I want to move pointer for creating Pipe from one place to another place Programmatically while drawing Pipe from revit.
please refer below image.
enter image description here
while drawing pipe from revit i am able to change offset(Ex. from 15 to 16). but unable to change create pipe pointer location from red point to orange point(refer image) Programatically.
Is this possible?
OR
can we change or access Offset value Programatically while drawing Pipe from Revit.
Refer below image
enter image description here
Please suggest..
Regards
Namit Jain
Via the Autodesk.Revit.DB.Plumbing namespace: There is a function:
public static Pipe Create(Document document, ElementId systemTypeId, ElementId pipeTypeId, ElementId levelId, XYZ startPoint, XYZ endPoint);
And you can use that in your code like:
XYZ fStartPoint = new XYZ(0.0, 0.0, 0.0); //Modify these values to your desired coordinates
XYZ fEndPoint = new XYZ(0.0, 0.0, 0.0); //Modify these values to your desired coordinates
ElementId pPipeTypeId = pPreviousPipe.PipeType.Id;
ElementId pPipeLevelId = pPreviousPipe.LevelId;
ElementId pSystemId = pPreviousPipe.MEPSystem.Id;
if (pPipeLevelId == ElementId.InvalidElementId)
{
Level lLevel = null;
using (Transaction pTrans = new Transaction(doc, "Get Level"))
{
pTrans.Start();
lLevel = Level.Create(doc, pPreviousPipe.LevelOffset;
pTrans.Commit();
}
pPipeLevelId = lLevel.Id;
}
Pipe.Create(doc, pSystemId, pPipeTypeId, pPipeLevelId, fStartPoint, fEndPoint);
There are overloads for the Create(...) function, so take a look at those too. If you're connecting Pipes and FamilyInstances like fittings, you can use the
public static Pipe Create(Document document, ElementId pipeTypeId, ElementId levelId, Connector startConnector, Connector endConnector);
which will connect them directly via the Connectors. As for offsetting the pipes, what I did above should suit you best. Good luck!
Added Note (edit)
And the Offset in your second image refers to the Z axis of your plane. You want to do something more like
var fTemp = pPreviousPipe.Location as LocationCurve;
var fEnd = fTemp.Curve.GetEndPoint(1);
//Index 0 is the beginning of the pipe (where user started drawing)
//Index 1 is the end of the pipe (where user stopped drawing)
XYZ fStartPoint = new XYZ(fEnd.X, fEnd.Y - .5, fEnd.Z);
double dPipeLength = 10.0;
XYZ fEndPoint = new XYZ(fStartPoint.X + dPipeLength, fStartPoint.Y, fStartPoint.Z);
Related
Following along a great tutorial, code is replicated yet does not function as shown. No new texture appears to be created when I try to drag the texture button. Only difference is the tutorial uses a TextureRect, while I'm using a TextureButton.
extends TextureButton
func get_drag_data(position: Vector2):
var vControl = Control.new()
var vData = {}
var vTexture = TextureRect.new()
vTexture.expand = true
vTexture.texture = texture_disabled
vTexture.rect_size = Vector2(320, 400)
vControl.add_child(vTexture)
vTexture.rect_position = -0.5 * vTexture.rect_size
set_drag_preview(vTexture)
return vData
Code above is attached to Party_1. texture_disabled does have a texture set.
It would work if you had the code in get_drag_data looking like this:
func get_drag_data(_position: Vector2):
var vTexture = TextureRect.new()
vTexture.expand = true
vTexture.texture = texture_disabled
vTexture.rect_size = Vector2(320, 400)
set_drag_preview(vTexture)
return {}
However, that would place the TextureRect top-left corner at the cursor position.
You want to offset the position of the TextureRect so it is centered at the cursor position. To do that, you create another Control, add the TextureRect as a child to it… And pass the TextureRect anyway? No, that does not work, you need to pass the new Control:
func get_drag_data(_position: Vector2):
var vTexture = TextureRect.new()
vTexture.expand = true
vTexture.texture = texture_disabled
vTexture.rect_size = Vector2(320, 400)
var vControl = Control.new()
vControl.add_child(vTexture)
vTexture.rect_position = -0.5 * vTexture.rect_size
set_drag_preview(vControl)
return {}
Please notice I'm giving vControl to set_drag_preview, not vTexture.
