sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    How do you move vertices?

    Scheduled Pinned Locked Moved Developers' Forum
    24 Posts 4 Posters 1.1k Views 4 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • T Offline
      todd burch
      last edited by

      Is this what you mean?

      
      require 'sketchup.rb' 
      
      am = Sketchup.active_model ; 
      
      # Make a face, and tilt it some 
      
      p1 = Geom;;Point3d.new(0,0,0) ; 
      p2 = Geom;;Point3d.new(10,0,5) ; 
      p3 = Geom;;Point3d.new(10,10,5) ; 
      p4 = Geom;;Point3d.new(0,10,0) ; 
      
      am.entities.add_face(p1,p2,p3,p4) ; 
      
      # find the face just created 
      # call it "oface", for "original face" 
      
      oface = nil ; 
      am.entities.each {|ent| if ent.is_a? Sketchup;;Face then oface = ent ; break; end }
      
      # point it "up" so it won't be inside out or upside down 
      oface.reverse! if oface.normal.z < 0 ; 
      
      # save the orignal face's normal before we extrude it
      normal = oface.normal ; 
      
      # extrude it 
      oface.pushpull(10) ;
      
      # find the opposite face with the same normal as the original face 
      # call it "nface" for "new face"
      
      nface = nil ; 
      am.entities.each {|ent| 
      	next if !(ent.is_a? Sketchup;;Face) 
      	next if (oface==ent) ; 
      	next if (normal != ent.normal)
      	nface = ent ; 
      	break 
      }
      
      # nface is the face we want to scale.  
      # Find it's center point 
      
      cp = Geom;;Point3d.new( nface.bounds.center ) ; 
      
      # A uniform scaling transformation about a point 
      scale_t = Geom;;Transformation.scaling( cp, 0.5) ; 
      
      am.entities.transform_entities(scale_t, nface) ; 
      
      
      
      

      (edited: forgot to add the normal check in the loop to find the opposite face)

      1 Reply Last reply Reply Quote 0
      • thomthomT Offline
        thomthom
        last edited by

        Thanks Todd. I'll dig into this when I get back from work today.

        One thing, when you created the face, you then searched for it afterwards:

        am.entities.add_face(p1,p2,p3,p4) ;
        
        # find the face just created
        # call it "oface", for "original face"
        
        oface = nil ;
        am.entities.each {|ent| if ent.is_a? Sketchup;;Face then oface = ent ; break; end }
        

        Why not not use the return value of add_face? Is it not reliable?

        oface = am.entities.add_face(p1,p2,p3,p4) ;
        

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

        1 Reply Last reply Reply Quote 0
        • T Offline
          todd burch
          last edited by

          That's how I originally coded it, but I changed it and don't remember why now. You are right, that would have been simpler.

          1 Reply Last reply Reply Quote 0
          • Chris FullmerC Offline
            Chris Fullmer
            last edited by

            Hey Todd, the example you gave me worked great (as expected)! I am wondering if there is an easier way to located the push/pulled face though. I tried

            new_face = orig_face.pushpull length

            And I was hoping thay would return the name of the new face, but it doesn't. I think it returns a true/false status or something.

            So is there a built in way to get the name of the newly created face? In my actual model, I have lots of faces that will be parallel, so just comparing normals does not quite do it in practice. So if there is no built in way to get the name of the newface, I'll play around with how to compare vertices or edges of the original face to the push/pulled distance and see if I can find the face that way.

            Thanks so much Todd! (and thanks for letting me piggy back on your transformation thread Thom!)

            Chris

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

            1 Reply Last reply Reply Quote 0
            • thomthomT Offline
              thomthom
              last edited by

              hm.. if you do a pushpull on a face, and do not create a copy of the starting face, you still have a reference to it.

              
              sel = Sketchup.active_model.selection
              someFace = sel[0] # Assuming it's a face
              sel.clear
              someFace.pushpull(100)
              sel.add someFace # someFace still refers to your original face
              
              

              If you create a copy of the starting face I can see it being a problem though.

              someFace.pushpull(100, true)
              

              I suppose you could traverse the connected faces of your original face.

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

              1 Reply Last reply Reply Quote 0
              • Chris FullmerC Offline
                Chris Fullmer
                last edited by

                Oh yes, I did not specify. I do need to make a copy of the face when I push.pull. I think I have some ideas of how to find that face using the distance I pushpulled and vertices or edges locations or something. I was hoping there was an easier way though πŸ˜„

                ok, question about when and why to create a method. So lets say I do write code that does the above for me. Is that an example of something that might be nice to write as its own method that I could call anytime I wanted to find the newly created push.pulled face? Because for example, I have 6 different ways that I might create that face, so there are 6 places in my code that I might have to write out the test to find the name of the new face. Is that a good reason to write it as its own method? So instead of re-writing it, I can just call the method, pass the original face name and the pushpull distance into the method and make it return the new face name?

                Chris

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

                1 Reply Last reply Reply Quote 0
                • thomthomT Offline
                  thomthom
                  last edited by

                  Yes. That's when you want a method. You don't want code doing the same thing multiple places. You'll eventually forget to update all occurrences.

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

                  1 Reply Last reply Reply Quote 0
                  • thomthomT Offline
                    thomthom
                    last edited by

                    An idea to find the new push pulled face:

                    
                    # get a face
                    myFace = Sketchup.active_model.selection[0]
                    
                    # build an array of the currently connected faces
                    connected_faces = []
                    myFace.edges.each { |edge| connected_faces += edge.faces }
                    connected_faces.uniq!
                    
