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MullinRJ

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About MullinRJ

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    Circuit Board Designer
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    Dallas, TX

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  1. MullinRJ

    Move by Points Script

    Maxwell, Not all tools have index numbers. Not sure if this one does or doesn't. Raymond
  2. MullinRJ

    convert vwx to dwg

    Simon, I opened your file in VW 2014 and exported from there. I hope all of the pieces made it through. It looked pretty good when viewed in eDrawings, but check it carefully if you can. If you need a PDF to compare it to, just ask. 30710-A- Topographic Survey-Dwyer v2014.zip Raymond
  3. MullinRJ

    Return In Message()

    You're welcome.
  4. MullinRJ

    Return In Message()

    VW 2011 was the first version that accepted Carriage Return (CR) characters in the Message Window; and Windows and Mac have different codes to accomplish this. The Mac uses CHR(13) for a CR while Windows uses CHR(13), CHR(10). So for Mac: Message('Line 1', chr(13), 'Line 2'); and Message('Line 1', chr(10), 'Line 2'); and Message('Line 1', chr(13), chr(10), 'Line 2'); and for Windows: Message('Line 1', chr(13), chr(10), 'Line 2'); all produce the same output. ______________________________________ x + VectorScript Message ______________________________________ Line 1 Line 2 ______________________________________ HTH, Raymond
  5. MullinRJ

    Script Error

    @The Hamma , That would make perfect sense, but RegularPolygon() is one of those procedures that always takes its input as mm, and not document units. So, YES, you have to scale the inputs to be mm before calling RegularPolygon(). Unfortunately, the documentation does not reflect that. Welcome to the quirky world of VS programming. : ) Raymond
  6. MullinRJ

    Learning Vector Work.

    Josue, The script @Pat Stanford showed you does not work when you are editing inside a Viewport's Annotation Space, nor inside any other container objects, i.e., Symbols, Groups, Profile space of 3D objects, etc. This is because of limitations of the FSActLayer function which only returns handles from selected objects on Design Layers and Sheet Layers. Do a search on "Waldo" in the Vectorscript Forum. You will get several hits that will show you a few lines that will return a handle to a selected object inside a container, like the Viewport's Annotation Space. Waldo is the nickname given to this kind of code that gets you a handle when you are not on a Design or Sheet Layer. Reference "Where's Waldo" to see where the name came from. Have fun and good luck, Raymond
  7. MullinRJ

    Get Symbol Instance from object in Symbol Def??

    Pat, Is the toilet symbol only used in the Bathroom symbol, or does it exist in other symbols, or by itself on the drawing? Can you post a sample file? I doubt I could recreate what you've got from your description. Raymond
  8. MullinRJ

    section arrow font

    As it was explained to me recently by Gunther Miller, the PRINT menu command is supported by APPLE, and the EXPORT menu options are support by Vectorworks. Thanks for submitting the BUG. Raymond
  9. MullinRJ

    section arrow font

    Also worth noting is that the problem does not present itself when using the PRINT menu to Print-To-PDF option. Raymond
  10. MullinRJ

    section arrow font

    Thank you for that. Could you attach a screenshot of the OIP? There are a lot of settings for this marker, and that would be a lot easier than listing them all separately. Or better yet, attach a small file that has your offending marker in it for others to examine. This should save a lot of guessing if the answer is not obvious. Raymond
  11. MullinRJ

    section arrow font

    What version of VW? What computer? What OS? You really need to add a signature with these items to get the best answers. TIA, Raymond
  12. MullinRJ

    Duplicate Symbol Script

    Hi Max, As I said, it is a "minimized" script. I must leave something for you to do ;-). Do you have the Script Reference handy? There are similar calls for 3D Symbol queries, and the naming of new symbols is very subjective. If you don't want the script to rewrite an existing one, then you will have to search for the existence of the new name. If you find it you will have to increment or change yours accordingly then check again, but there are many ways to approach this. Be creative. Gotta run now. If you have more questions post again. Heck, @PatStanford hasn't even weighed in on this. If he does you'll get another load of advice to follow. I'll check back later, Raymond
  13. MullinRJ

    Duplicate Symbol Script

    Hi Max, There is no need to duplicate a symbol instance to decompose a copy of it. Just decompose the original instance inside BeginSym() and EndSym, giving it a new name. To avoid problems later, it is best to do all your dirty work at the origin. Move symbol to (0, 0) and unrotate before demo and rebuild. To leave an instance in place, place the new symbol at the same XY/Rot as the original symbol when you are done. Here a minimized script to do just that. PROCEDURE MakeUnique; VAR Selection : HANDLE; X, Y, Rot :Real; BEGIN Selection := FSActLayer; { get handle to Sym } GetSymLoc(Selection, X, Y); { get insertion point } Rot := hAngle(Selection); { get rotation } hMove(Selection, -X, -Y); { movet to origin } hRotate(Selection, 0, 0, -Rot); { unrotate } BeginSym('Sym New'); SymbolToGroup(Selection, 0); if (GetTypeN(LActLayer) = 11) then Ungroup; EndSym; Symbol('Sym New', X, Y, Rot); { place new symbol on drawing } Sysbeep; { make noise when done } END; Run(MakeUnique); HTH, Raymond
  14. MullinRJ

    Duplicate Symbol Script

    Instead of using DoMenuTextByName(), use BeginSym() and EndSym calls before and after your duplication code, respectively. Raymond
  15. MullinRJ

    3D Polyline length

    Hi Julian, Interesting approach. I knew you'd approach it differently than I. When you said your code might be quicker, it got me thinking. Your code is definitely more concise (quicker to code), but with the create and delete operations the execution speed can be an issue if large numbers of Polys need processing. For small object counts (<1000), both routines execute fast enough to be efficient. However, given enough objects the NURBS routine can appear painfully slow. I measured the two routines processing 1K, 10K, and 100K 3D Polygons. Each poly had 10 vertices. Here's what I got. Poly | JC RM | JC RM Count | Ticks Ticks | Time Time 1K | 57 4 | .95s .07 s 10K | 551 21 | 9.2 s 0.35 s 100K | 5586 175 | 93.1 s 2.92 s Sam, Bottom Line: pick the routine that will work best for your application based on your expected object count. 1-1000 Polys, shorter code looks better and is easier to support. >1000 Polys, summing the vertex distances will be much faster. VectorScript can get data from objects and process numbers and calculations much faster than it can create and delete objects. Just something to keep in mind when designing your coding approach. HTH, Raymond

 

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