You cannot give to set_drag_preview a Control that has a parent. In fact, if you tried you would get an error in the Output console saying:
_gui_set_drag_preview: Condition "p_control->get_parent() != nullptr" is true.
Or
_gui_set_drag_preview: Condition "p_control->is_inside_tree()" is true.
I am using azure web job to save thumb of an image and this is code for doing this
ImageProcessor.Imaging.Formats.FormatBase f;
f = new ImageProcessor.Imaging.Formats.JpegFormat();
Size size = new Size(200, 200);
using (WebClient client = new WebClient())
{
MemoryStream stream = new MemoryStream(client.DownloadData(input));
MemoryStream stream2 = new MemoryStream();
int quality = 110;
do
{
quality = quality - 10;
using (ImageFactory factory = new ImageFactory(false))
{
factory.Load(stream)
.Format(f)
.Resize(size)
//.BackgroundColor(Color.White)
.Quality(quality)
.Save(stream2);
}
} while (stream2.Length > stream.Length || stream2.Length ==100000);
When i add message to queue with this image for example,
job should give me thumb image 200 * 200 but there is trailing black area in top and bottom of resulted image like this which shouldn't be done
Why this is done ???
You're trying to fit a rectangle into a square.
From http://imageprocessor.org/imageprocessor/imagefactory/resize/:
Resize
Resizes the current image to the given dimensions. If EXIF metadata is to be preserved the information contained within will also be updated to match.
public ImageFactory Resize(Size size)
Parameters
size:
The System.Drawing.Size containing the width and height to set the image to.
Passing a 0 for either dimension will omit that dimension.
So, pass in 0 as height to maintain aspect ratio,
Size size = new Size(200, 0);
or use one of the other resize modes: Crop/Min/Max/Stretch
How would I go about changing the registration point of a movieclip labeled "tablet" placed on the stage (root) dynamically?
For example: I have the following:
var tablet = this.tablet; //movieclip labeled "tablet" on stage
function resetTablet(){
tablet.regX = tablet.width/2; //move registration point to center
tablet.regY = tablet.height/2;
}
However when I call it using GSAP:
var tl = new TimelineLite();
tl.to(tablet, 1, {alpha:1, onComplete:resetTablet})
.to(tablet, 3, {alpha:0, scaleX:1.5, scaleY:1.5})
the registration point is still set to the upper left corner rather than the center.
What am I doing wrong here? Thanks!
Registration points affect change both the transformation point, but also the position. If you set a displayobject that is 100x100 pixels to regX=50;regY=50, then it will draw from that point, moving the content 50px to the top and left. If you make that change you should also translate the clip to x=50;y=50.
An issue with you example is that there is no width or height on EaselJS content (explained here). You can get the bounds of anything generated by Flash CC using the nominalBounds property, which Flash exports as a property on every object. If you have multiple frames, you can turn on "multi-frame bounds" in the publish settings, and a frameBounds property is added to the objects as well.
Note that nominalBounds and frameBounds are not used by the getBounds method.
Here is how you might be able to approach it.
var bounds = tablet.nominalBounds;
tablet.regX = bounds.width/2;
tablet.regY = bounds.height/2;
// Optional if your actual registration point was [0,0] before:
tablet.x += tablet.regX;
tablet.y += tablet.regX;
Hope that helps.
I want to add a text to a cube, which has a 3D text as a child. I am trying to write/show the text to the front face (or very close) of the cube.
I am using the below javascript to write on the 3D text:
#pragma strict
var countdown : int = 200;
function Update()
{
GetComponent(TextMesh).text = countdown.ToString();
}
EDIT: My difficulty is to make the text appear in the front side/face of the cube, like it is written on it.
My last failed try was to use the below lines:
var tm = gameObject.AddComponent(TextMesh);
tm.text = countdown.ToString();
Any ideas?
