grack | 9 Aug 06:13 2007
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Wire instructions-leocad

gmane.comp.cad.leocad.user
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Christian Höltje | 10 Aug 16:33 2007

Re: Wire instructions-leocad [SPAM]

I'm sorry I let that piece of spam through.

Don't read it.

Ciao!

--

-- 
We are such stuff as dreams are made on and our little life is rounded with
a sleep...
	-- Shakespeare, The Tempest, IV:i

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docwhat *at* gerf *dot* org                                        KF6VNC
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tiago santos | 10 Aug 17:58 2007
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Piece:Connections and PieceInfo:Connections

Hello i'm developing a sketch based application for making Lego, for my graduation project, i've picked up some of your code, because i think its the best application in this area, and since it is open-source i decided take advantage of some your work.

Just some observations
1- The connections in Piece ->    CONNECTION* m_pConnections;
came from the project when you add a piece, then sends to the new piece all the connections...

2- I presume that in PieceInfo (   CONNECTIONINFO*    m_pConnections;)  have all the studs (type = 0) and invert studs (type = 0) of a determine piece.

Now when im moving a piece over another one, I think that these connections arent be updated, i've seen some code comented, in CalculateConnection, it is suposed to be here that the pieces stick together, right ?

I wanted to have some kind of constrains in the pieces, for ex: if i move the bottom piece, those that are connected to her also move. Just like real live :)

Thank you for your support :D
Tiago Santos

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Leonardo Zide | 10 Aug 20:05 2007
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Re: Piece:Connections and PieceInfo:Connections


   Are you looking at the trunk or one of the branches? I've disabled  
the connection code in the trunk until I have time to rewrite it  
because it was too slow and I wanted to expand it to add some of the  
stuff that the guy from LeoCAM did. I've never used the connection  
code for connecting pieces, it was used only for detecting studs that  
are hidden inside other pieces and not drawing them.

   I wrote it a long time ago and I didn't really know what I was  
doing but from what I remember, whenever a new piece was added to a  
project it would add its connection information to a list of all  
piece connections in the project class and calculate what pieces it's  
connected to.

   You might want to take a look at LeoCAM, it does exactly the kind  
of thing you're trying to do.

Leonardo

On Aug 10, 2007, at 8:58 AM, tiago santos wrote:

> Hello i'm developing a sketch based application for making Lego,  
> for my graduation project, i've picked up some of your code,  
> because i think its the best application in this area, and since it  
> is open-source i decided take advantage of some your work.
>
> Just some observations
> 1- The connections in Piece ->    CONNECTION* m_pConnections;
> came from the project when you add a piece, then sends to the new  
> piece all the connections...
>
> 2- I presume that in PieceInfo (   CONNECTIONINFO*     
> m_pConnections;)  have all the studs (type = 0) and invert studs  
> (type = 0) of a determine piece.
>
> Now when im moving a piece over another one, I think that these  
> connections arent be updated, i've seen some code comented, in  
> CalculateConnection, it is suposed to be here that the pieces stick  
> together, right ?
>
> I wanted to have some kind of constrains in the pieces, for ex: if  
> i move the bottom piece, those that are connected to her also move.  
> Just like real live :)
>
> Thank you for your support :D
> Tiago Santos
>
> _______________________________________________
> Leocad mailing list
> Leocad@...
> https://list.gerf.org/listinfo/leocad

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tiago santos | 11 Aug 19:03 2007
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RE: Piece:Connections and PieceInfo:Connections

WOW :P
Didnt know that someone have doned that...
Will see now what i'm going to do, if i can use it in my project, it'll will help alot :)
Now i cant find the aplication (LeoCAM) anywere :(
Ive google it, found the autor site: http://ima.udg.edu/~gonzalez/, but nothing there...

Since my project is more sketch oriented, i'm think of creating a 2D window, where the user can sketch the outlines of a piece, for the system to recognize. Now, the internal structure is a mesh. I know there is a function where I can see that a point intercepts a pieces. I'm thinking of process all the pieces, apply a mask (maybe a square filter). Then acording to what the user sketches, passes the filter, and check what pieces are acording to that pattern.
 
Just an idea :P

But a big thanks
Tiago Santos

2007/8/11

Message: 1
Date: Fri, 10 Aug 2007 11:05:37 -0700
From: Leonardo Zide <leonardo-G44P+QClmSA39yzSjRtAkw@public.gmane.org>
Subject: Re: Piece:Connections and PieceInfo:Connections
To: leocad-bZt9XDzQtJM@public.gmane.org
Message-ID: <823A48BB-E5FA-4C08-8A6C-0858B105EE09-G44P+QClmSA39yzSjRtAkw@public.gmane.org>
Content-Type: text/plain; charset=US-ASCII; delsp=yes; format=flowed


   Are you looking at the trunk or one of the branches? I've disabled
the connection code in the trunk until I have time to rewrite it
because it was too slow and I wanted to expand it to add some of the
stuff that the guy from LeoCAM did. I've never used the connection
code for connecting pieces, it was used only for detecting studs that
are hidden inside other pieces and not drawing them.

   I wrote it a long time ago and I didn't really know what I was
doing but from what I remember, whenever a new piece was added to a
project it would add its connection information to a list of all
piece connections in the project class and calculate what pieces it's
connected to.

   You might want to take a look at LeoCAM, it does exactly the kind
of thing you're trying to do.

Leonardo


On Aug 10, 2007, at 8:58 AM, tiago santos wrote:

> Hello i'm developing a sketch based application for making Lego,
> for my graduation project, i've picked up some of your code,
> because i think its the best application in this area, and since it
> is open-source i decided take advantage of some your work.
>
> Just some observations
> 1- The connections in Piece ->    CONNECTION* m_pConnections;
> came from the project when you add a piece, then sends to the new
> piece all the connections...
>
> 2- I presume that in PieceInfo (   CONNECTIONINFO*
> m_pConnections;)  have all the studs (type = 0) and invert studs
> (type = 0) of a determine piece.
>
> Now when im moving a piece over another one, I think that these
> connections arent be updated, i've seen some code comented, in
> CalculateConnection, it is suposed to be here that the pieces stick
> together, right ?
>
> I wanted to have some kind of constrains in the pieces, for ex: if
> i move the bottom piece, those that are connected to her also move.
> Just like real live :)
>
> Thank you for your support :D
> Tiago Santos
>


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