the lines.

      Thomas Thomassen — 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

        Great! Thanks thomthom. I've got the require sketchup line moved outside of the main method now.

        Now for modules. I don't entirely understand classes, modules, and mathods. I thought that since I had put everything into a method that it would be insulated from all other scripts. So I also need to wrap it in a module. I've re-read Rick's warning post and it says:

        @rickw said:

        1. Encapsulate methods in a Module or a Class - within a class, you don't have to worry about method naming conflicts, and within a module, you can be less careful about both class and method names.

        I'll try to read-up on modules and classes. Thanks for the advice. I'll make those important changes right now!

        Chris

        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

          Classes are objects. Modules are like namespaces.

          While the stuff inside your method was insulated from everything else, your method wasn't. If another ruby had a method with the name of make_groups (not a very unlikely name) there'd be a conflict.

          Use Modules to group and isolate code. Use classes when you need new objects.

          Thomas Thomassen — 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

            ok, updated to be inside of its own module. I also updated the code in the first post so its current. Now if I wanted to access a method in this script from another script, what would be the syntax. Is it possible? Or would I have to have made it a class instead of a module?

            Chris

            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

              
              module SomeModuleName
              def make_groups 
                  ...
              end
              
              def foo_bar
                  # lets call the other method
                  make_groups
              end
              end # module end
              
              SomeModuleName;;make_groups # prefix with SomeModuleName;; to access stuff inside
              
              

              For classes, methods needs to be prefixed with self. inside the class. http://sidtalk.wordpress.com/2008/10/06/what-exactly-is-ruby-self/

              Thomas Thomassen — 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

                EDIT: I don't need to bump the thread, but I wanted to say that I fixed the problem I was having below. I had to make the module name start with an uppercase letter, and then define the method as "def Modulename.methodname" format. So its all better now. Thanks!

                Bummer, I think the module bit didn't work. I am getting this error:

                Error Loading File loose2groups.rb
                C;/Program Files/Google/Google SketchUp 7/Plugins/loose2groups.rb;12; class/module name must be CONSTANT
                

                And here is the code to my plugin:

                #loose2groups.rb
                #Chris Fullmer
                #v1.0 Jan 28th, 2009
                #Please use and distribute, but do not sell this script.
                #Released to the Sketchucation.com website first. Go there
                #to find updates (if there are any).
                #History v1.1 added a single Undo command for entire script.
                #History v1.2 wrapped it all into a module
                
                require 'sketchup.rb'
                
                module clf_loose_groups
                def make_groups
                
                model = Sketchup.active_model
                entities = model.active_entities
                entity = entities[0]
                entity_counter = 0
                model.start_operation "Make Groups"
                
                while entity_counter < entities.length
                  entity = entities[entity_counter]
                  if entity.typename == ("Edge" or "Face")
                    ents = entity.all_connected
                    group = entities.add_group(ents)
                    entity_counter = 0
                  else
                    entity_counter = entity_counter + 1
                  end
                end
                model.commit_operation
                end
                end 
                if( not file_loaded?("loose2groups.rb") )
                  UI.menu("Plugins").add_item("Loose Geometry to groups") { make_groups }
                end
                  file_loaded("loose2groups.rb")
                

                Thanks folks,

                Chris

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

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                • R Offline
                  RickW
                  last edited by

                  Chris,
                  Congrats on your first script! Way to jump in and make things happen 😄
                  Regarding classes and understanding them a little bit more - they are like the framework for objects. They contain the rules for behavior and parameters. When you want one of those objects, you create an instance of it. That instance will behave like other instances that share similar parameters.

                  I created this (overly simple) example a long time (5 years) ago, on the old SketchUp forum. Perhaps it will help.

                  As for understanding modules, let's continue with the Ball class. I like playtime with my 15-month-old son. He has several toy balls that he plays with. With him in mind, I would write the Ball class as in my linked example.

                  On the other hand, my wife loves to dance. With her in mind, I would write a Ball class like this:

                  class Ball
                    def initialize
                      #code goes here
                    end
                  
                    def music=(style)
                      #code goes here
                    end
                  
                    def orchestra_size=(i)
                      #code goes here
                    end
                  
                    def refreshments=(good_eats)
                      #code goes here
                    end
                  
                  end # class Ball
                  
                  strictly_ballroom = Ball.new
                  strictly_ballroom.orchestra_size=50
                  strictly_ballroom.refreshments=["caviar","champagne","cheese","foie gras","hot wings"]
                  etc...
                  

                  The problem is that both classes have the same name, but different methods and uses. A toy ball isn't likely to need refreshments or an orchestra size, and a grand ball with dancing and an orchestra isn't likely to be inflated or inclined to bounce. Yet if both files were loaded, a bizarre merger would occur where one could see bouncing ballrooms and round rubber toys stuffed with hors d'oeuvres. That's where modules come into play.

                  module Toys
                    class Ball
                      ...etc
                    end
                  end
                  
                  module Parties
                    class Ball
                      ...etc
                    end
                  end
                  
                  bouncyball = Toys;;Ball.new
                  grandball = Parties;;Ball.new
                  

                  This significantly cuts down on the possibility of conflicting classes and methods, but even then, selecting a unique module name is important.

