Using an observer to delete a screen note
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@chris fullmer said:
That's interesting. I've never noticed that [FrameChangeObserver observer] ...
Yes that is because is one of the API missing class boo-boos. It IS mentioned within the API, in passing.
Pages.add_frame_change_observer
Pages.remove_frame_change_observerIt was featured (documented) in the Sketchup API BlogSpot:
Dynamic Components that react to scene (aka page) changes('scenes.rb') Code properly formatted (by Todd Burch) at:
http://www.smustard.com/forum/viewtopic.php?f=9&t=25It basically only has one event callback:
frameChange( fromPage, toPage, percent_done ),
the intialize method, plus any custom method(s) you need inside to keep your code readable and organized.@chris fullmer said:
That seems like it would be a great one to use here if only it worked during animation export.
I guess the animation export is a manual 'built-in' C++ side plugin? And as such all Ruby processing stops? (..similar to what happens when the App Modal 'Preferences' dialog opens.)
.. or is it a special way of running an Animation object? -
I, for one, have decided that I have a knack for attempting the most complicated tasks as my "test project" in a new area.
Matthias: I'm sorry that you got so far before realizing the issue with the shadowinfo_observer. This is a lesson that I've learned too many times: test code at the smallest possible snippets, and verify it's functionality individually before putting it all together into a larger code block.
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@danbig said:
I, for one, have decided that I have a knack for attempting the most complicated tasks as my "test project" in a new area.
danbig,
It's dawning on me that this might be true for me tooI try the approach with one note per page. Hopefully this will be more successful
Matthias
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It really is not all that difficult to make your script export a series of jpgs that can then turned into a movie (its more dificult for the user though ). But if you feel that is an option, you could try writing your own export method and then you can update the screen text for each frame easily that way.
Chris
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@chris fullmer said:
It really is not all that difficult to make your script export a series of jpgs
ChrisChris,
can I also export directly into an avi file somehow ?
To make it a bit easier for the user ...Matthias
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@chris fullmer said:
It really is not all that difficult to make your script export a series of jpgs that can then turned into a movie (its more dificult for the user though ). But if you feel that is an option, you could try writing your own export method and then you can update the screen text for each frame easily that way.
Chris
"Difficult" being a relative term here.
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Oh I agree. But really exporting an image is not that hard. For me, the hardest part BY FAR was getting it recognize the location I was trying to save it. I really struggle with ruby and files/paths. Its is remarkably painful. But you might be able to use the save dialog box and let the user supply the path easier than hard coding like I think I did.
Chris
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@pvbuero said:
@chris fullmer said:
It really is not all that difficult to make your script export a series of jpgs
can I also export directly into an avi file somehow ?
To make it a bit easier for the userA thot...
.. I wonder if MS MediaPlayer or MovieMaker or PhotoStory could be run in batch mode, to stitch a collection of image files (in a folder,) into a AVI, by calling the exe with command line parameters.
Many of the old SlideShow executables would do similar for a slideshow. (Which is now built into XP.)
If not, perhaps out there somewhere, is a command line "AVI maker" executable that would do the job.
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Call me unambitious, but I'm back to the strategy of placing the screen note on each scene, and hiding it on all the others. It would work for my workflow, and it seems digestible for me.
I could then use the standard "export to animation" function to either jpg or avi, and (I think) it would come out as expected.
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I really don't blame you, that is a sensible way to do it I think.
@Dan R., there is a free command line encoder called mencoder that will take a series of still images and turn it into any video format. It is Win, Mac, Linus capable too. I have thought to write a ruby to test out its capabilities half a dozeon times, and jhust never fully sat down and done it. If anyone ever does look at it, it would be awesomw if they posted their code snippet that interacts with that command line encoder.
Chris
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@danbig said:
Call me unambitious, but I'm back to the strategy of placing the screen note on each scene, and hiding it on all the others. It would work for my workflow, and it seems digestible for me.