If the TextMesh object is a child of the cube, then what you'd want to use is:
transform.Find("TextMeshObjectName").GetComponent(TextMesh).text = countdown.ToString();
where TextMeshObjectName is the name of your TextMesh object. I'm also assuming the script is running from within the cube. There are of course other ways to find children as well, so if you like, take a look at this link here
I am attempting to draw an SVG bezier curve that starts at the end of a text string that is in a Surface. I can set the size of the Surface to [true, true], which is supposed to make the size equal the text bounding box. But if I later try "mySurface.size[0]" in order to get the width, it returns "true"! I need to get a number for the width and height of that bounding box, in order to calculate the end point of my bezier curve! The equivalent DOM approach would just be to use the .getBBox() function.. how do I do this in Famo.us?
this is maybe because the surface hasn't rendered yet. there are a few similar questions here, one of them from me:
how can we get the size of a surface within famo.us?
you could also try deferring or using a setTimeout or Engine.nextTick() to check the size on the next loop through.
if you find an elegant solution let us know as this is a big problem in many places using famous - having to do multiple highjinks where you can't really position a scene on the initial setup - you have to let it render and then adjust...
You can use the 'getSize' function and specify 'true' to get the real size of the surface:
var realSize = surface.getSize(true);
#ljzerenHein, thanks for the hint.. unfortunately, surface.getSize(true) returns null!
#dcsan, thanks for the link. I believe you may be right, however the solution linked to ends up being much too involved for me.
After much searching, hacking, and experimenting, I've settled on the following approach:
-] use the DOM to get untransformed bounding boxes for text strings
-] format the text strings in SVG form
-] make it so the strings are invisible (set fill and stroke to none)
-] reuse the same "div" element for all the strings that I want to measure
-] once I have the untransformed bounding box, then set the famous surface size to that and then apply modifiers.
-] if I need the bounding box after all transforms have been applied, then get the total accumulated transforms for the surface and multiply that with the original untransformed bounding box
Here's the code to create the DOM element, insert SVG text, then get the bounding box:
//Do this part once, of creating a DOM element and adding it to the document
var el1 = document.createElement("div");
document.body.appendChild(el1); //only need to append once -- just set innerHTML after
//now set the SVG text string -- from this point down can be repeated for multiple
// strings without removing or re-adding the element, nor fiddling with the DOM
var text1_1_1_SVG = '<svg> <text x="0" y="0" style="font-family: Arial; font-size: 12;fill:none;stroke:none" id="svgText1">' + myFamousSurface.content + '</text> </svg>';
//note the id is inside the text element! Also the fill and stroke are null so nothing paints
el1.innerHTML = text1_1_1_SVG;
//now get the element -- this seems to be what triggers the bounding box calc
var test = document.getElementById("svgText1"); //this is ID in the text element
//get the box, take the values out of it, and display them
var rect = test.getBoundingClientRect();
var str = "";
for (i in rect) { //a trick for getting all the attributes of the object
str += i + " = " + rect[i] + " ";
}
console.log("svgText1: " + str);
FYI, all of the SVGTextElement methods seem to be callable upon gotElem.
SVGTextElement docs here: http://msdn.microsoft.com/en-us/library/ie/ff972126(v=vs.85).aspx
#seanhalle
I'm pretty sure .getSize(true) is returning null because the element has not yet been added to the DOM. Keep in mind that famo.us is synchronized with animation-frames, and updates to the DOM happen don't happen instantly. Accesssing the DOM directly (aka pinging) is strongly disadviced because you will loose the performance benefits that famo.us promises.
What I would do is create a custom view to wrap your surface inside and implement a render-method in it. In the render-method, use getSize(true) to get the size. If it returns null,
you know it has not yet been committed to the DOM.
view in action as jsfiddle
define('MyView', function (require, exports, module) {
var View = require('famous/core/View');
var Surface = require('famous/core/Surface');
function MyView() {
View.apply(this, arguments);
this.surface = new Surface();
this.add(this.surface);
}
MyView.prototype = Object.create(View.prototype);
MyView.prototype.constructor = MyView;
MyView.prototype.render = function() {
var size = this.getSize(true);
if (size) {
if (!this.hasSize) {
this.hasSize = true;
console.log('now we have a size: ' + size);
}
this.surface.setContent('Size: ' + JSON.stringify(size));
} else {
console.log('no size yet');
}
return this._node.render();
};
module.exports = MyView;
});