[Plugin] Material_Maintenance v2.2 - 2013-01-13
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Anxious for you two to iron out the details
A great interface for what will turn out to be an awesome plugin
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@myhand said:
I have never coded in Ruby before, so my use is not exactly idiomatic and the SU API is also new to me.
But you have coded before - and that shows. There's quite a few new plugin authors here that have never coded before. That's why I try to have a scan through their first plugin and give some tips.
@myhand said:
Probably giving away my age but my background is in structured languages (Pascal, Modula 2, C++ and later Java) so I feel naked without the semi-colons... I find it harder to read the code without them and Ruby don't seem to mind.
I know what you mean, these days I work mainly with Ruby, but I used to do web-development - PHP, HTML, JS, CSS. Having spent so long in Ruby land I'm not lost in PHP and often get syntax errors because I forget the ;. Still need to use HTML, CSS and JS for webdialogs - and I've had to set myself into C in order to make C extensions - so I get to use my curly brackets. But there are times where I'm jumping between all them languages all at once - not always easy to adjust too the syntax...
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I only got time to work on this again this weekend. Implemented all thomthom's tips, thanks again thomthom!
Only one I did not do is 5
@thomthom said:
Model.start_operation
will be much faster if you set the optionaldisable_ui
flag totrue
.
As the docs says the flag defaults to false anyway.
I also did the following extra bits:
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Changed the main hash keys to symbols instead of strings - Again to avoid String comparisons. I ran a few tests and this actually makes a big difference for large strings, but in practice probably not so much here as the material names are usually not so long
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Now shipping as a .rbz file for easier installing
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Various other small performance and code complexity enhancements
Works OK on a model of mine that has around 500k entities.
Has anyone tried the previous version out yet?
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@myhand said:
Only one I did not do is 5
@thomthom said:
Model.start_operation
will be much faster if you set the optionaldisable_ui
flag totrue
.
As the docs says the flag defaults to false anyway.
Yes? The argument defaults to false - so the UI isn't disabled and you won't get the performance gain. The argument need to be true in order to get a performance gain.
I wonder if I have misunderstood something here - or maybe you misunderstood me?
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@thomthom said:
Yes? The argument defaults to false - so the UI isn't disabled and you won't get the performance gain. The argument need to be true in order to get a performance gain.
I wonder if I have misunderstood something here - or maybe you misunderstood me?
Thanks thomtthom. It is me being an idiot!
Yes, you are of course right. I got the logic inverted. Changes made and the updated version has been uploaded.
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@thomthom said:
I've had to set myself into C in order to make C extensions - so I get to use my curly brackets.
Curly braces is what I miss most in Ruby . And of course a good IDE would have been nice... I am generally surprised with the lack of tools and libraries. e.g. no JSON support was a unfortunate surprise, and would have made the GUI much easier.
For this add-in I have written a simple protocol, which supports strings and arrays, but no complex objects or matrixes. Was going to show a tree of the model, but need to pass more complex data structures then, and JSON would have been perfect.
Does the C API give you better access to the model? I would love to be able to change the layer materials (transparency and colour) as this currently requires manual setup in my plugin.
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@myhand said:
Curly braces is what I miss most in Ruby . And of course a good IDE would have been nice... I am generally surprised with the lack of tools and libraries. e.g. no JSON support was a unfortunate surprise, and would have made the GUI much easier.
For this add-in I have written a simple protocol, which supports strings and arrays, but no complex objects or matrixes. Was going to show a tree of the model, but need to pass more complex data structures then, and JSON would have been perfect.
I've got a bridge in development in my TT_Lib2 library: http://www.thomthom.net/software/sketchup/tt_lib2/doc/
A JSON sub-class of a Hash and a bridge where I can call JS functions just with their name from Ruby and it will convert many types of objects to JS object and the return value of the JS function will be converted back into Ruby objects. Got most of the basic data types working and some of SU's custom classes, such as Vector3d and Point3d.
https://bitbucket.org/thomthom/tt-library-2/Parallel to that there's a WebDialog bridge developed in SketchUp's Developer Tools they released as Open Source at last Basecamp: https://github.com/SketchUp/sketchup-developer-tools
You could have a look at either repos if it could help you.
It would have been interesting to create a standalone bridge as an open source project, avoiding each developer to create their own version.
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When I launch the plugin, the materials list area is empty and when I select "Re-Load Materials", I receive the following error:
"Error: #<NoMethodError: undefined method `refreshMaterials' for #MH_KeepingMyHandIn::MaterialMaintenance:0x24571cb8>>"
You can see the attached screenshot
Thoughts?
CMD
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Do you have a Selection made before this Tool is launched ?
It's not obvious from your screenshot.
You have its 'Materials' option set to 'Select from List' and its 'Scope' option set to list for 'Selection Only'...
This might then invoke an untrapped error ?
This obviously shouldn't happen... BUT it might explain things...
Try using it with a selection and/or some different option settings... -
@cmd said:
When I launch the plugin, the materials list area is empty and when I select "Re-Load Materials", I receive the following error:
"Error: #<NoMethodError: undefined method `refreshMaterials' for #MH_KeepingMyHandIn::MaterialMaintenance:0x24571cb8>>"
CMDHi CMD,
I see you are running on a MAC which unfortunately I cannot test against. It appears not to be able to find the refreshMaterials method, which is definitely there and working on windows. Only thing I can think of is that either:
- ruby behaves differently on a MAC (I am not a Ruby expert so might well not have the method syntax exactly right when you add modules etc, and maybe the MAC implementation is stricter that the windows)
- or JavaScript behaves marshals the string containing the method name differently.