I could then use the standard "export to animation" function to either jpg or avi, and (I think) it would come out as expected.I made it that way and it works:
shadowtime_on_screen = [sunrise..sunset] for hour in sunrise..sunset time = Time.gm(2010,month,day,hour,minute,00) shadowinfo["ShadowTime"]= time shadowinfo["DisplayShadows"]= true shadowtime_on_screen[hour] = Sketchup.active_model.add_note (shadInf.shadowtimetxt,0.1,0.2) shadowtime_on_screen[hour].hidden = true end for hour in sunrise..sunset time = Time.gm(2010,month,day,hour,minute,00) shadowinfo["ShadowTime"]= time shadowtime_on_screen[hour].hidden = false page = Sketchup.active_model.pages.add time.strftime("%d %b %H;%M Uhr") shadowtime_on_screen[hour].hidden = true page.delay_time= 0 page.transition_time= 3 end
First I create all the notes on the screen and hide them, then I unhide one by one and create the corresponding pages.
My next step will be to allow steps which are different from one hour... and as I learnd here I have to deal with jquery (sigh) to enter the start and the end time...
Matthias
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@unknownuser said:
I made it that way and it works:
shadowtime_on_screen = [sunrise..sunset] for hour in sunrise..sunset time = Time.gm(2010,month,day,hour,minute,00) shadowinfo["ShadowTime"]= time shadowinfo["DisplayShadows"]= true shadowtime_on_screen[hour] = Sketchup.active_model.add_note (shadInf.shadowtimetxt,0.1,0.2) shadowtime_on_screen[hour].hidden = true end for hour in sunrise..sunset time = Time.gm(2010,month,day,hour,minute,00) shadowinfo["ShadowTime"]= time shadowtime_on_screen[hour].hidden = false page = Sketchup.active_model.pages.add time.strftime("%d %b %H;%M Uhr") shadowtime_on_screen[hour].hidden = true page.delay_time= 0 page.transition_time= 3 end
Is this code ready to execute through the console or webconsole? I get an "undefined local variable" error for sunrise when I evaluate it.
What I'd like to do is merge your code, above, with this script (Chris essentially wrote this, and I have simply tweeked it to suit my needs):
I'm not as concerned with sunrise and sunset, if those values are used in your script. I prefer to set the start and stop times myself, and create the screen notes associated with the times and intervals I have chosen.model = Sketchup.active_model si = model.shadow_info ps = model.pages si["DisplayShadows"]= true #set the year, month, day, and time of first shading scene as follows; (year,month,day,hour,min,sec) t = Time.gm(2010,"dec",1,9,0,0).to_i #set number of days to repeat 31.times do |day| si["ShadowTime_time_t"]=t page = ps.add #set scenes to save camera position (true or false) status = page.use_camera=false #set scene transition time to 0 from PM of previous day to AM of next day page.transition_time = 0.0 #set hours from first scene for day until second scene for the same day (sec*min*hours) t= t+(60 * 60 * 6) si["ShadowTime_time_t"]=t page = ps.add status = page.use_camera=false page.transition_time = -1 #set hours from second scene for day, until first scene of next day (sec*min*hours) t= t+(60 * 60 * 18) end
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@danbig said:
Is this code ready to execute through the console or webconsole?
NO.. because it is NOT wrapped in a module. When you run code like this in the console (or webconsole,) it runs INSIDE class Object. EVERYTHING in Ruby is a subclass of class Object, and inherits all of it's methods, constants and most important, it's local variables. (Say "Reference clashes, boys and girls!")
When you declare a sunrise var (or any other var using a common word like start and stop,) in the console (ie, in Object,) you run the risk of clashing (overwriting,) a var of the same name, by another script (if it is also not module wrapped.)@danbig said:
I get an "undefined local variable" error for sunrise when I evaluate it.
You'd get the same forsunset
.
It's obviously a snippet from a larger script, where these local vars are predefined, most likely grabbing them from the model'sShadowInfo
settings.Stay within YOUR namespace, YOUR namespace is your friend. It protects your code from the rest of the world, and visa versa.
Don't have a namespace?
Let's invent one, how about Danbig ?? (..you can chose another, but for example's sake..)In EACH and EVERYONE of your Ruby script files, all your code will be wrapped inside a Danbig module block, like:
` module Danbigcode goes here.
end # Danbig`
Then for each separate plugin, you create a submodule inside YOUR Danbig namespace, so that YOUR plugins do not clash with each other. Like:module Danbig module ShadowAnim # # code goes here. # end # ShadowAnim end # Danbig
The beauty is that module and class definitions can span across multiple files (but method defs cannot, a method def will totally redefine any method that is already defined***.)