                    # push/pull
                    myFace.pushpull 100, true
                    
                    # find the new faces connected to our face
                    new_faces = []
                    myFace.edges.each { |edge| new_faces += edge.faces }
                    new_faces.uniq!
                    # eliminate the ones we had before
                    side_faces = new_faces - connected_faces
                    
                    # find the new push/pulled face
                    opposite_face = get_opposite_face(side_faces[0], myFace)
                    
                    # find the opposite face
                    def get_opposite_face(connected_face, original_face)
                      # We take one of the side faces,
                      # loop through all it's edges,
                      # until we find a face that has the same normal
                      # as our original face.
                      connected_face].edges.each { |edge|
                        edge.faces.each { |face|
                          if face != original_face && (face.normal == original_face.normal || face.normal.reverse == original_face.normal)
                              return face
                          end
                        }
                      }
                      return nil # method failed
                    end
                    
                    

                    Note: code not tested.

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

                    1 Reply Last reply Reply Quote 0
                    • T Offline
                      todd burch
                      last edited by

                      Chris and Thom, I think I've posted maybe 6 times (in different forums) how to reliably get the new face. The process boils down to using set arithmetic on arrays.

                      • Basically, take an inventory of your active_entities.
                      • Perform the push pull. In the simplest form of push pull, you get a minimum of 4 new faces and 6 new edges (the case when you extrude a triangle), perhaps thousands of new faces and edges.
                      • Subtract the initial inventory of entities from the now current active_entities and that result is all the new geometry created.
                        Now, you can weed through the result to find the geo you want to work with.

                      If you can find it via distance, good luck, and I hope you don't run into a pre-existing face at the same distance. I would like to see .pushpull return an array of newly created edges and faces, with the opposite face listed first.

                      @Chris - a terminology thing: we're not dealing with "names" of faces. We're dealing with Object References. No, there is no built in method. When you .pushpull, you will ONLY EVER get one face with the same normal.

                      Todd

                      1 Reply Last reply Reply Quote 0
                      • thomthomT Offline
                        thomthom
                        last edited by

                        Thanks Todd.
                        Seems that I wasn't too far of.

                        @unknownuser said:

                        I would like to see .pushpull return an array of newly created edges and faces, with the opposite face listed first.

                        I second this.

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

                        1 Reply Last reply Reply Quote 0
                        • Chris FullmerC Offline
                          Chris Fullmer
                          last edited by

                          @unknownuser said:

                          I would like to see .pushpull return an array of newly created edges and faces, with the opposite face listed first.

                          That would be great.

                          That makes sense to compare and subtract, then find the leftover entity with the normal that matches the original face. That did not cross my mind to search that way. Thanks guys! I'll post it when I get it written (probably after work or during lunch).

                          @unknownuser said:

                          @Chris - a terminology thing: we're not dealing with "names" of faces. We're dealing with Object References.
                          Oops, I'll work on my terminology πŸ˜„

                          Chris

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

                          1 Reply Last reply Reply Quote 0
                          • Chris FullmerC Offline
                            Chris Fullmer
                            last edited by

                            ok, here is the code I put together based on your guys comments. It gets all geometry before pushpulling, then all geometry after pushpulling and does a subtraction, leavin just the new stuff. Then searches through that for a face with a normal == to the original face's normal. Thanks for the help on this. Now I can do a uniform scale on the new face. So I'll incorporate it all into my greeble script later today I hope. Thanks!

                            model = Sketchup.active_model
                            entities = model.selection
                            # Initialize my Arrays
                            existing_ents = []
                            current_ents = []
                            new_ents = []
                            # Define existing entities and then push.pull my face
                            existing_ents = entities[0].all_connected
                            entities[0].pushpull( 100, true)
                            # Define all entities after the push.pull
                            current_ents = entities[0].all_connected
                            # Define new entities through subtraction
                            new_ents = current_ents - existing_ents
                            # Loop through each new entity to find the faces, 
                            # then find just the face with its normal matching the original face
                            # Send a quick text to the Ruby console and paint the face to show it worked
                            new_ents.each do |ent|
                            	if ent.typename == ( "Face" )
                            		if ent.normal == entities[0].normal
                            			puts "Found it!  The Object Reference is " + ent.to_s
                            			ent.material = [0,0,0]
                            		end
                            	end
                            end
                            

                            This script requires having a single face selected when the script is run.

                            Chris

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

                            1 Reply Last reply Reply Quote 0
                            • T Offline
                              todd burch
                              last edited by

                              For your playing around with stuff like this, (and I encourage it), here's a tip. Instead of this:

                              
                              entities = model.selection
                              .
                              .
                              existing_ents = entities[0].all_connected
                              
                              

                              Do this, and it's less typing:

                              
                              entity = model.selection[0]
                              .
                              .
                              existing_ents = entity.all_connected
                              
                              

                              That way, you get rid of the array reference early and no more qualifying every use with [0].

                              For short stuff (shorter than this), I just use the console.

                              1 Reply Last reply Reply Quote 0
                              • Chris FullmerC Offline
                                Chris Fullmer
                                last edited by

                                Ahh, very helpful, thanks again Todd,

                                Chris

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

                                1 Reply Last reply Reply Quote 0
                                • 1
                                • 2
                                • 1 / 2
                                • First post
                                  Last post
                                Buy SketchPlus
                                Buy SUbD
                                Buy WrapR
                                Buy eBook
                                Buy Modelur
                                Buy Vertex Tools
                                Buy SketchCuisine
                                Buy FormFonts

                                Advertisement