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    • RE: Joint Push Pull Classic (Old version) - v2.2a - 26 Apr 17

      sound reasonable - thanks for explaining! is this part of your script already? or should I dive into it?

      posted in Plugins
      A
      a4chitect
    • RE: Joint Push Pull Classic (Old version) - v2.2a - 26 Apr 17

      fredo!!!!! you rule!
      πŸ˜‰

      please allow a question

      offset.png

      I know it's pretty intensive on the algorithm

      posted in Plugins
      A
      a4chitect
    • RE: [Plugin] Vertex welding tool v1.2

      please redownload, 1.02 works inside groups
      kwistenbiebel: I have added an example, the idea was to let the script weld those impossible-to-zoom-to but not identical two points

      posted in Plugins
      A
      a4chitect
    • [Plugin] Vertex welding tool v1.2

      FUNCTIONALITY: it welds vertices (moves them to one spot and tries to weld colinear edges) selected by a 'fence' (thx to whaat for lot of lines of code)

      USAGE NOTE: select all geometry you want to weld prior to launching the script, then choose the vertices to weld by drawing a virtual 'fence'

      NOTE 4 RUBY CODERS: script is pretty dirty but the main part is useful for selecting vertices in view - feel free to use it

      licence: your only duty is to share any improvements and/or upgrades of this code under this same condition

      thanks to Juan V Soler for inspiration to make this

      example

      History
      12.04.2008 v1.2
      *now it lets you specify your welding spot by cycling through all possible positions

      Plugins/Vertex Weld (From Selection) -> Weld with Feedback
      specify weld region with your mouse
      [i]then*
      cycling LEFT / RIGHT ARROW
      confirm ENTER[/i]


      12.04.2008 1.2

      posted in Plugins
      A
      a4chitect
    • RE: In Development: Subdivide and Smooth

      thanks wikii, nice script you've put together so quickly! here is a resulting surface for illustration. and your script with a plugins menu entry added to just place in the plugins folder


      http://img255.imageshack.us/img255/8932/smoothscripteo5.th.jpg


      wikii's smooth surface script


      illustration comparing surface accuracy after smooth

      posted in Developers' Forum
      A
      a4chitect
    • RE: In Development: Subdivide and Smooth

      brilliant whaat - exactly as expected - the surface is much more natural, as for the accuracy - I guess the the vertex-averaged surface could meet the controur lines by simply moving it along the Z axis a bit, and even if they can't touch everywhere - the result is better for its smoothness, you can't take the contours for benchmarking since their accuracy is fairly limited too πŸ˜‰

      maybe performing a test could prove my point>

      1. create a curved surface with the Smoove tool

      2. generate contours either by the dedicated script, or by intersecting with equidistant planes

      3. group contour lines and create a surface by using the sandbox tools

      4. paint this surface a different color from the original

      5. make a copy (change the color) of this new surface and apply your script

      6. compare original surface with both new surfaces

      whaat thanks for making sketchup better, can't wait for you to release.

      posted in Developers' Forum
      A
      a4chitect
    • RE: Cut and Paste-in-place from within Component Instances

      Another way is to make 2 of them unique, so that you get 2 new components, then edit these new the way you have to, then use a component definition transfer ruby (applyto.rb) to sample first new comp. apply it to all the instances you want and do the same with the 2nd new comp..

      Once u download the ruby script, it is Right click on a comp. >component definitions>get def. / apply def.

      favicon

      (www.smustard.com)

      btw: thanks rick for this invaluable script

      this suggestion by jim:
      @unknownuser said:

      Selecting and replacing Component Instances can be done by right-clicking in the Component Browser
      does essentially the same, but the script by rick allows for direct clicking on components in the scene, and not having to look for the right component in the component browser

      posted in Developers' Forum
      A
      a4chitect
    • RE: Is texture pixel color accessible from within ruby?