*** This is why you should NOT define methods in the console (inside Object,) as they will often end up redefining someone else's method, or worse (and it's happened,) one of the important Ruby methods of Object or Kernel [which is mixed-into Object,] causing problems for EVERYONE.)
Anyhow.. you'd refer to your animation start method as:
Danbig::ShadowAnim.start
using the**::**
scope operator.Now you don't need $global vars to share settings or info among your plugins. Just create either CONSTANTS, @@class vars or @attributes inside the Danbig module.
Constants can be refered to (in individual plugin submodules,) asDanbig::CONSTANTNAME
For @@ or @ vars you'd make getter and setter methods inside Danbig. It's easy to make @vars with the attr_accessor method.
` module Danbigsetup common @vars for ALL my plugins
attr_accessor(:time,:starttime,:endtime,:danbigmenu) #etc.
endcreates attribute vars:
@time @starttime @endtime @danbigmenuand methods:
Danbig.time Danbig.starttime Danbig.endtime Danbig.danbigmenu Danbig.time= Danbig.starttime= Danbig.endtime= Danbig.danbigmenu=After
attr_accessorthe @vars will all be
nil, but you can (below that in code,) set them to an initial value inside the
DanbigOh! There I go again.. ranting on Namespaces. For more info from some of my other rants...
http://forums.sketchucation.com/viewtopic.php?f=180&t=24356&p=255792#p254458
and beginning post 4 at:
http://groups.google.com/group/sketchupruby/browse_frm/thread/4f22a3ac2c3a8603/4d538051fc7cbf75?lnk=gst&q=File+spanning#4d538051fc7cbf75 -
it 's just an extract of the script with the part where the notes are added and where the pages are added with the corresponding note unhidden...
My script is far from perfect therefore I'didn't want to post it here.If you keep in mind, that it's the work of a beginner you can see it here complete:
require 'sketchup' Sketchup.send_action "showRubyPanel;" class ShadowInformation @@shadowinfo = Sketchup.active_model.shadow_info def sunrisetxt @sunrisetext = @@shadowinfo["SunRise"].gmtime.strftime("Sonnenaufgang; %H;%M Uhr") end def sunsettxt @sunsettext = @@shadowinfo["SunSet"].gmtime.strftime("Sonnenuntergang; %H;%M Uhr") end def shadowdatetxt @shadowdatetxt = @@shadowinfo["ShadowTime"].gmtime.strftime("Tag des Jahres; %d.%b") end def shadowtimetxt @shadowtimetxt = @@shadowinfo["ShadowTime"].gmtime.strftime("Uhrzeit; %H;%M") end end UI.menu("Plugins").add_item("Shadowanimation"){create_scenes} def create_scenes shadInf = ShadowInformation.new #UI.messagebox shadInf.shadowtimetxt @xpos_shadowtime = 0.1 @ypos_shadowtime = 0.2 shadowinfo = Sketchup.active_model.shadow_info #Stunde des Sonnenauf- und Untergang ermitteln von_Stunde = (shadowinfo["SunRise"].gmtime.hour.to_s) bis_Stunde = ((shadowinfo["SunSet"].gmtime.hour + 1).to_s) # Hier werden die Parameter fΓΌr die Verschattungsanimation abgefragt prompts = ["von-Stunde", "bis-Stunde"] defaults = [von_Stunde,bis_Stunde] list = ["1|2|3|4|5|6|7|8|9|10|11|12|","12|13|14|15|16|17|18|19|20|21|22|23|24"] input = UI.inputbox prompts, defaults, list, "Verschattungsanimation Voreinstellungen" sunrise = input[0].to_i sunset = input[1].to_i minute = 00 day = shadowinfo["ShadowTime"].gmtime.day month = shadowinfo["ShadowTime"].gmtime.month shadowtime_on_screen = [sunrise..sunset] for hour in sunrise..sunset time = Time.gm(2010,month,day,hour,minute,00) shadowinfo["ShadowTime"]= time shadowinfo["DisplayShadows"]= true shadowtime_on_screen[hour] = Sketchup.active_model.add_note (shadInf.shadowtimetxt,0.1,0.2) shadowtime_on_screen[hour].hidden = true end for hour in sunrise..sunset time = Time.gm(2010,month,day,hour,minute,00) shadowinfo["ShadowTime"]= time shadowtime_on_screen[hour].hidden = false page = Sketchup.active_model.pages.add time.strftime("%d %b %H;%M Uhr") shadowtime_on_screen[hour].hidden = true page.delay_time= 0 page.transition_time= 3 end Sketchup.active_model.add_note (shadInf.sunrisetxt,0.1,0.05) Sketchup.active_model.add_note (shadInf.sunsettxt,0.1,0.1) Sketchup.active_model.add_note (shadInf.shadowdatetxt,0.1,0.15) end
The idea is, that you can choose the starting- and the end-hour and that sunrise-hour and sunset-hour are the default values...
