Mantinence release coming soon.
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Hi everyone! Sorry I haven't been around much lately. I have been taking some time off from my various projects to enjoy the summer. But now its fall and the weather will turn sour and I can get back to some SP stuff.
First thing will be a new version with a focus on fixing bugs and conflicts with other plugins. No time frame yet. I am just staring to dig back into the code and it will take a while to remember where everything is.
I'll keep you posted.
Chris -
@cphillips said:
Hi everyone! Sorry I haven't been around much lately. I have been taking some time off from my various projects to enjoy the summer. But now its fall and the weather will turn sour and I can get back to some SP stuff.
First thing will be a new version with a focus on fixing bugs and conflicts with other plugins. No time frame yet. I am just staring to dig back into the code and it will take a while to remember where everything is.
I'll keep you posted.
ChrisNice idea, thank you!
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Excellent! Just dabbled a bit with SP but would really like to use it more if problems can be ironed out.
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Looking into the plugin conflict issue. For testing purposes what other plugins conflict with SketchyPhysics? And how does it fail?
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The fails are mainly in the 'group' side
I think you might mess withgroup.copy
and make it returnnil
rather than a reference to the new group.
Also settinggroup.definition
back to begroup
is best resolved usingdefn=group.entities.parent
or something similar...
If you run a find through your code for base classes likeclass Sketchup::
,Geom::
,Array::
etc you should be able to find any base class methods that are ill-advisedly rewritten... or even [safely?] added to... -
As TIG says, any core Ruby classes or core SketchUp classes should not be modified.
Clashes could also be due to Observers. Any observers modifying the model in any of their events?
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@thomthom said:
Clashes could also be due to Observers. Any observers modifying the model in any of their events?
Possibly. That's bad?
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@cphillips said:
@thomthom said:
Clashes could also be due to Observers. Any observers modifying the model in any of their events?
Possibly. That's bad?
Could be. You could interrupt operations of native or custom tools. Some events are worse to react to than others. I could have a look if you can point me to some code.
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Looks like the only modfications I make in observers are to object attributes. And that is pretty rare.
@thomthom said:
@cphillips said:
@thomthom said:
Clashes could also be due to Observers. Any observers modifying the model in any of their events?
Possibly. That's bad?
Could be. You could interrupt operations of native or custom tools. Some events are worse to react to than others. I could have a look if you can point me to some code.
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CPhillips!!!!!!!!!!!!
I can't, beleive I see your post!!!
I thought SP already ended, but now here I hear of it again.
Thankyou!!!Using, MSFT Windows API, and win32-api I found a way to hook and receive keyboard and mouse messages without involving to activate a different window, such as SketchyPhysics control panel. Here is the project (ofcourse its way old (bad scripting code) and hard to use with plugins): hook proc It's just a rough example (Don't use it with plugins).
Yet, I totally re-scripting the project, with all rules, with better developed scripting methods, and ofcourse with a total friendly use.
Other than that, thankyou for being back!!!!
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Hi CPhillips.
Great to have you back. I wasn't sure if your valuable work on SP was abondoned, either. I'm glad it isn't.Right of the bat, may I suggest fixing emitted objects and entities created using "splitme" so they that would apear on SketchyReplay. It would help a lot of people in animation and since new Vray version is to come out it may become an ultimate animation tool for sketchup users.
Thanks.
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(1) Can SP be made available as an rbz archive ??
(I'd like to look at the code without actually running the installer.)
(2) Any way a future edition can be made without WxSU / WxWindows ?? -
@dan rathbun said:
(1) Can SP be made available as an rbz archive ??
(I'd like to look at the code without actually running the installer.)
(2) Any way a future edition can be made without WxSU / WxWindows ??+1
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Looking forward to the bug fixes.
I've just started to try the tutorials and found it has multiple failures. I'm using SU 8.
Great plug-in and I've seen some amazing things done with it.
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@dan rathbun said:
(1) Can SP be made available as an rbz archive ??
(I'd like to look at the code without actually running the installer.)
(2) Any way a future edition can be made without WxSU / WxWindows ??I'll look into the RBZ thing. SP doesnt use Wx. There may be some stale references in the code but it is not required.
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Really excited to see you back.
My ruby knowledge is limited but I love SP and think the potential is huge - let me know if there is anything I can do to help in terms of testing etc.
Have spent time playing with SP in conjunction with a tool called joytokey to allow me to run dual logitech joysticks and simulate prototype heavy machinery (similar to an excavator operator's configuration).
People are blown away when I can let them virtually 'drive' a prototype machine, make a quick geometric modification to it and let them 'drive' it again with the new modification.
Be very encouraged Chris - your work is brilliant
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AshCott, can you describe a little more your experience with joytokey. Looks intriguing.
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@mptak said:
AshCott, can you describe a little more your experience with joytokey. Looks intriguing.
Well, SP allows you to refer to a single joystick for control by default. This is also the arrow keys which represent the various axes of the joystick.
However, one joystick is not enough so I used joytokey to assign keyboard commands that can be defined in SP to a second joystick.So when I pull back on my second joystick, joytokey tells the system that "s" is being pressed. This way I can put a whole new set of functions into SP with the second joystick.
The limitation is that, with the primary joystick in SP, your input is along a scale. For example; if you have a motor set up to respond when you tilt the primary joystick right, the motor will speed up the harder you push the primary joystick to the right. With joytokey, the system is interpretting the secondary joystick as simply a set of buttons so, although it gives the illusion of a real world operator situation, the functions on the secondary joystick are either 'off' or 'on'....not variable like the primary joystick. It still does the trick though.
Hope that makes sense - there is probably a better way to do what I am doing but joytokey is my initial, hacky, solution
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Anything I can do to help with this Chris? - Testing etc?
Ash
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