      Thanks 4 your replies guys, your tips are very useful, my problem is in not mentioning the purpose...

      the purpose was to have bitmap-analysis capabilities in sketchup, like displacement mapping and such. that would require to assign values to a grid by the specific color of the underlying texture. the possible workflow involves like rick suggested - using a 3rd party software to analyse the image and possibly convert it to an array (grid) of values (with customizable resolution). the method suggested by gaieus is interesting but not applicable since a subdivided texture maintains the same material 'parent' and therefore the bitmap approximation stays the same for each region, if i'm not mistaken.

      i'll probably look into scripting imagemagick to convert images into a organized data - and writing an importer into SU. any suggestions?

      posted in Developers' Forum
      A
      a4chitect
    • RE: In Development: Subdivide and Smooth

      whaat you rock! I can't wait for this release! you are one of those for whome the human cloning was meant in the first place πŸ˜„ its interesting that you mention mesh smoothing (without subdivision), does it mean we will be able to smooth contour generated surfaces so they will be more natural in shape? good luck with testing

      posted in Developers' Forum
      A
      a4chitect
    • Is texture pixel color accessible from within ruby?

      is there a known implementation of sampling color from a specific pixel of a texture? (not the material or its ID but the specific RGB) or are there any possible workarounds that come to your mind? thanks

      posted in Developers' Forum
      A
      a4chitect
    • RE: Push/pull to work on 'unopen' groups

      I wouldnt want to image the maths involved in offsetting something on a curved plane, offsetting a planar line/polyline is what I was trying to achieve... but since you mentioned offsetting a curve on a surface - that would mean offsetting a 3d curve - which could come very handy - for a lots of applications πŸ‘ . If there is anything that could be done to help you with this development - let me know.

      posted in Developers' Forum
      A
      a4chitect
    • RE: Push/pull to work on 'unopen' groups

      looking forward to a 'next' version - even if the current one is most complete and satisfying, I am wondering about your remark of an Offset script - I was trying to code a new class for offsetting lines in sketchup (mainly because the default offset produces curling lines once you try to offset some convex/concave geometry) - but I couldn't find any easy to adapt algorithm and have tried to experiment with estimated results based on vector combination with respective weighted average... to no good. could you point me in a better direction for creating line offset function (as seen in autocad) since you are the offset guru around here?

      thanks

      posted in Developers' Forum
      A
      a4chitect
    • RE: Push/pull to work on 'unopen' groups

      thanks fredo, I was too lazy to check that myself πŸ˜„

      btw: why did you decide to have JPP work only on selected faces and not the way original PP tool works - first activate the tool and then confirm the on-mouse-over face by clicking on it?

      posted in Developers' Forum
      A
      a4chitect
    • Push/pull to work on 'unopen' groups

      what do you think, is it possible to enable to push/pull to work on 'unopen' groups ( not having to enter the edit mode for the group would speed up mass modeling considerably )

      or is it possible to customize the Normal Push Pull from the fantastic Joint push/pull toolset?

      posted in Developers' Forum
      A
      a4chitect
    • RE: Voronoi, convex hull, geometry modification toolset

      from the file you have attached, it is clear that the voronoi computation is all right, I have copied the following part

      3
      19 12 1
      -10.101 -10.101 -10.101
      69.50972188371688 213.9843863157402 423.5501981233883
      ...
      ...
      ...
      5 8 10 0 4 3
      6 9 11 0 13 15 18
      

      and pasted into an empty sketchup\plugins\qhull\qvoronoi.txt
      then imported using a modified voronoi.rb (attached) which doesn't run the computation it only builds geometry from the qvoronoi.txt

      I am attaching the result as a .skp file


      the result in sketchup


      modified voronoi (replace your current but keep the original since this is for debugging)

      posted in Developers' Forum
      A
      a4chitect
    • RE: Voronoi, convex hull, geometry modification toolset

      please try this:

      windows - open command prompt and navigate to your sketchup\plugins\qhull
      (windows vista: it is easier to open qhull folder in windows explorer, press and hold shift and right-click anywhere inside empty space in qhull, choose 'Open Command Window Here')

      paste the following code 'qhull.exe TI points.txt v Qbb Qj o Fv' (without quotes) and press enter
      (paste works by clicking in the top left corner on the small black icon, choose edit>paste)

      let me know your results

      thanks

      posted in Developers' Forum
      A
      a4chitect
    • RE: Voronoi, convex hull, geometry modification toolset

      please try exporting points with or without the bounding box (depending on which way you went before - choose the other way this time) and try to run voronoi.

