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    Resetting bounding box to match world axis

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    • honoluludesktopH Offline
      honoluludesktop
      last edited by

      Typically, a component's bounding box (bb hereafter) is created parallel to the world axis. When the component is rotated, the bb rotates. When you explode the rotated component, explode it, then recreate the component, the bb is realigned with the world axis.

      Is there a way to reset a component's bb to the world axis without exploding, then recreating the component? I tried:

      %(#008000)["ComponentDefinition.invalidate_bounds
      Invalidates the bounding box of your definition. This command forces the update of the bounding box of definition while inside an operation."]

      But, the bb did not reset parallel to the world axis. Any ideas?

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      • Chris FullmerC Offline
        Chris Fullmer
        last edited by

        The bounding box that is returned by SU is different than the one that is shown inside of sketchup when you select the component (if I recall correctly).

        To get the visible bounds to change, you would need to edit the component definition, rotate all geometry inside the definition by the rotation of the instance's transformation (or perhaps the inverse of its transformation??). Then remove all rotation from the instance.

        Something along those lines should do the trick,

        Chris

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

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        • honoluludesktopH Offline
          honoluludesktop
          last edited by

          I recall now, you helped me with this before:

          comp.definition.entities.transform_entities(comp.transformation.invert!,comp.definition.entities.to_a)

          Didn't know that there might be a difference between bb, and what is shown.

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          • thomthomT Offline
            thomthom
            last edited by

            @chris fullmer said:

            The bounding box that is returned by SU is different than the one that is shown inside of sketchup when you select the component (if I recall correctly).

            You need to get the bounds of the definition - then transform that by the instance transformation.

            @honoluludesktop said:

            comp.definition.entities.transform_entities(comp.transformation.invert!,comp.definition.entities.to_a)

            That would reset scaling and translation as well.

            @honoluludesktop said:

            Didn't know that there might be a difference between bb, and what is shown.

            If you get the bounds of an instance the bb will be oriented to the model or world axis.

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

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            • thomthomT Offline
              thomthom
              last edited by

              @honoluludesktop said:

              The dashed line is the bbox.
              The blue lines is the previous bbox?
              [attachment=1:lqggpjwr]<!-- ia1 -->Temp00.png<!-- ia1 -->[/attachment:lqggpjwr]
              [attachment=0:lqggpjwr]<!-- ia0 -->Temp01.png<!-- ia0 -->[/attachment:lqggpjwr]

              The dashed lines is the Boundingbox you get when you query the instance for it's boundingbox.
              But the blue lines are the actual boundingbox, it's derived from the boundingbox of the definition transformed by the instance transformation.

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

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              • honoluludesktopH Offline
                honoluludesktop
                last edited by

                The dashed line is the bbox. It's always aligned to the world axis. The blue lines is the bbox when the component is created.
                Temp00.png
                Temp01.png

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                • honoluludesktopH Offline
                  honoluludesktop
                  last edited by

                  I changed the code from bbox=e.bounds to bbox=e.definition.bounds, and got this:
                  Temp02.png

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    Nearly there. Take the points from the boundingbox's corners and transform them by the instance's transformation.

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

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                    • honoluludesktopH Offline
                      honoluludesktop
                      last edited by

                      OK, before I go there, I aligned the bbox with the world axis and got this:
                      Temp04.png
                      Temp03.png

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        That's because the instance boundingbox will be oriented to the world axis. Whenever the instance is rotated of axis from this you will get a deviance.

                        I almost forgotten - I got a plugin that draws the selection boundingbox of instances: http://forums.sketchucation.com/viewtopic.php?f=323&t=29377

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

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                        • honoluludesktopH Offline
                          honoluludesktop
                          last edited by

                          OK done. Where cl is a array of clines, entities.transform_entities(e.transformation,cl.to_a) transforms them into the bbox outline.
                          Temp01.png
                          Temp00.png
                          Thanks.

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                          • N Offline
                            nickdk
                            last edited by

                            Interesting topic,

                            This this knowledge end up in a plug-in? I'm looking for a way to reset the bounding boxes of 'rotate multiple' components 😄

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