Difference between revisions of "User:Ivo.grigull"
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=== Joota === | === Joota === | ||
==== Get components ==== | ==== Get components ==== | ||
− | + | <syntaxhighlight lang="python">import Layers | |
− | + | l = Layers.GLOABL_LAYER_OBJECT | |
− | + | layer = l.getSelectedLayers()[0] | |
− | + | layer.getLayerType() | |
− | + | layer.getLayerKey() | |
− | + | #vl = layer.getVectorLayer() | |
− | + | feature = layer.getFeature() | |
− | + | print [modo.Item(i).channel('elid').get() for i in feature.getComponents()] | |
+ | </syntaxhighlight> | ||
==== Locations to remember ==== | ==== Locations to remember ==== | ||
Line 88: | Line 89: | ||
// 2. pins_Loading - item created while loading a scene | // 2. pins_Loading - item created while loading a scene | ||
// 3. sil_SceneCreate - to cover there case where we loaded a Modo scene with no layers it. | // 3. sil_SceneCreate - to cover there case where we loaded a Modo scene with no layers it. | ||
+ | |||
+ | ==== Printing ELIDS ==== | ||
+ | <syntaxhighlight lang="python"> | ||
+ | |||
+ | for l in LAYERS.getAllLayers(): | ||
+ | if hasattr(l, 'element'): | ||
+ | print l.element.ELID | ||
+ | |||
+ | for l in LAYERS.getLayersByType( symbols.sLAYER_TYPE_VECTOR ): | ||
+ | print l.getELID_List() | ||
+ | |||
+ | </syntaxhighlight> |
Revision as of 17:41, 31 August 2016
Contents
Creating an undo context in a fire and forget script
Your scripts can simply dolx.eval('undo.init')and it'll create an undo context for you.
Python
Using imp
import imp, os, os.path def import_(filename): (path, name) = os.path.split(filename) (name, ext) = os.path.splitext(name) (file, filename, data) = imp.find_module(name, [path]) return imp.load_module(name, file, filename, data) jedi = import_(r'C:\Python27\Lib\site-packages\jedi')
Jedi completion
# Jedi completion example import imp, os, os.path def import_(filename): (path, name) = os.path.split(filename) (name, ext) = os.path.splitext(name) (file, filename, data) = imp.find_module(name, [path]) return imp.load_module(name, file, filename, data) jedi = import_(r'C:\Python27\Lib\site-packages\jedi') s = '''import imp, os, os.path os.p''' script = jedi.Script (s, 2, 4, '') c = script.completions() c[8].complete
Rebuilding the python plugin
build clean: force: proj:extra\python build init && build proj:extra\python cd apps\modo && qmake repack
Finding the scene's workspace
assemblies = [asm for asm in modo.Scene().groups if asm.type=='assembly'] workspaces = [w for w in assemblies if ('SGID', 'workspace') in w.getTags().items()]
Joota
Get components
import Layers l = Layers.GLOABL_LAYER_OBJECT layer = l.getSelectedLayers()[0] layer.getLayerType() layer.getLayerKey() #vl = layer.getVectorLayer() feature = layer.getFeature() print [modo.Item(i).channel('elid').get() for i in feature.getComponents()]
Locations to remember
- VectorImportSVGCommand
- ComponentPlacer::swapComponent, ComponentPlacer::replace2D, place2D
- ComponentPlacer::importSVGComponent
- CurveConstraint.cpp ModifierElement::Eval draws the components in 2d (and 3d of course)
- VectorImportSVGCommand::cmd_Execute
- Core\VectorTools\include\VectorTools\UI\SceneController.h
- VectorContextManager::removeScene
- Vector Shapes live in Core\VectorTools\src\Scene\Shape.cpp
- UniqueNameIndex* Shape::uniqueNameIndex in Shape.cpp this is where the indexing starts!
- VectorContext.getUniqueNameIndex() return private member m_uniqueNameIndex
VectorContextManager:
// This notification occurs after the Modo scene has finished loading. // However vector layers may be created prior to this during serialization and // will need to be added to a valid scene at that point. Because of this we will // support lazy scene creation in 3 different places: // // 1. pins_newBorn - initial item creation, re-creation as a result of undo/redo. // 2. pins_Loading - item created while loading a scene // 3. sil_SceneCreate - to cover there case where we loaded a Modo scene with no layers it.
Printing ELIDS
for l in LAYERS.getAllLayers(): if hasattr(l, 'element'): print l.element.ELID for l in LAYERS.getLayersByType( symbols.sLAYER_TYPE_VECTOR ): print l.getELID_List()