      or

      download the attached skp and follow the instructions to test.
      (maybe the qhull can't compute the results for your specific points alignment)

      or

      please attach your points in a skp for me to try


      debug.skp

      posted in Developers' Forum
      A
      a4chitect
    • RE: Voronoi, convex hull, geometry modification toolset

      thanks for your patience

      301 Moved Permanently

      favicon

      (www.sketchucation.com)

      posted in Developers' Forum
      A
      a4chitect
    • [Plugin] Voronoi - Convex Hull

      see attached jpg for instructions

      original topic with more images

      thanks:
      to the creators of the Qhull program (calculates voronoi, convex hull,...) http://www.qhull.org/
      to this community and all people involved in sketchup/ruby/forums
      licence: your only duty is to share any improvements and/or upgrades of this code under this same condition

      notes:

      All file locations are inside your Sketchup\Plugins\Qhull directory
      All plugins can be found in sketchup under toolbar menu Plugins\Qhull

      Points were created with the qhull\pointify plugin
      -it converts all vertices of the selection into construction points

      to construct Voronoi (or convex Hull) select the points (you don't have to worry about
      different geometry in the selection set, the plugin filters out points only)
      -all points are selected, you have to write them to a file for the qhull engine to process them
      this can be done by pressing qhull\export cpoints

      once exported, you can start the Voronoi buildup by running
      qhull\voronoi
      -please note that this always takes your your most recently exported cpoints
      -nothing has to be selected for the construction to start

      debugging:
      -one error can occur while exporting points, to check this process just delete points.txt file in the qhull directory and run the qhull\export cpoints plugin
      then open the newly created points.txt file and if it is not blank, all went ok
      -second possible problem is that the qhull engine is unable to process your geometry (out of mathematical reasons) just check if a results file gets generated in the
      qhull directory: qvoronoi.txt (of course delete any previous qvoronoi.txt before)
      -the third possibility is that the constructing script cannot process the results into geometry, this is the place to let me know

      when you keep getting a previous result instead of the current one, try to delete the qhull\qvoronoi.txt file manually

      PLUGIN SPECIFIC
      Voronoi: -sometimes result is easier for qhull to compute when you export the bounding box along with the cpoints
      -i couldn't get the engine to export lines reaching infinity, so you will not get these right now
      Convex hull: -when you don't want to get a simple 'box', don't export the bounding box along with cpoints

      windows only
      but is very easily portable for a mac - feel free to do so, you can find the mac version of qhull here: http://qhull.darwinports.com/


      extract to your Sketchup\Plugins directory (folder)

      posted in Plugins
      A
      a4chitect
    • Does someone feel fit to adjust CGAL for usage out of ruby?

      Link Preview Image
      The Computational Geometry Algorithms Library

      favicon

      (www.cgal.org)

      it would have been great having these processing algoritmhs available from within ruby scripts, does someone feel like preparing this workpath? is it possible?

      The Computational Geometry Algorithms Library (CGAL), offers data structures and algorithms like triangulations (2D constrained triangulations and Delaunay triangulations in 2D and 3D), Voronoi diagrams (for 2D and 3D points, 2D additively weighted Voronoi diagrams, and segment Voronoi diagrams), Boolean operations on polygons and polyhedra, arrangements of curves and their applications (2D and 3D envelopes, Minkowski sums), mesh generation (2D Delaunay mesh generation and 3D surface mesh generation, skin surfaces), geometry processing (surface mesh simplification, subdivision and parameterization, as well as estimation of local differential properties, and approximation of ridges and umbilics), alpha shapes, convex hull algorithms (in 2D, 3D and dD), operations on polygons (straight skeleton and offset polygon), search structures (kd trees for nearest neighbor search, and range and segment trees), interpolation (natural neighbor interpolation and placement of streamlines), shape analysis, fitting, and distances (smallest enclosing sphere of points or spheres, smallest enclosing ellipsoid of points, principal component analysis), and kinetic data structures.

      posted in Developers' Forum
      A
      a4chitect
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