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    "Tell me what's goin' on. I ain't got a clue!"

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    • thomthomT Offline
      thomthom
      last edited by

      @jim said:

      So, what does the plane() method look like?

      There is none. He used attr_reader(:plane) which is the same as:

      def plane()
        return @plane
      end
      

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

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      • J Offline
        Jim
        last edited by

        Yes, well, I see that now. 😳 So it's just a string anyway.

        Hi

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        • TIGT Offline
          TIG Moderator
          last edited by

          Seems this is making it all too complicated for its own good πŸ˜‰
          What's wrong with testing @plane directly ?

          TIG

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          • J Offline
            Jim
            last edited by

            @tig said:

            Seems this is making it all too complicated for its own good πŸ˜‰

            There is no doubt of that.

            Hi

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            • thomthomT Offline
              thomthom
              last edited by

              @jim said:

              Yes, well, I see that now. 😳 So it's just a string anyway.

              No - it's nothing. it's nil until a value is assigned. it just makes the instance variable available to the outside scope.

              but in the context of Martin's code - yes @plane is a string.

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

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              • J Offline
                Jim
                last edited by

                @thomthom said:

                but in the context of Martin's code - yes @plane is a string.

                I was looking back at the original code and just skimmed over the later post. Even so, there is still no clue to what type of object @plane refers since the actual assignment is not given.

                Hi

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                • C Offline
                  cjthompson
                  last edited by

                  this is a bit off topic, but I was just curious: how would you handle a rectangle that has a normal of (1,1,-1) or something similar?

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                  • M Offline
                    MartinRinehart
                    last edited by

                    @tig said:

                    What's wrong with testing @plane directly ?

                    That would be best. I forgot the "@" - simple coding goof - but the test got done, the program worked, so I didn't notice.

                    Would have been better if method calls needed parens so you a) see that it's a method call, b) get a compile-time error for forgetting the "@" and c) fix your simple mistake, instead of publishing it.

                    But back to the original topic. If you draw your points clockwise ... What's clockwise?

                    tri_red.jpg

                    Clockwise above is origin, up blue axis, out on rg plane, right?

                    tri_green.jpg

                    Clockwise is origin, out on rg plane, up blue axis, right?

                    Note that both shots are of the same model, with a wee bit of orbiting to change point of view. Ergo, an unqualified "clockwise" is meaningless.

                    A bit off topic, the title is Jimmy Buffett in "Everybody's Got a Cousin in Miami" paraphrasing Jimmy Buffett in "Margaritaville." It accurately describes my knowledge re normals after a face is drawn.

                    Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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                    • Chris FullmerC Offline
                      Chris Fullmer
                      last edited by

                      Clcokwise is where the face's normal is pointing directly back at "you" when "you" draw it. So orientation within the model is meaningless.

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

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                      • TIGT Offline
                        TIG Moderator
                        last edited by

                        The 'right-hand' rule: you grasp the normal axis [above the face] in your right-hand with your thumb pointing in the positive direction.
                        Your fingers will curl in the counter-clockwise direction.
                        The 'left-hand' rule is the reverse of this...
                        When you return an array of a face's vertices they are always listed counter-clockwise... right-hand rule... β˜€

                        TIG

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                        • M Offline
                          MartinRinehart
                          last edited by

                          @chris fullmer said:

                          pointing directly back at "you" when "you" draw it

                          Could you explain this little bit, in small words? Thx.

                          @tig said:

                          you grasp the normal axis [above the face]

                          Does "above" mean on the side of the normal? How can I control which side is "above"? Thx.

                          Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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                          • TIGT Offline
                            TIG Moderator
                            last edited by

                            'Above' in this context is on the side of the face's front.
                            If the face is flat and it were facing upwards your hand would be above it.
                            The that face were facing downwards then your hand would be underneath it...

                            TIG

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