Few questions:
- Do you have a windows machine you can test this on?
- Is this happening with all models? I suspect it is as not finding the method should not be model dependent.
- have you tried remove the plugin manually (all files) and reinstalling
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@tig said:
Do you have a Selection made before this Tool is launched ?
It's not obvious from your screenshot.
You have its 'Materials' option set to 'Select from List' and its 'Scope' option set to list for 'Selection Only'...
This might then invoke an untrapped error ?
This obviously shouldn't happen... BUT it might explain things...
Try using it with a selection and/or some different option settings...Good thought TIG, but from what I can see this should not cause the problem. I have specifically tested for no selection, and the error is also not a null pointer error. I think it has to do with it running on a MAC...
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hm... the error is a missing refreshMaterial method - how can that be OSX specific?
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@thomthom said:
hm... the error is a missing refreshMaterial method - how can that be OSX specific?
I pass the method name in from javascript... the method certainly is there, and this code works on Windows... So somehow it does not resolve in this case.
So as far as I can see: either the method name coming in from JS (I assume the webdialog run in Safari on OSX) is somehow corrupted - how I do not know or I am not using the robust RUBY syntax in defining the method, and Ruby on OSX cannot find it.
For instance should I pre-pend it with "self". I do not know and cannot debug as I do not have OSX.
Has anyone else had this problem in windows, or got it working in OSX?
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cmd, I have done some experiments and suspect you may have a corrupt installation.
You can either:
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fully delete the plugin. The whole ..\Plugins\Material_Maintenance folder. And the reinstall and see if you still get the problem
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open your ..\Plugins\Material_Maintenance\Material_Maintenance.rb file in a text editor and see if on line 150 you have the following method definition:
def refreshMaterials(selectionOnly, wholeModel, components)
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send me the ..\Plugins\Material_Maintenance\Material_Maintenance.rb file
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@myhand said:
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open your ..\Plugins\Material_Maintenance\Material_Maintenance.rb file in a text editor and see if on line 150 you have the following method definition:
def refreshMaterials(selectionOnly, wholeModel, components)
I have looked into the file and I have found the required "refreshMaterials" definition.
Regardless, I will test it out on my windows system through parallels and let you know what I find.
CMD
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@cmd said:
I have looked into the file and I have found the required "refreshMaterials" definition.
Regardless, I will test it out on my windows system through parallels and let you know what I find.
CMD
Thanks CMD, that will be very useful. I hate not being able to debug it myself!
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@thomthom said:
I've got a bridge in development in my TT_Lib2 library: http://www.thomthom.net/software/sketchup/tt_lib2/doc/
A JSON sub-class of a Hash and a bridge where I can call JS functions just with their name from Ruby and it will convert many types of objects to JS object and the return value of the JS function will be converted back into Ruby objects. Got most of the basic data types working and some of SU's custom classes, such as Vector3d and Point3d.
https://bitbucket.org/thomthom/tt-library-2/Parallel to that there's a WebDialog bridge developed in SketchUp's Developer Tools they released as Open Source at last Basecamp: https://github.com/SketchUp/sketchup-developer-tools
You could have a look at either repos if it could help you.
It would have been interesting to create a standalone bridge as an open source project, avoiding each developer to create their own version.
Thank you thomthom, very impressive library! A shame I did not know about it before I started.
Unfortunately I already developed a basic bridge so changing it now would be more work than just adding a JSON marshal class. I wrote a basic one in ruby (so probably not the most efficient but works fine for the size of objects I want to pass). Does all objects, and escapes special characters etc. and does the trick for now. I will publish the code a bit later if anyone is interested. As all of my complex objects go from ruby to JS I have not written a parser (yet).
You have some experience with the C++ API. Does that give access to more attributes than the Ruby API. Specifically I want to change the material assigned to layers.
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@myhand said:
You have some experience with the C++ API. Does that give access to more attributes than the Ruby API. Specifically I want to change the material assigned to layers.
The C++ SDK for for reading and writing files. It's not something you can use from within SketchUp - manipulate the active model.
But if your goal it to generate a SKP file, then it might be the thing for you. However, I've not used it.Regarding the Bridge - we talked about this at Basecamp (2012). I think the topic has potential for an Open Source project. We're currently testing out the experience of open source group projects with the STL Importer/Exporter and the Development Tools that SketchUp released. I'd like to see a bridge project established - and even more projects - so we can avoid redoing the work which the next man already have done.
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For anyone interested here is a link to the JSON formatter class I created. I am now using this for the next version of this plugin, which will allow you to pick a component and find its parent hierarchy. i.e. components containing nested instances of the specified component.
http://www.keepingmyhandin.com/Downhome/Sketchup/simplejsonserializerrubyimplementation
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@myhand said:
Thanks CMD, that will be very useful. I hate not being able to debug it myself!
Myhand,
I installed the script on my windows version and all worked fine.
I also removed and reinstalled it on my Mac but I am getting the same error on launch of the script
@unknownuser said:
Error: #<NoMethodError: undefined method `refreshMaterials' for #<MH_KeepingMyHandIn::MaterialMaintenance:0x15306b40>>
CMD
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