                  RickW
                  [www.smustard.com](http://www.smustard.com)

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                  • J Offline
                    Jim
                    last edited by

                    Chris,

                    I just saw this - it doesn't do what you think it does.

                    if entity.typename == ("Edge" or "Face")
                    

                    What does the right-hand-side of the evaluate to?

                    You need to write it like this:

                    
                    if entity.typename == "Edge" or entity.typename == "Face"
                    

                    or perhaps even this:

                    
                    if( %w(Edge Face).include?(entity.typename))
                    
                    

                    Hi

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                    • Chris FullmerC Offline
                      Chris Fullmer
                      last edited by

                      Hmm, what does what I wrote do then? It seems to work. I was thinking that it would evaluate to a true or false depending if the typename was edge,face,component, or group (Edge or face = true, group or component = false). It seems to be working in the code, but I'm sure its just dumb luck and will probably fail in circumstances I have not tested. I'll re-write like your first example (because I don't follow what's happening in the 2nd example 😆 ). I need to look at what %w is. Thank you so much for taking the time to read through the script Jim,

                      Chris

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

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                      • Chris FullmerC Offline
                        Chris Fullmer
                        last edited by

                        ok, I think I'm getting the problem with what I wrote. I want an IF statement to essentially boil to down "if true"

                        but my code

                        if entity.typename == ("Edge" or "Face")
                        

                        is evaluating down (over the 3 steps I've written out)

                        "if entity.typename == (true)"
                        
                        if face == true
                        
                        if false
                        

                        So I should be getting a false no matter what the 2nd half of the evaluate is, since neither true nor false == face. Am I understanding the logic flow there correctly?

                        Chris

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

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                        • J Offline
                          Jim
                          last edited by

                          Sorry, I tried to be too clever in my last example...

                          this:

                          
                          ("Edge" or "Face")
                          
                          

                          always returns "Edge" so your comparison always boils down to

                          
                          if entity.typename == "Edge"
                          
                          

                          which works just fine since all_connected will pick up any connected faces.

                          Hi

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                          • Chris FullmerC Offline
                            Chris Fullmer
                            last edited by

                            Ohh! That makes so much sense now. I was wondering why it was working, but that explains it. But yes,it was not doing what I thought it was doing. Thanks for clearing that up Jim.

                            Chris

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

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                            • M Offline
                              mimnbazhq
                              last edited by

                              😄

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                              • Chris FullmerC Offline
                                Chris Fullmer
                                last edited by

                                This script had a bug that I updated. I also added a counter to the status bar so that you can see the script in action. It counts the entities as it processes them so you know where it is in the process (though it is possible that the Sketchup user interface might freeze and quite showing the counter while processing large selections).

                                version 1.2 2009-08-28

                                • Fixed a major bug where the script was not working with selections.
                                • Fixed some internal coding that might make it slightly faster.
                                • Added an entity counter to the Status Bar so you can see the script working.
                                • Changed the Undo title from "Make groups" to "Loose to Groups" (this is the title that you see in the Edit > Undo command).

                                This is script is located on smustard.com at:

                                favicon

                                (www.smustard.com)

                                Chris

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

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                                • bagateloB Offline
                                  bagatelo
                                  last edited by

                                  Hi Chris Fullmer

                                  Great plugin, it is very usefull.

                                  Would the plugin be possible to make components instead of groups??

                                  While the cat's away, the mice will play

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                                  • TIGT Offline
                                    TIG Moderator
                                    last edited by

                                    Just edit it when the group is made and group.to_component ?

                                    TIG

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                                    • Chris FullmerC Offline
                                      Chris Fullmer
                                      last edited by

                                      Yup, add that line:

                                      group.to_component

                                      in between lines 82 and 83 - so right after this line:

                                      group = @entities.add_group(to_group)

                                      Its near the bottom of the scipt. about 25 lines up from the bottom.

                                      Chris

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

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                                      • bagateloB Offline
                                        bagatelo
                                        last edited by

                                        works very whell, thanks

                                        Add in menu plugin this option


                                        Add in menu plugin this option

                                        While the cat's away, the mice will play

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          Chris, why are you splitting the geometry processing into chunks of 1000? Is it to speed up creation?
                                          do you not risk splitting groups of loose geometry?

                                          Thomas Thomassen — 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

                                            Thom, yes it was an attempt to speed things up. I do not think it helped at all. I can't look at the code right now, but I was thinking that I done something to make sure I did not split up geometry......but its also possible I did not think of that 😳

                                            Chris Fullmer

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

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