The next step would be the input of a start- and a end-time (instead of only the hour) and a that the time between the scenes could be choosen free. (instead of one hour steps).
Matthias
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@pvbuero said:
If you keep in mind, that it's the work of a beginner you can see it here complete:
A few issues I see at first glance:
It's NOT wrapped in a module with YOUR namespace name.
ONLY Ruby base classes should ever be defined at the top level. "Base class" means a generic global class used by the entire Ruby world (not just the Sketchup scripting realm.)
If you only need one copy of the code, it should probably be a module.
But if say (on a Mac where there can be more than 1 model open,) if each model needs it's own 'copy' (called an instance,) then a class is the thing to write (probably within a module that tracks and controls the instances of your class.)
ie:module Pvbuero module ShadowAnimManager class ShadowInformation # instance methods end #class # menu setup code # other run once code def create_scenes # code here end #def end #mod end #mod
call it as:
Pvbuero::ShadowAnimManager.create_scenes
(you can name your submodules whatever you wish, it's YOUR namespace.) -
@unknownuser said:
Oh! There I go again.. ranting on Namespaces. For more info from some of my other rants...
that's not ranting. Thats most valuable information for beginners like me, who don't see the wood for the trees...
Great help.
Matthias
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@dan rathbun said:
call it as:
Pvbuero::ShadowAnimManager.create_scenes
A little more on calling from scope to scope.
If your outside
Pvbuero
(in another module, or at the TOPLEVEL,) call it as:
Pvbuero::ShadowAnimManager.create_scenes
If your inside
Pvbuero
call it as:
ShadowAnimManager.create_scenes
If your inside
ShadowAnimManager
call it as:
create_scenes
Also there is the TOPLEVEL scope operator, that you can use so your nesting specification begins at the TOPLEVEL, no matter where your calling the code from, is called as:
::Pvbuero::ShadowAnimManager.create_scenes
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Hi Dan -
Thank you for the rant; this is very helpful information for ruby explorers like myself.
Let me ask you a question about namespaces:
If I have two scripts in my plugin folder, which use the same namespace definition, they are essentially in the same "space," correct?
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@danbig said:
If I have two scripts in my plugin folder, which use the same namespace definition, they are essentially in the same "space," correct?
YES because module (and class,) definitions can span more than one file.
BAD if everyone is trying to share the same namespace, such as Object (aka the TOPLEVEL namespace.)
GOOD because you can define your OWN namespace (as I showed,) and define ALL your plugins inside it, within submodules, or subclasses. Then your code can in no way clash with other people's code, and their code cannot clash with yours.
BUT, you can still cause your code to clash with itself. However, it's a lot easier to control and keep track of what YOU do, when you no longer have to worry about what the rest of the Sketchup Ruby coding realm is do wrong.See my post at Google Groups on File Spanning:
File Spanning (start at post 4) -
Hello,
I experimented a little with modules now and I think (hope) I now understand the use of them.
Despite all your great help it took me several hours till I found this:
@unknownuser said:
Like class methods, whenever you define a method in a module, you specify the module name followed by a dot and then the method name.
Before that I used the method name without the module name in front and nothing worked...
Matthias
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