Grasshopper

algorithmic modeling for Rhino

ATTENTION all GH-developers: why aren't these buttons in Grasshopper??

Hi all,



i desperately wish for /need at least an "Undo" and a "Redo"-button in Grasshopper (not only in the edit-menu option),

aswell as the possibility on each node to delete/detach an entire side of connections at once,

or instead to select a node-connection-line by simply clicking it to then delete it with the delete-key.


At this time we always have to click the node, rightclick, select, select and select for each single connection to disconnect - that's way too circumstantial and annoying.


And the resolution should also work with box drag selecting to select and delete multiple connections at once.



Also:

a posting-preview button here on this site would be nice aswell.


Thanks and cheers,

timo


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Views: 449

Replies to This Discussion

Considering that the menus contain Undo and Redo commands, I can only assume that those functions are coming at some point in development. I agree it would be nice to have a quicker way to detach multiple connections at once, but there is a faster way to disconnect a single connection than described: if you hold down ctrl while dragging a connection from one node to another, it will remove an existing connection.
Both those features are planned. Undo/Redo is almost working, but I've put it on hold while I'm redoing large parts of the core. Selectable wires will also at one point make an appearance. This requires quite a lot of changes so I probably won't do it until after I get Clusters up and running again. I feel that's a higher priority.

I can however make a menu item that allows you to disconnect ALL wires from ALL selected objects. That would take only a few minutes to write.
well,

i think the best solution for now would be an option of "strg + click on the wire" to delete the wire and disconnect two nodes.

if that would be possible, it were great, easy and fast enough.

thank you:).


cheers


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That's not easy. Wires are not objects in the Grasshopper runtime memory structure. I don't know where wires are on the screen (I'm drawing the beziers using Windows functions so I only know where the control-points are).
oh, ok,

of course i didn't know that,
so sorry then, but thanks for that information.


timo


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Very OT, but those Beziers would be accessed through the System.Drawing.Drawing2D class, correct? Just wondering for future reference.
There's a number of ways to do it. I could append the beziers to a GraphicsPath and test for mouse hits this way. That's what I do for SketchCurves (note the advanced window box selection features for Sketch Objects), but it's probably too slow for testing hundreds of wires during a mousepick.

The other solution is to cache OpenNurbs an OpenNurbs curve for each wire and perform ClosestPoint logic on those.

Or I could write my own bezier closest point routine, which is not all that difficult.

But then I also need to make lots of changes in the core to 'promote' wires from memory pointers to actual class instances.

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