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    How do you move vertices?

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    • 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

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      • 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

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        • 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

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          • 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

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            • 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

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              • 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

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                • 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

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                  • 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

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                    • 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

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                      • 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.

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                        • 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

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