|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
StephenS wrote:
>In 1.1 when you have lots of controls, Moray's Modify tab can be very long.
>As a way to summarize the selections the user has made, I was listing them
>in a MessageBox. This will be less of a problem in version 2 because it's
>easier to see all the controls (and there value) at one time.
One problem less...
>Other things....
>The included plugins can be part of a group but not a CSG.
Yes, they're groupable but not CSG-able. They inherit from Groupable, which
does *not* make them CSG-able. Is there something I'm missing?
>Will version 2 be able to output the selections from Moray's Flags (no
>shadow, no image...) and Photons?
Hum, I completed missed that part. There are probably some query functions
from Moray's API which I can use to query and export those flags properly.
>In Function.ful/:save(stream)/stream:write([at]clip, @minZ, @maxZ)
>@clip is a boolean and [at]minZ in a number, this suggests fullmoon knows what
>type a value is and saves it accordingly. Will tables be supported?
Exactly, FullMoon knows the types and save/load them properly. Tables are
not supported but you can save its members one by one and load them
afterwards. I'll see what I can do to save tables, but it's not a simple
task, you can have tables inside tables inside tables...
>The dialog:addEditBox() has changed, are whole numbers with decimals no
>longer supported? Example 23.4 (they may be, but could not figure out how)
FullMoon 2 makes no restricitions on the number of decimal digits in a edit
box. What problem are you facing with edit boxes exactly?
>
>Stephen
>
Andre de Leiradella
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Yes, they're groupable but not CSG-able. They inherit from Groupable,
which
> does *not* make them CSG-able. Is there something I'm missing?
Any object made with the plugin can not be part of a Merge, Intersection,
Difference. Version 1.1 did not have this restriction.
> Exactly, FullMoon knows the types and save/load them properly. Tables are
> not supported but you can save its members one by one and load them
> afterwards. I'll see what I can do to save tables, but it's not a simple
> task, you can have tables inside tables inside tables...
I currently save tables one element at a time, this will not be a problem.
> FullMoon 2 makes no restricitions on the number of decimal digits in a
edit
> box. What problem are you facing with edit boxes exactly?
In Function.lua:
self.maxZID=dialog:addEditBox("max",self.maxZ,-1000000,1000000,3)
In Function.ful:
dialog:addLabel('Max')
@maxZID = dialog:addEditBox(-1000000, 1000000, @maxZ)
I understand the Label is now separate, but where is the '3' for the number
of decimal places?
Ok, just checked. No problems with entering decimal digits. ooops.
I hope I'm not being to critical. I really do enjoy the work you've done.
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
StephenS wrote:
>Any object made with the plugin can not be part of a Merge, Intersection,
>Difference. Version 1.1 did not have this restriction.
This is due to lack of documentation. You can make any object CSG-able by
inheriting from CSGAble:
RoundedDisc = class(Object, CSGAble, Transformable, Texturable, ...)
>I currently save tables one element at a time, this will not be a problem.
Ok, but I'll see if I can find a way to load/save entire tables.
>In Function.lua:
>self.maxZID=dialog:addEditBox("max",self.maxZ,-1000000,1000000,3)
>
>In Function.ful:
>dialog:addLabel('Max')
> @maxZID = dialog:addEditBox(-1000000, 1000000, @maxZ)
>I understand the Label is now separate, but where is the '3' for the number
>of decimal places?
>Ok, just checked. No problems with entering decimal digits. ooops.
Oh, I see. Actually now there is no restriction upon the number of decimal
digits, if you want to limit the number of decimal digits you'll have to do
it inside :notify(id, value):
function RoundedCube:notify(id, value)
if id == @roundnessID then
-- limit to 2 decimal digits
@roundness = floor(value * 100) / 100
elseif ...
end
But I still have to update the dialog's controls to show the values of the
object's properties for this to work properly. Maybe I can add another
control to the dialog just like the one Moray uses for float values, where
you can specify the number of decimal digits you want and the control will
automatically clip the decimal digits for you.
>I hope I'm not being to critical. I really do enjoy the work you've done.
Not at all! This is exactly the kind of feedback I need to improve FullMoon
2 before releasing it.
Just as a note, Chris Colefax answered my message about converting his
include files to Lua objects and he has been kind enough to let me convert
all his include files. I'm just finishing some work I have to do and then
I'll starting working on FullMoon again.
>Stephen
Andre de Leiradella
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I'm sorry that i havn't had enough time yet to really look into version
2 but i really liked V1 and i think there's massive potential in FullMoon!
Arne Kleinophorst
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I support this comment!!!
And Chris Colefax's includes too? That's excellent!
Thomas
"Arne Kleinophorst" <kle### [at] debitelnet> schreef in bericht
news:3ffaa3f1$1@news.povray.org...
>
> I'm sorry that i havn't had enough time yet to really look into version
> 2 but i really liked V1 and i think there's massive potential in FullMoon!
>
> Arne Kleinophorst
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
...
> I'd appreciate to get some feedback from you
...
One of the features in Moray 3.5 is the ability to have solid/shaded
triangles/quads in the views. These shapes can be 'Convert To Mesh' for
further work as a mesh object.
Will v2 be able to draw solid triangles?
There is a workaround for this in v1.1, although it takes several steps.
Output to POV-Ray:
list of points
list of what points make a line
list of what lines make a triangle, or quad
Have the resulting pov-code create a UDO file (render scene)
Import the UDO file into your scene.
Convert to mesh.
One of the things this would allow me to do is to make objects like the Poly
Cube, part of the RoundedObj.dll plugin included with Moray. I would extend
this idea to other shapes like sphere and torus (or spiral if my math skills
are up to it). Moray's sphere and torus can be converted to a mesh, but I
could offer a different triangle layout.
Is there a different approach to doing this with Fullmoon?
I consider this to be an advanced feature to consider, but only after
Flags/Photons support.
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|